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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #ifndef S_LIGHT_H_INCLUDED
- #define S_LIGHT_H_INCLUDED
- #include "SColor.h"
- #include "vector3d.h"
- namespace irr
- {
- namespace video
- {
- //! Enumeration for different types of lights
- enum E_LIGHT_TYPE
- {
- //! point light, it has a position in space and radiates light in all directions
- ELT_POINT,
- //! spot light, it has a position in space, a direction, and a limited cone of influence
- ELT_SPOT,
- //! directional light, coming from a direction from an infinite distance
- ELT_DIRECTIONAL,
- //! Only used for counting the elements of this enum
- ELT_COUNT
- };
- //! Names for light types
- const c8* const LightTypeNames[] =
- {
- "Point",
- "Spot",
- "Directional",
- 0
- };
- //! structure for holding data describing a dynamic point light.
- /** Irrlicht supports point lights, spot lights, and directional lights.
- */
- struct SLight
- {
- SLight() : AmbientColor(0.f,0.f,0.f), DiffuseColor(1.f,1.f,1.f),
- SpecularColor(1.f,1.f,1.f), Attenuation(1.f,0.f,0.f),
- OuterCone(45.f), InnerCone(0.f), Falloff(2.f),
- Position(0.f,0.f,0.f), Direction(0.f,0.f,1.f),
- Radius(100.f), Type(ELT_POINT), CastShadows(true)
- {}
- //! Ambient color emitted by the light
- SColorf AmbientColor;
- //! Diffuse color emitted by the light.
- /** This is the primary color you want to set. */
- SColorf DiffuseColor;
- //! Specular color emitted by the light.
- /** For details how to use specular highlights, see SMaterial::Shininess */
- SColorf SpecularColor;
- //! Attenuation factors (constant, linear, quadratic)
- /** Changes the light strength fading over distance.
- Can also be altered by setting the radius, Attenuation will change to
- (0,1.f/radius,0). Can be overridden after radius was set. */
- core::vector3df Attenuation;
- //! The angle of the spot's outer cone. Ignored for other lights.
- f32 OuterCone;
- //! The angle of the spot's inner cone. Ignored for other lights.
- f32 InnerCone;
- //! The light strength's decrease between Outer and Inner cone. Only for spot lights
- f32 Falloff;
- //! Read-ONLY! Position of the light.
- /** If Type is ELT_DIRECTIONAL, it is ignored. Changed via light scene node's position. */
- core::vector3df Position;
- //! Read-ONLY! Direction of the light.
- /** If Type is ELT_POINT, it is ignored. Changed via light scene node's rotation. */
- core::vector3df Direction;
- //! Read-ONLY! Radius of light. Everything within this radius will be lighted.
- /** On OpenGL light doesn't stop at radius. To get same light as in OpenGL in other drivers
- do set the radius to a large value like sqrt(FLT_MAX) and then set the Attenuation afterwards.
- */
- f32 Radius;
- //! Read-ONLY! Type of the light. Default: ELT_POINT
- E_LIGHT_TYPE Type;
- //! Read-ONLY! Does the light cast shadows?
- bool CastShadows:1;
- };
- } // end namespace video
- } // end namespace irr
- #endif
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