66 void Init(
float value);
155 void SetDevice(
CDevice* device);
158 void DebugDumpLights();
165 bool DeleteLight(
int lightRank);
167 bool SetLight(
int lightRank,
const Light &light);
169 bool GetLight(
int lightRank,
Light &light);
171 bool SetLightEnabled(
int lightRank,
bool enabled);
173 bool SetLightPriority(
int lightRank,
LightPriority priority);
181 bool SetLightPos(
int lightRank,
const Math::Vector &pos);
186 bool SetLightDir(
int lightRank,
const Math::Vector &dir);
191 bool SetLightIntensity(
int lightRank,
float value);
193 float GetLightIntensity(
int lightRank);
195 bool SetLightIntensitySpeed(
int lightRank,
float speed);
198 void AdaptLightColor(
const Color &color,
float factor);
201 bool SetLightColor(
int lightRank,
const Color &color);
203 Color GetLightColor(
int lightRank);
205 bool SetLightColorSpeed(
int lightRank,
float speed);
208 void UpdateProgression(
float rTime);
float starting
Starting value.
Definition: lightman.h:47
float m_time
Current time.
Definition: lightman.h:234
Main graphics engine - CEngine class.
Object doesn't exist.
Definition: engine.h:174
LightProgression colorBlue
Progression of blue diffuse color.
Definition: lightman.h:116
EngineObjectType
Class of graphics engine object.
Definition: engine.h:171
LightPriority priority
Priority in assignment.
Definition: lightman.h:104
EngineObjectType includeType
Type of objects included in lighting with this light; if ENG_OBJTYPE_NULL is used, it is ignored.
Definition: lightman.h:119
LightPriority
Priority in light assignment.
Definition: lightman.h:79
EngineObjectType excludeType
Type of objects excluded from lighting with this light; if ENG_OBJTYPE_NULL is used, it is ignored.
Definition: lightman.h:121
Light light
Configuration of the light.
Definition: lightman.h:107
Manager for dynamic lights in 3D scene.
Definition: lightman.h:146
float speed
Speed of progression.
Definition: lightman.h:55
Light struct and related enums.
int rank
Rank (index)
Definition: lightman.h:96
high weight
Definition: lightman.h:82
Dynamic light in 3D scene.
Definition: lightman.h:93
std::vector< int > m_lightMap
Map of current light allocation: graphics light -> dynamic light.
Definition: lightman.h:238
Properties of light in 3D scene.
Definition: light.h:54
float progress
Progress from start to end.
Definition: lightman.h:53
always highest weight (always picked)
Definition: lightman.h:81
void SetTarget(float value)
Sets the new end value (starting is set to current)
Definition: lightman.cpp:67
LightProgression colorGreen
Progression of green diffuse color.
Definition: lightman.h:114
Describes the progression of light parameters change.
Definition: lightman.h:44
LightProgression colorRed
Progression of red diffuse color.
Definition: lightman.h:112
LightProgression intensity
Progression of intensity [0, 1].
Definition: lightman.h:110
Definition: lightman.h:215
std::vector< DynamicLight > m_dynLights
List of dynamic lights.
Definition: lightman.h:236
Namespace for (new) graphics code.
Definition: app.h:49
Vector struct and related functions.
The graphics engine.
Definition: engine.h:585
bool used
Whether the light is used.
Definition: lightman.h:99
3D (3x1) vector
Definition: vector.h:53
void Update(float rTime)
Updates the progression.
Definition: lightman.cpp:48
RGBA color.
Definition: color.h:39
void Init(float value)
Initializes the progression.
Definition: lightman.cpp:39
float ending
Ending (destination) value.
Definition: lightman.h:49
float current
Current value.
Definition: lightman.h:51
low weight
Definition: lightman.h:83
bool enabled
Whether the light is turned on.
Definition: lightman.h:101
Abstract interface of graphics device.
Definition: device.h:323