irrlicht/include/SLight.h
cutealien 2ae2a551a6 Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 19:05:16 +00:00

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3.0 KiB
C++

// 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"
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