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Public API Reference |
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Interface to calculate lighting for a number of vertices. More...
#include <csgfx/vertexlight.h>
Public Member Functions | |
virtual void | CalculateLighting (const csLightProperties &light, const csVector3 &eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const =0 |
Compute lighting, overwrite the destination colors. | |
virtual void | CalculateLightingAdd (const csLightProperties &light, const csVector3 &eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const =0 |
Compute lighting, add lit colors to the destination colors. | |
virtual void | CalculateLightingMul (const csLightProperties &light, const csVector3 &eyePos, float shininess, size_t numvert, iRenderBuffer *vb, iRenderBuffer *nb, iRenderBuffer *litColor, iRenderBuffer *specColor=0) const =0 |
Compute lighting, multiply lit colors with destination colors. |
Interface to calculate lighting for a number of vertices.
Definition at line 422 of file vertexlight.h.
virtual void iVertexLightCalculator::CalculateLighting | ( | const csLightProperties & | light, |
const csVector3 & | eyePos, | ||
float | shininess, | ||
size_t | numvert, | ||
iRenderBuffer * | vb, | ||
iRenderBuffer * | nb, | ||
iRenderBuffer * | litColor, | ||
iRenderBuffer * | specColor = 0 |
||
) | const [pure virtual] |
Compute lighting, overwrite the destination colors.
light | Properties of the light to compute. |
eyePos | Position of the eye, in object space. |
shininess | Specular exponent. |
numvert | Number of vertices and normals. |
vb | Vertices. Buffer should contain (at least) 3 component vectors. |
nb | Normals. Buffer should contain (at least) 3 component vectors. |
litColor | Destination buffer for diffuse colors. |
specColor | Destination buffer for specular colors. |
Implemented in csVertexLightCalculator< LightProc >.
virtual void iVertexLightCalculator::CalculateLightingAdd | ( | const csLightProperties & | light, |
const csVector3 & | eyePos, | ||
float | shininess, | ||
size_t | numvert, | ||
iRenderBuffer * | vb, | ||
iRenderBuffer * | nb, | ||
iRenderBuffer * | litColor, | ||
iRenderBuffer * | specColor = 0 |
||
) | const [pure virtual] |
Compute lighting, add lit colors to the destination colors.
Compute lighting, overwrite the destination colors.
light | Properties of the light to compute. |
eyePos | Position of the eye, in object space. |
shininess | Specular exponent. |
numvert | Number of vertices and normals. |
vb | Vertices. Buffer should contain (at least) 3 component vectors. |
nb | Normals. Buffer should contain (at least) 3 component vectors. |
litColor | Destination buffer for diffuse colors. |
specColor | Destination buffer for specular colors. |
Implemented in csVertexLightCalculator< LightProc >.
virtual void iVertexLightCalculator::CalculateLightingMul | ( | const csLightProperties & | light, |
const csVector3 & | eyePos, | ||
float | shininess, | ||
size_t | numvert, | ||
iRenderBuffer * | vb, | ||
iRenderBuffer * | nb, | ||
iRenderBuffer * | litColor, | ||
iRenderBuffer * | specColor = 0 |
||
) | const [pure virtual] |
Compute lighting, multiply lit colors with destination colors.
Compute lighting, overwrite the destination colors.
light | Properties of the light to compute. |
eyePos | Position of the eye, in object space. |
shininess | Specular exponent. |
numvert | Number of vertices and normals. |
vb | Vertices. Buffer should contain (at least) 3 component vectors. |
nb | Normals. Buffer should contain (at least) 3 component vectors. |
litColor | Destination buffer for diffuse colors. |
specColor | Destination buffer for specular colors. |
Implemented in csVertexLightCalculator< LightProc >.