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<title>Crystal Space 1.2.1: iVertexLightCalculator Struct Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iVertexLightCalculator Struct Reference</h1><!-- doxytag: class="iVertexLightCalculator" -->Interface to calculate lighting for a number of vertices.  
<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 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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html#d83d81813c8eaa97643c03317e53b5e3">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 =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html#100ed4b7f74265ce7b5f86461b135568">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 =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html#4ba960a22f9b704ff499f5f70d73e8da">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 =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</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&nbsp;</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 &amp;light, const csVector3 &amp;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> &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> [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>&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>Implemented in <a class="el" href="classcsVertexLightCalculator.html#aedab2fd86bf8b775fd6094a548dd0e2">csVertexLightCalculator&lt; LightProc &gt;</a>.</p>

</div>
</div><p>
<a class="anchor" name="100ed4b7f74265ce7b5f86461b135568"></a><!-- doxytag: member="iVertexLightCalculator::CalculateLightingAdd" ref="100ed4b7f74265ce7b5f86461b135568" args="(const csLightProperties &amp;light, const csVector3 &amp;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> &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> [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>&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>Implemented in <a class="el" href="classcsVertexLightCalculator.html#e65b7a5ea83645796d132d45165cc3fa">csVertexLightCalculator&lt; LightProc &gt;</a>.</p>

</div>
</div><p>
<a class="anchor" name="4ba960a22f9b704ff499f5f70d73e8da"></a><!-- doxytag: member="iVertexLightCalculator::CalculateLightingMul" ref="4ba960a22f9b704ff499f5f70d73e8da" args="(const csLightProperties &amp;light, const csVector3 &amp;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> &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> [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>&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>Implemented in <a class="el" href="classcsVertexLightCalculator.html#a640569c5ed0ba68853b32a95d7a3136">csVertexLightCalculator&lt; LightProc &gt;</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>
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