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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 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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#ifndef S_LIGHT_H_INCLUDED
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#define S_LIGHT_H_INCLUDED
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#include "SColor.h"
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#include "vector3d.h"
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namespace irr
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{
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namespace video
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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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//! Only used for counting the elements of this enum
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ELT_COUNT
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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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//! 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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//! Ambient color emitted by the light
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SColorf AmbientColor;
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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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//! 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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//! 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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//! The angle of the spot's outer cone. Ignored for other lights.
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f32 OuterCone;
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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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//! The light strength's decrease between Outer and Inner cone. Only for spot lights
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f32 Falloff;
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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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//! 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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//! 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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//! Read-ONLY! Type of the light. Default: ELT_POINT
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E_LIGHT_TYPE Type;
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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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} // end namespace video
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} // end namespace irr
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#endif
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