git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			102 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
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| #ifndef __S_LIGHT_H_INCLUDED__
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| #define __S_LIGHT_H_INCLUDED__
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| 
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| #include "SColor.h"
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| 
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| namespace irr
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| {
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| namespace video
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| {
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| 
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| //! Enumeration for different types of lights
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| enum E_LIGHT_TYPE
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| {
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| 	//! point light, it has a position in space and radiates light in all directions
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| 	ELT_POINT,
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| 	//! spot light, it has a position in space, a direction, and a limited cone of influence
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| 	ELT_SPOT,
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| 	//! directional light, coming from a direction from an infinite distance
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| 	ELT_DIRECTIONAL,
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| 
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| 	//! Only used for counting the elements of this enum
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| 	ELT_COUNT
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| };
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| 
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| //! Names for light types
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| const c8* const LightTypeNames[] =
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| {
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| 	"Point",
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| 	"Spot",
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| 	"Directional",
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| 	0
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| };
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| 
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| //! structure for holding data describing a dynamic point light.
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| /** Irrlicht supports point lights, spot lights, and directional lights.
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| */
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| struct SLight
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| {
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| 	SLight() : AmbientColor(0.f,0.f,0.f), DiffuseColor(1.f,1.f,1.f),
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| 		SpecularColor(1.f,1.f,1.f), Attenuation(1.f,0.f,0.f),
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| 		OuterCone(45.f), InnerCone(0.f), Falloff(2.f),
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| 		Position(0.f,0.f,0.f), Direction(0.f,0.f,1.f),
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| 		Radius(100.f), Type(ELT_POINT), CastShadows(true)
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| 		{}
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| 
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| 	//! Ambient color emitted by the light
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| 	SColorf AmbientColor;
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| 
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| 	//! Diffuse color emitted by the light.
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| 	/** This is the primary color you want to set. */
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| 	SColorf DiffuseColor;
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| 
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| 	//! Specular color emitted by the light.
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| 	/** For details how to use specular highlights, see SMaterial::Shininess */
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| 	SColorf SpecularColor;
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| 
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| 	//! Attenuation factors (constant, linear, quadratic)
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| 	/** Changes the light strength fading over distance.
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| 	Can also be altered by setting the radius, Attenuation will change to
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| 	(0,1.f/radius,0). Can be overridden after radius was set. */
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| 	core::vector3df Attenuation;
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| 
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| 	//! The angle of the spot's outer cone. Ignored for other lights.
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| 	f32 OuterCone;
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| 
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| 	//! The angle of the spot's inner cone. Ignored for other lights.
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| 	f32 InnerCone;
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| 
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| 	//! The light strength's decrease between Outer and Inner cone. Only for spot lights
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| 	f32 Falloff;
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| 
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| 	//! Read-ONLY! Position of the light.
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| 	/** If Type is ELT_DIRECTIONAL, it is ignored. Changed via light scene node's position. */
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| 	core::vector3df Position;
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| 
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| 	//! Read-ONLY! Direction of the light.
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| 	/** If Type is ELT_POINT, it is ignored. Changed via light scene node's rotation. */
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| 	core::vector3df Direction;
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| 
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| 	//! Read-ONLY! Radius of light. Everything within this radius will be lighted.
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| 	/** On OpenGL light doesn't stop at radius. To get same light as in OpenGL in other drivers
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| 	do set the radius to a large value like sqrt(FLT_MAX) and then set the Attenuation afterwards.
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| 	*/
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| 	f32 Radius;
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| 
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| 	//! Read-ONLY! Type of the light. Default: ELT_POINT
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| 	E_LIGHT_TYPE Type;
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| 
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| 	//! Read-ONLY! Does the light cast shadows?
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| 	bool CastShadows:1;
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| };
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| 
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| } // end namespace video
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| } // end namespace irr
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| 
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| #endif
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| 
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