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Public API Reference |
Compounds | |
struct | iBaseHalo |
This is the basic interface for all types of halos. More... | |
struct | iCrossHalo |
This is a halo which resembles a cross. More... | |
struct | iDynLight |
The iDynLight interface represents a dynamic light. More... | |
struct | iFlareHalo |
This is a halo which resembles a (solar) flare. More... | |
struct | iLight |
The iLight interface is the SCF interface for the csLight class. More... | |
struct | iLightCallback |
Set a callback which is called when this light color is changed. More... | |
struct | iLightingProcessData |
The iLightingProcessData interface can be implemented by a mesh object so that it can attach additional information for the lighting process. More... | |
struct | iLightingProcessInfo |
The iLightingProcessInfo interface holds information for the lighting system. More... | |
struct | iLightIterator |
Iterator to iterate over all static lights in the engine. More... | |
struct | iLightList |
This structure represents a list of lights. More... | |
struct | iNovaHalo |
This is a halo which resembles a nova. More... | |
struct | iShadowBlock |
A block of shadows represent the shadows that are casted by one iShadowCaster object. More... | |
struct | iShadowBlockList |
This is a list of shadow blocks. More... | |
struct | iShadowCaster |
An object that can cast shadows. More... | |
struct | iShadowIterator |
A shadow iterator allows someone to iterate over all shadows in a iShadowBlock or iShadowBlockList. More... | |
struct | iShadowReceiver |
An object that is interested in getting shadow information. More... | |
struct | iStatLight |
The iStatLight interface is the SCF interface for the csStatLight class. More... | |
Light flags | |
#define | CS_LIGHT_THINGSHADOWS 0x00000001 |
If CS_LIGHT_THINGSHADOWS is set for a light then things will also cast shadows. More... | |
#define | CS_LIGHT_ACTIVEHALO 0x80000000 |
If this flag is set, the halo for this light is active and is in the engine's queue of active halos. More... | |
Attenuation modes | |
Attenuation controls how the brightness of a light fades with distance.
There are five attenuation formulas:
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#define | CS_ATTN_NONE 0 |
no attenuation: light * 1. More... | |
#define | CS_ATTN_LINEAR 1 |
linear attenuation: light * (radius - distance) / radius. More... | |
#define | CS_ATTN_INVERSE 2 |
inverse attenuation: light * (radius / distance). More... | |
#define | CS_ATTN_REALISTIC 3 |
realistic attenuation: light * (radius^2 / distance^2). More... | |
#define | CS_ATTN_CLQ 4 |
using clq attenuation. More... | |
Defines | |
#define | CS_DEFAULT_LIGHT_LEVEL 20 |
Light level that is used when there is no light on the texture. More... | |
#define | CS_NORMAL_LIGHT_LEVEL 128 |
Light level that corresponds to a normally lit texture. More... | |
Enumerations | |
enum | csHaloType { cshtCross, cshtNova, cshtFlare } |
The possible halo-types. More... |
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using clq attenuation.
Definition at line 84 of file iengine/light.h. |
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inverse attenuation: light * (radius / distance).
Definition at line 80 of file iengine/light.h. |
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linear attenuation: light * (radius - distance) / radius.
Definition at line 78 of file iengine/light.h. |
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no attenuation: light * 1.
Definition at line 76 of file iengine/light.h. |
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realistic attenuation: light * (radius^2 / distance^2).
Definition at line 82 of file iengine/light.h. |
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Light level that is used when there is no light on the texture.
Definition at line 60 of file iengine/light.h. |
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If this flag is set, the halo for this light is active and is in the engine's queue of active halos. When halo become inactive, this flag is reset. Definition at line 56 of file iengine/light.h. |
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If CS_LIGHT_THINGSHADOWS is set for a light then things will also cast shadows. This flag is set by default for static lights and unset for dynamic lights. Definition at line 49 of file iengine/light.h. |
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Light level that corresponds to a normally lit texture.
Definition at line 62 of file iengine/light.h. |
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The possible halo-types.
Definition at line 36 of file iengine/halo.h. |