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G3D::GLight Class ReferenceA light representation that closely follows the OpenGL light format.
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#include <GLight.h>
List of all members.
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Public Member Functions |
| | GLight () |
| bool | operator!= (const GLight &other) const |
| bool | operator== (const GLight &other) const |
Static Public Member Functions |
| static GLight | directional (const Vector3 &toLight, const Color3 &color, bool specular=true, bool diffuse=true) |
| static GLight | point (const Vector3 &pos, const Color3 &color, float constAtt=1, float linAtt=0, float quadAtt=0, bool specular=true, bool diffuse=true) |
| static GLight | spot (const Vector3 &pos, const Vector3 &pointDirection, float cutOffAngleDegrees, const Color3 &color, float constAtt=1, float linAtt=0, float quadAtt=0, bool specular=true, bool diffuse=true) |
Public Attributes |
| float | attenuation [3] |
| Color3 | color |
| bool | diffuse |
| bool | enabled |
| Vector4 | position |
| bool | specular |
| float | spotCutoff |
| Vector3 | spotDirection |
Detailed Description
A light representation that closely follows the OpenGL light format.
Constructor & Destructor Documentation
Member Function Documentation
| static GLight G3D::GLight::directional |
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const Vector3 & |
toLight, |
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const Color3 & |
color, |
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bool |
specular = true, |
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bool |
diffuse = true | |
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- Parameters:
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| toLight | will be normalized |
| bool G3D::GLight::operator!= |
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const GLight & |
other |
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const |
| bool G3D::GLight::operator== |
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const GLight & |
other |
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const |
| static GLight G3D::GLight::point |
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const Vector3 & |
pos, |
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const Color3 & |
color, |
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float |
constAtt = 1, |
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float |
linAtt = 0, |
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float |
quadAtt = 0, |
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bool |
specular = true, |
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bool |
diffuse = true | |
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) |
| | [static] |
| static GLight G3D::GLight::spot |
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const Vector3 & |
pos, |
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const Vector3 & |
pointDirection, |
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float |
cutOffAngleDegrees, |
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const Color3 & |
color, |
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float |
constAtt = 1, |
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float |
linAtt = 0, |
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float |
quadAtt = 0, |
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bool |
specular = true, |
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bool |
diffuse = true | |
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) |
| | [static] |
Member Data Documentation
Constant, linear, quadratic.
May be outside the range [0, 1].
If false, this light does not create diffuse illumination (useful when rendering a specular-only pass).
If false, this light is ignored.
World space position (for a directional light, w = 0.
If false, this light does not create specular highlights (useful when using negative lights).
In degrees.
180 = no cutoff (point/dir) >90 = spot light
The documentation for this class was generated from the following file:
Generated on Thu Aug 2 11:40:46 2007 for G3D by
1.5.2
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