Xors3d Engine
Non-matrix semantics

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 Documentation

#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