<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Crystal Space 1.2.1: iVertexLightCalculator Struct Reference (Crystal Space 1.2.1 Public API Reference)</title> <link href="tabs.css" rel="stylesheet" type="text/css"> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table border="0" cellpadding="0" cellspacing="0" width="100%" class="head"> <tr height="59"> <td class="head" width="202" valign="bottom" style="padding-left:0;"><a href="http://www.crystalspace3d.org/"><img src="csblur.png" width="236" height="59" alt="CrystalSpace" border="0"></a></td> <td class="head"><h2>Public API Reference</h2></td> </tr> <tr height="11"> <td colspan="2" class="headshadow" valign="top" style="padding-left:0;"><img src="csblurb.png" width="236" height="11" alt="" border="0"></td> </tr> </table> <div class="content"> <!-- Generated by Doxygen 1.5.3 --> <div class="tabs"> <ul> 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diagram for iVertexLightCalculator:</div> <div class="dynsection"> <p><center><img src="structiVertexLightCalculator__inherit__graph.png" border="0" usemap="#iVertexLightCalculator__inherit__map" alt="Inheritance graph"></center> <map name="iVertexLightCalculator__inherit__map"> <area shape="rect" href="classcsVertexLightCalculator.html" title="iVertexLightCalculator implementation that takes one of csPointLightProc, csDirectionalLightProc..." alt="" coords="5,84,269,111"></map> <center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div> <p> <a href="structiVertexLightCalculator-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 </td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html#d83d81813c8eaa97643c03317e53b5e3">CalculateLighting</a> (const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &light, const <a class="el" href="classcsVector3.html">csVector3</a> &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 =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Compute lighting, overwrite the destination colors. <a href="#d83d81813c8eaa97643c03317e53b5e3"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html#100ed4b7f74265ce7b5f86461b135568">CalculateLightingAdd</a> (const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &light, const <a class="el" href="classcsVector3.html">csVector3</a> &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 =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Compute lighting, add lit colors to the destination colors. <a href="#100ed4b7f74265ce7b5f86461b135568"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html#4ba960a22f9b704ff499f5f70d73e8da">CalculateLightingMul</a> (const <a class="el" href="structcsLightProperties.html">csLightProperties</a> &light, const <a class="el" href="classcsVector3.html">csVector3</a> &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 =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Compute lighting, multiply lit colors with destination colors. <a href="#4ba960a22f9b704ff499f5f70d73e8da"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top"><a class="anchor" name="eb75f4f79d3cfa0f02d6f214a4cd7ad4"></a><!-- doxytag: member="iVertexLightCalculator::~iVertexLightCalculator" ref="eb75f4f79d3cfa0f02d6f214a4cd7ad4" args="()" --> virtual </td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html#eb75f4f79d3cfa0f02d6f214a4cd7ad4">~iVertexLightCalculator</a> ()</td></tr> </table> <hr><a name="_details"></a><h2>Detailed Description</h2> Interface to calculate lighting for a number of vertices. <p>Definition at line <a class="el" href="vertexlight_8h-source.html#l00405">405</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="d83d81813c8eaa97643c03317e53b5e3"></a><!-- doxytag: member="iVertexLightCalculator::CalculateLighting" ref="d83d81813c8eaa97643c03317e53b5e3" args="(const csLightProperties &light, const csVector3 &eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iVertexLightCalculator::CalculateLighting </td> <td>(</td> <td class="paramtype">const <a class="el" href="structcsLightProperties.html">csLightProperties</a> & </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> & </td> <td class="paramname"> <em>eyePos</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </td> <td class="paramname"> <em>shininess</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">size_t </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> * </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> * </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> * </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> * </td> <td class="paramname"> <em>specColor</em> = <code>0</code></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"> const<code> [pure 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> </td><td>Properties of the light to compute. </td></tr> <tr><td valign="top"></td><td valign="top"><em>eyePos</em> </td><td>Position of the eye, in object space. </td></tr> <tr><td valign="top"></td><td valign="top"><em>shininess</em> </td><td>Specular exponent. </td></tr> <tr><td valign="top"></td><td valign="top"><em>numvert</em> </td><td>Number of vertices and normals. </td></tr> <tr><td valign="top"></td><td valign="top"><em>vb</em> </td><td>Vertices. Buffer should contain (at least) 3 component vectors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>nb</em> </td><td>Normals. Buffer should contain (at least) 3 component vectors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>litColor</em> </td><td>Destination buffer for diffuse colors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>specColor</em> </td><td>Destination buffer for specular colors. </td></tr> </table> </dl> <p>Implemented in <a class="el" href="classcsVertexLightCalculator.html#aedab2fd86bf8b775fd6094a548dd0e2">csVertexLightCalculator< LightProc ></a>.</p> </div> </div><p> <a class="anchor" name="100ed4b7f74265ce7b5f86461b135568"></a><!-- doxytag: member="iVertexLightCalculator::CalculateLightingAdd" ref="100ed4b7f74265ce7b5f86461b135568" args="(const csLightProperties &light, const csVector3 &eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iVertexLightCalculator::CalculateLightingAdd </td> <td>(</td> <td class="paramtype">const <a class="el" href="structcsLightProperties.html">csLightProperties</a> & </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> & </td> <td class="paramname"> <em>eyePos</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </td> <td class="paramname"> <em>shininess</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">size_t </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> * </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> * </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> * </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> * </td> <td class="paramname"> <em>specColor</em> = <code>0</code></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"> const<code> [pure 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> </td><td>Properties of the light to compute. </td></tr> <tr><td valign="top"></td><td valign="top"><em>eyePos</em> </td><td>Position of the eye, in object space. </td></tr> <tr><td valign="top"></td><td valign="top"><em>shininess</em> </td><td>Specular exponent. </td></tr> <tr><td valign="top"></td><td valign="top"><em>numvert</em> </td><td>Number of vertices and normals. </td></tr> <tr><td valign="top"></td><td valign="top"><em>vb</em> </td><td>Vertices. Buffer should contain (at least) 3 component vectors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>nb</em> </td><td>Normals. Buffer should contain (at least) 3 component vectors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>litColor</em> </td><td>Destination buffer for diffuse colors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>specColor</em> </td><td>Destination buffer for specular colors. </td></tr> </table> </dl> <p>Implemented in <a class="el" href="classcsVertexLightCalculator.html#e65b7a5ea83645796d132d45165cc3fa">csVertexLightCalculator< LightProc ></a>.</p> </div> </div><p> <a class="anchor" name="4ba960a22f9b704ff499f5f70d73e8da"></a><!-- doxytag: member="iVertexLightCalculator::CalculateLightingMul" ref="4ba960a22f9b704ff499f5f70d73e8da" args="(const csLightProperties &light, const csVector3 &eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iVertexLightCalculator::CalculateLightingMul </td> <td>(</td> <td class="paramtype">const <a class="el" href="structcsLightProperties.html">csLightProperties</a> & </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> & </td> <td class="paramname"> <em>eyePos</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">float </td> <td class="paramname"> <em>shininess</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">size_t </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> * </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> * </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> * </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> * </td> <td class="paramname"> <em>specColor</em> = <code>0</code></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"> const<code> [pure 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> </td><td>Properties of the light to compute. </td></tr> <tr><td valign="top"></td><td valign="top"><em>eyePos</em> </td><td>Position of the eye, in object space. </td></tr> <tr><td valign="top"></td><td valign="top"><em>shininess</em> </td><td>Specular exponent. </td></tr> <tr><td valign="top"></td><td valign="top"><em>numvert</em> </td><td>Number of vertices and normals. </td></tr> <tr><td valign="top"></td><td valign="top"><em>vb</em> </td><td>Vertices. Buffer should contain (at least) 3 component vectors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>nb</em> </td><td>Normals. Buffer should contain (at least) 3 component vectors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>litColor</em> </td><td>Destination buffer for diffuse colors. </td></tr> <tr><td valign="top"></td><td valign="top"><em>specColor</em> </td><td>Destination buffer for specular colors. </td></tr> </table> </dl> <p>Implemented in <a class="el" href="classcsVertexLightCalculator.html#a640569c5ed0ba68853b32a95d7a3136">csVertexLightCalculator< LightProc ></a>.</p> </div> </div><p> <hr>The documentation for this struct 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 </small></address> </div></body> </html>