forked from Mirrorlandia_minetest/irrlicht
102 lines
3.0 KiB
C
102 lines
3.0 KiB
C
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// 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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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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