/usr/include/crystalspace-2.0/cstool/simplestaticlighter.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 | /*
Copyright (C) 2008 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_SIMPLESTATICLIGHTER_H__
#define __CS_SIMPLESTATICLIGHTER_H__
/**\file
* Simple static vertex lighting for meshes.
*/
#include "csextern.h"
struct iMeshWrapper;
struct iLight;
struct iSector;
struct iEngine;
struct iGeneralFactoryState;
class csColor4;
namespace CS
{
namespace Lighting
{
/**
* The functions in this class all provide a simple way to initialize
* the "static color" of a mesh (usually genmesh) to provide a way
* to do simple static 'lighting'. Calling this function has the same
* effect as having a mesh which is staticly lit using vertex lighting
* through the lighter2 utility.
*/
class CS_CRYSTALSPACE_EXPORT SimpleStaticLighter
{
public:
/**
* Specify what type of shadows we want here.
*/
enum ShadowType
{
/// No shadows.
CS_SHADOW_NONE = 0,
/// Only shadow based on center of object.
CS_SHADOW_CENTER,
/// Shadow based on the vertices of the bounding box of the object.
CS_SHADOW_BOUNDINGBOX,
/// Shadow every individual vertex.
CS_SHADOW_FULL
};
private:
static void CalculateLighting (iMeshWrapper* mesh,
iGeneralFactoryState* fact_state, iLight* light,
ShadowType shadow_type, csColor4* colors, bool init);
public:
/**
* Fill the static color of the mesh with the given color.
*/
static void ConstantColor (iMeshWrapper* mesh, const csColor4& color);
/**
* Calculate lighting for this mesh as seen from the given light.
*/
static void ShineLight (iMeshWrapper* mesh, iLight* light,
ShadowType shadow_type = CS_SHADOW_NONE);
/**
* Calculate lighting for this mesh as seen from a specified
* number of lights that affect this mesh.
*/
static void ShineLights (iMeshWrapper* mesh, iEngine* engine, int maxlights,
ShadowType shadow_type = CS_SHADOW_NONE);
/**
* Calculate lighting for all meshes in this sector as seen
* from a specified number of lights that affect those meshes.
*/
static void ShineLights (iSector* sector, iEngine* engine, int maxlights,
ShadowType shadow_type = CS_SHADOW_NONE);
};
} // namespace Lighting
} // namespace CS
/** @} */
#endif // __CS_SIMPLESTATICLIGHTER_H__
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