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<title>Crystal Space 1.2.1: csVertexLightCalculator&lt; LightProc &gt; Class Template Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>csVertexLightCalculator&lt; LightProc &gt; Class Template Reference</h1><!-- doxytag: class="csVertexLightCalculator" --><!-- doxytag: inherits="iVertexLightCalculator" --><a class="el" href="structiVertexLightCalculator.html" title="Interface to calculate lighting for a number of vertices.">iVertexLightCalculator</a> implementation that takes one of <a class="el" href="classcsPointLightProc.html" title="Preform pointlight lighting calculation without shadowing.">csPointLightProc</a>, <a class="el" href="classcsDirectionalLightProc.html" title="Preform directional light lighting calculation without shadowing.">csDirectionalLightProc</a> or <a class="el" href="classcsSpotLightProc.html" title="Perform spotlight lighting calculation without shadowing.">csSpotLightProc</a> for <em>LightProc</em> to compute lighting for a light of the respective type.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="vertexlight_8h-source.html">csgfx/vertexlight.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for csVertexLightCalculator&lt; LightProc &gt;:</div>
<div class="dynsection">
<p><center><img src="classcsVertexLightCalculator__inherit__graph.png" border="0" usemap="#csVertexLightCalculator_3_01LightProc_01_4__inherit__map" alt="Inheritance graph"></center>
<map name="csVertexLightCalculator_3_01LightProc_01_4__inherit__map">
<area shape="rect" href="structiVertexLightCalculator.html" title="Interface to calculate lighting for a number of vertices." alt="" coords="56,7,219,33"></map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div>

<p>
<a href="classcsVertexLightCalculator-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsVertexLightCalculator.html#aedab2fd86bf8b775fd6094a548dd0e2">CalculateLighting</a> (const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &amp;light, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;eyePos, float shininess, size_t numvert, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *vb, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *nb, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *litColor, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *specColor=0) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Compute lighting, overwrite the destination colors.  <a href="#aedab2fd86bf8b775fd6094a548dd0e2"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsVertexLightCalculator.html#e65b7a5ea83645796d132d45165cc3fa">CalculateLightingAdd</a> (const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &amp;light, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;eyePos, float shininess, size_t numvert, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *vb, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *nb, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *litColor, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *specColor=0) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Compute lighting, add lit colors to the destination colors.  <a href="#e65b7a5ea83645796d132d45165cc3fa"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsVertexLightCalculator.html#a640569c5ed0ba68853b32a95d7a3136">CalculateLightingMul</a> (const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &amp;light, const <a class="el" href="classcsVector3.html">csVector3</a> &amp;eyePos, float shininess, size_t numvert, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *vb, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *nb, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *litColor, <a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *specColor=0) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Compute lighting, multiply lit colors with destination colors.  <a href="#a640569c5ed0ba68853b32a95d7a3136"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
<h3>template&lt;class LightProc&gt;<br>
 class csVertexLightCalculator&lt; LightProc &gt;</h3>

<a class="el" href="structiVertexLightCalculator.html" title="Interface to calculate lighting for a number of vertices.">iVertexLightCalculator</a> implementation that takes one of <a class="el" href="classcsPointLightProc.html" title="Preform pointlight lighting calculation without shadowing.">csPointLightProc</a>, <a class="el" href="classcsDirectionalLightProc.html" title="Preform directional light lighting calculation without shadowing.">csDirectionalLightProc</a> or <a class="el" href="classcsSpotLightProc.html" title="Perform spotlight lighting calculation without shadowing.">csSpotLightProc</a> for <em>LightProc</em> to compute lighting for a light of the respective type. 
<p>Definition at line <a class="el" href="vertexlight_8h-source.html#l00451">451</a> of file <a class="el" href="vertexlight_8h-source.html">vertexlight.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="aedab2fd86bf8b775fd6094a548dd0e2"></a><!-- doxytag: member="csVertexLightCalculator::CalculateLighting" ref="aedab2fd86bf8b775fd6094a548dd0e2" args="(const csLightProperties &amp;light, const csVector3 &amp;eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const " -->
<div class="memitem">
<div class="memproto">
<div class="memtemplate">
template&lt;class LightProc&gt; </div>
      <table class="memname">
        <tr>
          <td class="memname">virtual void <a class="el" href="classcsVertexLightCalculator.html">csVertexLightCalculator</a>&lt; LightProc &gt;::CalculateLighting           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>light</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>eyePos</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>shininess</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">size_t&nbsp;</td>
          <td class="paramname"> <em>numvert</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>vb</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>nb</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>litColor</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>specColor</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"> const<code> [inline, virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Compute lighting, overwrite the destination colors. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>light</em>&nbsp;</td><td>Properties of the light to compute. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>eyePos</em>&nbsp;</td><td>Position of the eye, in object space. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>shininess</em>&nbsp;</td><td>Specular exponent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>numvert</em>&nbsp;</td><td>Number of vertices and normals. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vb</em>&nbsp;</td><td>Vertices. Buffer should contain (at least) 3 component vectors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>nb</em>&nbsp;</td><td>Normals. Buffer should contain (at least) 3 component vectors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>litColor</em>&nbsp;</td><td>Destination buffer for diffuse colors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>specColor</em>&nbsp;</td><td>Destination buffer for specular colors. </td></tr>
  </table>
</dl>

<p>Implements <a class="el" href="structiVertexLightCalculator.html#d83d81813c8eaa97643c03317e53b5e3">iVertexLightCalculator</a>.</p>

<p>Definition at line <a class="el" href="vertexlight_8h-source.html#l00542">542</a> of file <a class="el" href="vertexlight_8h-source.html">vertexlight.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="e65b7a5ea83645796d132d45165cc3fa"></a><!-- doxytag: member="csVertexLightCalculator::CalculateLightingAdd" ref="e65b7a5ea83645796d132d45165cc3fa" args="(const csLightProperties &amp;light, const csVector3 &amp;eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const " -->
<div class="memitem">
<div class="memproto">
<div class="memtemplate">
template&lt;class LightProc&gt; </div>
      <table class="memname">
        <tr>
          <td class="memname">virtual void <a class="el" href="classcsVertexLightCalculator.html">csVertexLightCalculator</a>&lt; LightProc &gt;::CalculateLightingAdd           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>light</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>eyePos</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>shininess</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">size_t&nbsp;</td>
          <td class="paramname"> <em>numvert</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>vb</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>nb</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>litColor</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>specColor</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"> const<code> [inline, virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Compute lighting, add lit colors to the destination colors. 
<p>
Compute lighting, overwrite the destination colors. <p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>light</em>&nbsp;</td><td>Properties of the light to compute. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>eyePos</em>&nbsp;</td><td>Position of the eye, in object space. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>shininess</em>&nbsp;</td><td>Specular exponent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>numvert</em>&nbsp;</td><td>Number of vertices and normals. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vb</em>&nbsp;</td><td>Vertices. Buffer should contain (at least) 3 component vectors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>nb</em>&nbsp;</td><td>Normals. Buffer should contain (at least) 3 component vectors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>litColor</em>&nbsp;</td><td>Destination buffer for diffuse colors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>specColor</em>&nbsp;</td><td>Destination buffer for specular colors. </td></tr>
  </table>
</dl>
 
<p>Implements <a class="el" href="structiVertexLightCalculator.html#100ed4b7f74265ce7b5f86461b135568">iVertexLightCalculator</a>.</p>

<p>Definition at line <a class="el" href="vertexlight_8h-source.html#l00551">551</a> of file <a class="el" href="vertexlight_8h-source.html">vertexlight.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="a640569c5ed0ba68853b32a95d7a3136"></a><!-- doxytag: member="csVertexLightCalculator::CalculateLightingMul" ref="a640569c5ed0ba68853b32a95d7a3136" args="(const csLightProperties &amp;light, const csVector3 &amp;eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const " -->
<div class="memitem">
<div class="memproto">
<div class="memtemplate">
template&lt;class LightProc&gt; </div>
      <table class="memname">
        <tr>
          <td class="memname">virtual void <a class="el" href="classcsVertexLightCalculator.html">csVertexLightCalculator</a>&lt; LightProc &gt;::CalculateLightingMul           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>light</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classcsVector3.html">csVector3</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>eyePos</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&nbsp;</td>
          <td class="paramname"> <em>shininess</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">size_t&nbsp;</td>
          <td class="paramname"> <em>numvert</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>vb</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>nb</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>litColor</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiRenderBuffer.html">iRenderBuffer</a> *&nbsp;</td>
          <td class="paramname"> <em>specColor</em> = <code>0</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"> const<code> [inline, virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Compute lighting, multiply lit colors with destination colors. 
<p>
Compute lighting, overwrite the destination colors. <p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>light</em>&nbsp;</td><td>Properties of the light to compute. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>eyePos</em>&nbsp;</td><td>Position of the eye, in object space. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>shininess</em>&nbsp;</td><td>Specular exponent. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>numvert</em>&nbsp;</td><td>Number of vertices and normals. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>vb</em>&nbsp;</td><td>Vertices. Buffer should contain (at least) 3 component vectors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>nb</em>&nbsp;</td><td>Normals. Buffer should contain (at least) 3 component vectors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>litColor</em>&nbsp;</td><td>Destination buffer for diffuse colors. </td></tr>
    <tr><td valign="top"></td><td valign="top"><em>specColor</em>&nbsp;</td><td>Destination buffer for specular colors. </td></tr>
  </table>
</dl>
 
<p>Implements <a class="el" href="structiVertexLightCalculator.html#4ba960a22f9b704ff499f5f70d73e8da">iVertexLightCalculator</a>.</p>

<p>Definition at line <a class="el" href="vertexlight_8h-source.html#l00560">560</a> of file <a class="el" href="vertexlight_8h-source.html">vertexlight.h</a>.</p>

</div>
</div><p>
<hr>The documentation for this class was generated from the following file:<ul>
<li>csgfx/<a class="el" href="vertexlight_8h-source.html">vertexlight.h</a></ul>
<hr size="1"><address><small>Generated for Crystal Space 1.2.1 by 
<a href="http://www.doxygen.org/index.html">doxygen</a> 1.5.3 
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