LightingContext Struct Reference
[Data Structures]

List of all members.

Public Member Functions

 LightingContext (I3DExRaytracer *raytracer, const IllumSettings &illum, const RendEnv &rendEnv, const RTLevelInfo &level)
const TMCColorRGBA & GetAmbientLight () const
void CalcReflectDir (const TVector3 &rayDir, const TVector3 &normal) const

Public Attributes

FirstHitInfo * fFirstHitInfo
TVector2 fScreenCoordinates
LightingFlags fLightingFlags
const IllumSettings & fIllumSettings
 lighting flags
const RendEnv & fRendEnv
I3DExRaytracer * fRaytracer
const RTLevelInfo & fLevel
const Ray3D * fIncomingRay
RayHit3D * fHit
boolean fNormalFlipped
 if the normal has been flipped
uint32 fNumberOfRays
TVector3 fNormal
 normal on current point after bump is applied (in global coord)
TVector3 fReflectDir

Detailed Description

Info about the point being shaded and the lighting of the scene. Used for shaders that implement their own lighting.


Constructor & Destructor Documentation

LightingContext::LightingContext (  I3DExRaytracer *  raytracer,
const IllumSettings &  illum,
const RendEnv &  rendEnv,
const RTLevelInfo &  level
)  [inline]
 


Member Function Documentation

void LightingContext::CalcReflectDir (  const TVector3 &  rayDir,
const TVector3 &  normal
)  const [inline]
 

Computes the direction in which a ray reflects on a surface. The result is stored in fReflectDir

Parameters:
rayDir is the direction of the incomming ray
normal is the normal at the intersection point between ray and surface

const TMCColorRGBA& LightingContext::GetAmbientLight (   )  const [inline]
 

Returns the intensity of the ambient light in the scene


Member Data Documentation

FirstHitInfo* LightingContext::fFirstHitInfo
 

RayHit3D* LightingContext::fHit
 

const IllumSettings& LightingContext::fIllumSettings
 

lighting flags

const Ray3D* LightingContext::fIncomingRay
 

const RTLevelInfo& LightingContext::fLevel
 

LightingFlags LightingContext::fLightingFlags
 

TVector3 LightingContext::fNormal [mutable]
 

normal on current point after bump is applied (in global coord)

boolean LightingContext::fNormalFlipped
 

if the normal has been flipped

uint32 LightingContext::fNumberOfRays [mutable]
 

I3DExRaytracer* LightingContext::fRaytracer
 

TVector3 LightingContext::fReflectDir [mutable]
 

const RendEnv& LightingContext::fRendEnv
 

TVector2 LightingContext::fScreenCoordinates
 


The documentation for this struct was generated from the following file:
Generated on Mon Mar 14 12:29:06 2005 for Carrara SDK Doc by  doxygen 1.3.9.1