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crystalspace-doc-1.2.1-5mdv2010.0.i586.rpm

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<title>Crystal Space 1.2.1: iengine/light.h File Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iengine/light.h File Reference</h1>Light interfaces. <a href="#_details">More...</a>
<p>
<code>#include &quot;<a class="el" href="scf_8h-source.html">csutil/scf.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="fview_8h-source.html">iengine/fview.h</a>&quot;</code><br>

<p>
<a href="light_8h-source.html">Go to the source code of this file.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Classes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiLight.html">iLight</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The <a class="el" href="structiLight.html" title="The iLight interface is the SCF interface for the csLight class.">iLight</a> interface is the SCF interface for the csLight class.  <a href="structiLight.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiLightCallback.html">iLightCallback</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set a callback which is called when this light color is changed.  <a href="structiLightCallback.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiLightingProcessData.html">iLightingProcessData</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The <a class="el" href="structiLightingProcessData.html" title="The iLightingProcessData interface can be implemented by a mesh object so that it...">iLightingProcessData</a> interface can be implemented by a mesh object so that it can attach additional information for the lighting process.  <a href="structiLightingProcessData.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiLightingProcessInfo.html">iLightingProcessInfo</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The <a class="el" href="structiLightingProcessInfo.html" title="The iLightingProcessInfo interface holds information for the lighting system.">iLightingProcessInfo</a> interface holds information for the lighting system.  <a href="structiLightingProcessInfo.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiLightIterator.html">iLightIterator</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Iterator to iterate over all static lights in the engine.  <a href="structiLightIterator.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiLightList.html">iLightList</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This structure represents a list of lights.  <a href="structiLightList.html#_details">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Defines</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">#define&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__light.html#gf1ec53156d04ea664bc01d3a1cdba234">CS_DEFAULT_LIGHT_LEVEL</a>&nbsp;&nbsp;&nbsp;20</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Light level that is used when there is no light on the texture.  <a href="group__engine3d__light.html#gf1ec53156d04ea664bc01d3a1cdba234"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">#define&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__light.html#ge3109b162d2aced91b47e8800802d69b">CS_NORMAL_LIGHT_LEVEL</a>&nbsp;&nbsp;&nbsp;128</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Light level that corresponds to a normally lit texture.  <a href="group__engine3d__light.html#ge3109b162d2aced91b47e8800802d69b"></a><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Light flags</div></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">#define&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__light.html#g618a4ace7e4102bf581e00d41dc4541f">CS_LIGHT_ACTIVEHALO</a>&nbsp;&nbsp;&nbsp;0x80000000</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">If this flag is set, the halo for this light is active and is in the engine's queue of active halos.  <a href="group__engine3d__light.html#g618a4ace7e4102bf581e00d41dc4541f"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Enumerations</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__light.html#ge4baf0a9f20299ab4c39397c9bfbe264">csLightType</a> { <a class="el" href="group__engine3d__light.html#gge4baf0a9f20299ab4c39397c9bfbe264f7e1a9262208f00851f4076b8b278d11">CS_LIGHT_POINTLIGHT</a>, 
<a class="el" href="group__engine3d__light.html#gge4baf0a9f20299ab4c39397c9bfbe26429e6aa791578f256f5f33f460f92019e">CS_LIGHT_DIRECTIONAL</a>, 
<a class="el" href="group__engine3d__light.html#gge4baf0a9f20299ab4c39397c9bfbe2646ad3bf0bda6156f8f112a482cd7dfdd2">CS_LIGHT_SPOTLIGHT</a>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Type of lightsource.  <a href="group__engine3d__light.html#ge4baf0a9f20299ab4c39397c9bfbe264">More...</a><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Attenuation modes</div></td></tr>
<tr><td colspan="2"><div class="groupText">Attenuation controls how the brightness of a light fades with distance.<p>
Apart from the attenuation mode there are one to tree constants, which change meaning depending on attenuation mode. There are five attenuation formulas: (distance is distance between point for which lighting is computed and the light)<ul>
<li>no attenuation = light * 1</li><li>linear attenuation = light * (1 - distance / constant1)</li><li>inverse attenuation = light / distance</li><li>realistic attenuation = light / distance^2</li><li>CLQ, Constant Linear Quadratic = light / (constant1 + constant2*distance + constant3*distance^2) </li></ul>
<br><br></div></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__light.html#g0040eead4e75eb362c14a866cce0f728">csLightAttenuationMode</a> { <br>
&nbsp;&nbsp;<a class="el" href="group__engine3d__light.html#gg0040eead4e75eb362c14a866cce0f728b39b476b187c7b9040eac807cc41d5c3">CS_ATTN_NONE</a> =  0, 
<a class="el" href="group__engine3d__light.html#gg0040eead4e75eb362c14a866cce0f728a4ebc6433f9d886c020832484ff3c2e3">CS_ATTN_LINEAR</a> =  1, 
<a class="el" href="group__engine3d__light.html#gg0040eead4e75eb362c14a866cce0f7284e3379a01573692b0927c34f8f394d44">CS_ATTN_INVERSE</a> =  2, 
<a class="el" href="group__engine3d__light.html#gg0040eead4e75eb362c14a866cce0f728c9bdb953d8faad6f0ae99c32a372325e">CS_ATTN_REALISTIC</a> =  3, 
<br>
&nbsp;&nbsp;<a class="el" href="group__engine3d__light.html#gg0040eead4e75eb362c14a866cce0f72842742eb3305f7f388b5a8d6f82efc4ff">CS_ATTN_CLQ</a> =  4
<br>
 }</td></tr>

<tr><td colspan="2"><div class="groupHeader">Light Dynamic Types</div></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__light.html#g226054df63a389a3d03a47358dacf665">csLightDynamicType</a> { <a class="el" href="group__engine3d__light.html#gg226054df63a389a3d03a47358dacf665f14d1d673772c44312e9d38e2925f120">CS_LIGHT_DYNAMICTYPE_STATIC</a> =  1, 
<a class="el" href="group__engine3d__light.html#gg226054df63a389a3d03a47358dacf66582e376f7e9602fe9f1c7c96e5bfabb09">CS_LIGHT_DYNAMICTYPE_PSEUDO</a> =  2, 
<a class="el" href="group__engine3d__light.html#gg226054df63a389a3d03a47358dacf665edf9b287ab7f32dbe0485e0b9a9f2fb1">CS_LIGHT_DYNAMICTYPE_DYNAMIC</a> =  3
 }</td></tr>

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<hr><a name="_details"></a><h2>Detailed Description</h2>
Light interfaces. 
<p>

<p>Definition in file <a class="el" href="light_8h-source.html">light.h</a>.</p>
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