irrlicht/include/SLight.h

77 lines
1.9 KiB
C
Raw Normal View History

// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __S_LIGHT_H_INCLUDED__
#define __S_LIGHT_H_INCLUDED__
#include "SColor.h"
namespace irr
{
namespace video
{
//! Enumeration for different types of lights
enum E_LIGHT_TYPE
{
//! point light, it has a position in space and radiates light in all directions
ELT_POINT,
//! directional light, coming from a direction from an infinite distance
ELT_DIRECTIONAL
};
//! Names for light types
const c8* const LightTypeNames[] =
{
"Point",
"Directional",
0
};
//! structure for holding data describing a dynamic point light.
/** ambient light and point lights are the only light supported
by the irrlicht engine.
*/
struct SLight
{
SLight() : AmbientColor(0.0f,0.0f,0.0f), DiffuseColor(1.0f, 1.0f, 1.0f),
SpecularColor(1.0f,1.0f,1.0f), Position(0.0f, 0.0f, 0.0f),
Attenuation(1.0f, 0.0f, 0.0f), Radius(100.0f),
CastShadows(true), Type(ELT_POINT)
{};
//! Ambient color emitted by the light
SColorf AmbientColor;
//! Diffuse color emitted by the light.
/** This is the primary color you might want to set. */
SColorf DiffuseColor;
//! Specular color emitted by the light.
/** For details how to use specular highlights, see SMaterial::Shininess */
SColorf SpecularColor;
//! Position of the light. If Type is ELT_DIRECTIONAL, this is the direction vector the light is coming from.
core::vector3df Position;
//! Attenuation factors
core::vector3df Attenuation;
//! Radius of light. Everything within this radius be be lighted.
f32 Radius;
//! Does the light cast shadows?
bool CastShadows;
//! Type of the light. Default: ELT_POINT
E_LIGHT_TYPE Type;
};
} // end namespace video
} // end namespace irr
#endif