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2ae2a551a6
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
88 lines
3.0 KiB
C++
88 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 __I_LIGHT_SCENE_NODE_H_INCLUDED__
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#define __I_LIGHT_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "SLight.h"
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namespace irr
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{
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namespace scene
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{
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//! Scene node which is a dynamic light.
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/** You can switch the light on and off by making it visible or not. It can be
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animated by ordinary scene node animators. If the light type is directional or
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spot, the direction of the light source is defined by the rotation of the scene
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node (assuming (0,0,1) as the local direction of the light).
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*/
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class ILightSceneNode : public ISceneNode
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{
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public:
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//! constructor
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ILightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0))
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: ISceneNode(parent, mgr, id, position) {}
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//! Sets the light data associated with this ILightSceneNode
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/** \param light The new light data. */
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virtual void setLightData(const video::SLight& light) = 0;
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//! Gets the light data associated with this ILightSceneNode
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/** \return The light data. */
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virtual const video::SLight& getLightData() const = 0;
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//! Gets the light data associated with this ILightSceneNode
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/** \return The light data. */
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virtual video::SLight& getLightData() = 0;
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//! Sets if the node should be visible or not.
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/** All children of this node won't be visible either, when set
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to true.
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\param isVisible If the node shall be visible. */
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virtual void setVisible(bool isVisible) = 0;
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//! Sets the light's radius of influence.
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/** Outside this radius the light won't lighten geometry and cast no
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shadows. Setting the radius will also influence the attenuation, setting
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it to (0,1/radius,0). If you want to override this behavior, set the
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attenuation after the radius.
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NOTE: On OpenGL only the attenuation is set, there's no hard range.
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\param radius The new radius. */
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virtual void setRadius(f32 radius) = 0;
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//! Gets the light's radius of influence.
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/** \return The current radius. */
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virtual f32 getRadius() const = 0;
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//! Sets the light type.
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/** \param type The new type. */
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virtual void setLightType(video::E_LIGHT_TYPE type) = 0;
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//! Gets the light type.
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/** \return The current light type. */
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virtual video::E_LIGHT_TYPE getLightType() const = 0;
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//! Sets whether this light casts shadows.
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/** Enabling this flag won't automatically cast shadows, the meshes
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will still need shadow scene nodes attached. But one can enable or
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disable distinct lights for shadow casting for performance reasons.
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\param shadow True if this light shall cast shadows. */
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virtual void enableCastShadow(bool shadow=true) = 0;
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//! Check whether this light casts shadows.
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/** \return True if light would cast shadows, else false. */
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virtual bool getCastShadow() const = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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