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CRM64Pro GDK v0.80.0
A free cross-platform game development kit built on top of SDL 3.0
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Point or spot light submitted to a GFX lightmap pass. More...
Public Attributes | |
| float | fX = 0.0f |
| Light center or spot origin X coordinate in screen space. | |
| float | fY = 0.0f |
| Light center or spot origin Y coordinate in screen space. | |
| float | fRadius = 0.0f |
| Maximum radius in pixels. Must be greater than 0. | |
| float | fDirection = 0.0f |
| Spot direction in degrees. 0 points right and 90 points down. | |
| float | fAngle = 360.0f |
| Spot cone angle in degrees. Values of 360 or greater produce a point light. | |
| Uint32 | iColor = 0xFFFFFFFF |
| Primary light color in 0xRRGGBBAA format. | |
| float | fIntensity = 1.0f |
| Maximum intensity. Must be nonnegative; values above 1.0 are clamped. | |
| bool | bUseOccluders = true |
| true to clip the light against active occluders. | |
| eGFXLightAnimation | eAnimation = GLA_NONE |
| Light animation applied during rendering. | |
| float | fAnimationRate = 1.0f |
| Animation rate. Pulse uses cycles per second; flicker and candle use noise samples per second. Zero or negative keeps the base values. | |
| float | fAnimationAmount = 0.25f |
| Maximum proportional intensity reduction, clamped to [0.0, 1.0]. | |
| Uint32 | iSecondaryColor = 0 |
| Color at the animation low point, or zero to reuse iColor. | |
| float | fAnimationRadiusAmount = 0.0f |
| Maximum proportional radius reduction, clamped to [0.0, 1.0]. | |
| Uint32 | iAnimationID = 0 |
| Stable identifier used to vary animation phase and noise. | |
Point or spot light submitted to a GFX lightmap pass.
The structure describes one immediate light draw. GFX does not retain it after drawLight() returns. Animated modes reduce the base intensity and radius and blend from iSecondaryColor to iColor. The same animation identifier produces the same animation. Default member values describe a static white point light; set a positive fRadius and the desired position before drawing.