Modules |
|
PlayStation 2 | |
Enumerations |
|
enum | RpLtMapStyle { rpLTMAPSTYLENASTYLE = 0x0, rpLTMAPSTYLERENDERBASE = 0x1, rpLTMAPSTYLERENDERLIGHTMAP = 0x2, rpLTMAPSTYLEPOINTSAMPLE = 0x4, rpLTMAPSTYLEFORCEENUMSIZEINT = 0x7FFFFFFF } |
Functions |
|
RwUInt32 | RpLtMapGetRasterFormat (void) |
RwBool | RpLtMapSetRasterFormat (RwUInt32 format) |
RwTexture * | RpLtMapAtomicGetLightMap (RpAtomic *atomic) |
RpAtomic * | RpLtMapAtomicSetLightMap (RpAtomic *atomic, RwTexture *lightMap) |
RwTexture * | RpLtMapWorldSectorGetLightMap (RpWorldSector *sector) |
RpWorldSector * | RpLtMapWorldSectorSetLightMap (RpWorldSector *sector, RwTexture *lightMap) |
RwBool | RpLtMapSetRenderStyle (RpLtMapStyle style, RpWorld *world) |
RpLtMapStyle | RpLtMapGetRenderStyle (void) |
RxPipeline * | RpLtMapGetPlatformAtomicPipeline (void) |
RxPipeline * | RpLtMapGetPlatformWorldSectorPipeline (void) |
RwUInt32 | RpLtMapWorldLightMapsQuery (RpWorld *world) |
RwBool | RpLtMapPluginAttach (void) |
Before any of the lightmap functionality can be used the plugin must be registered with RenderWare with :-
Lightmap generation functionality is provided by the RtLtMap toolkit. At run-time, each light-mapped RpWorldSector or RpAtomic may reference one lightmap (several such objects may share a single lightmap for efficiency). These lightmaps are loaded (from individual texture files or the current texture dictionary) automatically when the objects are read from disk. At this point, platform-specific lightmap rendering pipelines will also be attached to the objects. Note that these pipelines are object pipelines, not material pipelines (i.e it is not possible, currently, to vary rendering effects within lightmapped objects on a mesh-by-mesh basis).The supplied lightmap rendering pipelines will take into account dynamic vertex lighting correctly on all platforms (this will be added to the light in the lightmaps). There are also several rendering modes available for inspection of lightmaps (see RpLtMapSetRenderStyle).
|
RpLtMapStyle Flags specifying the rendering style of the lightmap plugin.
|
|
RpLtMapAtomicGetLightMap returns the lightmap in use by a given RpAtomic, if any. The lightmaps used by RpAtomic's are exposed so that they may be analysed, processed or replaced by the user. If an RpAtomic has no lightmap (calls to RtLtMapLightMapsCreate have not yet created one, or the RpAtomic is not flagged with rtLTMAPOBJECTLIGHTMAP) then NULL will be returned. The lightmap plugin must be attached before using this function.
|
|
RpLtMapAtomicSetLightMap is used to set the lightmap used by an RpAtomic. Note that lightmaps must be square and of power-of-two side length. A NULL lightmap cannot be passed (instead, clear the rtLTMAPOBJECTLIGHTMAP flag for this RpAtomic, prior to creating lightmaps). If the RpAtomic contains an existing lightmap, it will be destroyed. Simply resampling a lightmap to a different resolution will most likely result in visual artifacts. The lightmap plugin must be attached before using this function.
|
|
RpLtMapGetPlatformAtomicPipeline is used to retrieve the platform-specific pipeline which is used to render lightmapped RpAtomic's. The operation of the lightmap rendering pipelines may be altered using RpLtMapSetRenderStyle. The lightmap plugin must be attached before using this function.
|
|
RpLtMapGetPlatformWorldSectorPipeline is used to retrieve the platform-specific pipeline which is used to render lightmapped RpWorldSector's. The operation of the lightmap rendering pipelines may be altered using RpLtMapSetRenderStyle. The lightmap plugin must be attached before using this function.
|
|
RpLtMapGetRasterFormat returns the raster format used for creating new lightmap. The raster format used for creating lightmap textures varies between different platforms for performance reasons. A default format is preset during initialization that is most suitable to the host plaform. The lightmap plugin must be attached before using this function.
|
|
RpLtMapGetRenderStyle gets the rendering style being used by the rendering pipelines of the lightmap plugin. Rendering style is specified using flags of type RpLtMapStyle:
The lightmap plugin must be attached before using this function.
|
|
RpLtMapPluginAttach is used to attach the lightmap plugin to the RenderWare system to enable the rendering of lightmapped RpWorldSector's and RpAtomic's. The plugin must be attached between initializing the system with RwEngineInit and opening it with RwEngineOpen.
|
|
RpLtMapSetRasterFormat set the raster format to be used for creating new lightmap. The raster format used for creating lightmap textures varies between different platforms for performance reasons. A default format is preset during initialization that is most suitable to the host plaform. If the lightmap textures is intended for a different target platform, then the texture format should be in the target's recommended format. The recommended formats are
|
|
RpLtMapSetRenderStyle sets the rendering style to be used by the the rendering pipelines of the lightmap plugin. Rendering style is specified using flags of type RpLtMapStyle:
The lightmap plugin must be attached before using this function.
|
|
RpLtMapWorldLightMapsQuery returns the number of lightmaps used by the RpWorldSector's and RpAtomic's in an RpWorld. Note that several RpWorldSector's and/or RpAtomic's may share a single lightmap. The lightmap plugin must be attached before using this function.
|
|
RpLtMapWorldSectorGetLightMap returns the lightmap in use by a given RpWorldSector, if any. The lightmaps used by RpWorldSector's are exposed so that they may be analysed, processed or replaced by the user. If an RpWorldSector has no lightmap (calls to RtLtMapLightMapsCreate have not yet created one, or the RpWorldSector is not flagged with rtLTMAPOBJECTLIGHTMAP) then NULL will be returned. The lightmap plugin must be attached before using this function.
|
|
RpLtMapWorldSectorSetLightMap is used to set the lightmap used by an RpWorldSector. Note that lightmaps must be square and of power-of-two side length. A NULL lightmap cannot be passed (instead, clear the rtLTMAPOBJECTLIGHTMAP flag for this RpWorldSector, prior to creating lightmaps). If the RpWorldSector contains an existing lightmap, it will be destroyed. Simply resampling a lightmap to a different resolution will most likely result in visual artifacts. The lightmap plugin must be attached before using this function.
|
Converted from CHM to HTML with chm2web Pro 2.85 (unicode) |