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Xors3d Engine
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Defines | |
#define | ANISOTROPY_LEVEL |
#define | CAMERA_DIRECTION |
#define | CAMERA_POSITION |
#define | COLOR_AMBIENT |
#define | COLOR_DIFFUSE |
#define | COLOR_SPECULAR |
#define | CURRENT_TIME |
#define | DELTA_TIME |
#define | FOG_COLOR |
#define | FOG_MODE |
#define | FOG_RANGE |
#define | LIGHTn_COLOR |
#define | LIGHTn_DIRECTION |
#define | LIGHTn_INNER |
#define | LIGHTn_OUTER |
#define | LIGHTn_POSITION |
#define | LIGHTn_RANGE |
#define | TEXTURE_FILTERING |
#define | TEXTURE_n |
#define CAMERA_DIRECTION |
The direction of an active camera.
Type: float4 (w-component is 1.0).
#define CAMERA_POSITION |
The position of an active camera.
Type: float4 (w-component is 1.0).
#define COLOR_AMBIENT |
The ambient light which is set by xAmbientLight().
Type: float4.
#define COLOR_DIFFUSE |
The diffuse color of an entity which is set by xEntityColor().
Type: float4.
#define COLOR_SPECULAR |
The specular color of an entity. The first three components (x, y, z) are equal to the value which is set by xEntityShininess(). w-component is a power of specular light (100.0 by default), it can be passed by using SPECULAR_POWER semantics.
Type: float4.
#define CURRENT_TIME |
The current system time.
Type: int (in milliseconds) or float (in seconds).
#define DELTA_TIME |
The delta time (the time since last frame).
Type: int (in milliseconds) or float (in seconds).
#define FOG_COLOR |
The color of the fog which is set by xCameraFogColor().
Type: float4 (w-component is 1.0).
#define FOG_MODE |
The mode of the fog which is set by xCameraFogMode().
Type: int.
#define FOG_RANGE |
The fog range which is set by xCameraFogRange().
Type: float4.
x-component is the distance in front of camera that fog starts (near)
y-component is the distance in front of camera that fog ends (far)
z-component is (far - near)
w-component is 1.0
#define LIGHTn_COLOR |
The color of the n-th light.
Type: float4.
#define LIGHTn_DIRECTION |
The direction of the n-th light.
Type: float4 (w-component is 1.0).
// Parameters of the spot light source // Note the index of this light source float3 lightPosition : LIGHT0_POSITION; // position float3 lightDirection : LIGHT0_DIECTION; // direction float lightRange : LIGHT0_RANGE; // range float lightInner : LIGHT0_INNER; // inner conner float lightOuter : LIGHT0_OUTER; // outer conner float4 lightColor : LIGHT0_COLOR; // color
#define LIGHTn_POSITION |
The position of the n-th light.
Type: float4 (w-component is 1.0).
#define LIGHTn_INNER |
The inner angle of cone of the n-th light.
Type: float.
#define LIGHTn_OUTER |
The outer angle of cone of the n-th light.
Type: float.
#define LIGHTn_RANGE |
The range of the n-th light.
Type: float.
#define TEXTURE_FILTERING |
The type of texture filtering which is set by xSetTextureFiltering(). See 'Texture filtering types' for more information about texture filtering.
Type: int.
#define ANISOTROPY_LEVEL |
The level of anysotropy which is set by xSetTextureFiltering() (TF_ANISOTROPICXn). See 'Texture filtering types' for more information about texture filtering.
Type: int.
#define TEXTURE_n |
The surface's textures. n is a number of the texture layer [0; 7].
Type: texture.
texture diffuseTexture : TEXTURE_0; // diffuse texture will be taken // from the 0th texture layer texture normalTexture : TEXTURE_1; // normal map will be taken // from the 1st texture layer