# Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics

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# vl::Light Class Reference

Wraps the OpenGL function glLight(). More...

`#include <Light.hpp>`

Inheritance diagram for vl::Light:

List of all members.

## Public Member Functions

| Light (int light_index)
virtual const char * | className ()
| Returns the name of the class.
virtual ERenderState | type () const
virtual void | apply (const Camera *) const
virtual void | disable () const
virtual void | enable () const
void | setAmbient (const fvec4 &ambientcolor)
const fvec4 & | ambient () const
void | setDiffuse (const fvec4 &diffusecolor)
const fvec4 & | diffuse () const
void | setSpecular (const fvec4 &specularcolor)
const fvec4 & | specular () const
void | setPosition (const fvec4 &position)
| The position or direction of a light.
const fvec4 & | position () const
| The position or direction of a light.
void | setSpotDirection (const fvec3 &spotdirection)
const fvec3 & | spotDirection () const
void | setSpotExponent (float spotexponent)
float | spotExponent () const
void | setSpotCutoff (float spotcutoff)
| Valid values are from 0.0f to 90.0f plus the special value 180.0f (default) which disables the spot lighting.
float | spotCutoff () const
| Valid values are from 0.0f to 90.0f plus the special value 180.0f (default) which disables the spot lighting.
void | setLinearAttenuation (float linearattenuation)
| If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant attenuation, the linear attenuation times the distance between the light and the vertex being lighted, and the quadratic attenuation times the square of the same distance.
float | linearAttenuation () const
void | setQuadraticAttentuation (float quadraticattenuation)
| If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant attenuation, the linear attenuation times the distance between the light and the vertex being lighted, and the quadratic attenuation times the square of the same distance.
float | quadraticAttenuation () const
void | setConstantAttenuation (float constantattenuation)
| If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant attenuation, the linear attenuation times the distance between the light and the vertex being lighted, and the quadratic attenuation times the square of the same distance.
float | constantAttenuation () const
void | setLightIndex (int light_index)
int | lightIndex () const
void | followTransform (Transform *transform)
| If NULL follows the camera otherwise the given transformation node.
Transform * | followedTransform ()
const Transform * | followedTransform () const

## Protected Attributes

fvec4 | mAmbient
fvec4 | mDiffuse
fvec4 | mSpecular
fvec4 | mPosition
fvec3 | mSpotDirection
float | mSpotExponent
float | mSpotCutoff
float | mConstantAttenuation
float | mLinearAttentuation
float | mQuadraticAttentuation
ref< Transform > | mFollowedTransform
int | mLightIndex

## Detailed Description

Wraps the OpenGL function glLight().

See also http://www.opengl.org/sdk/docs/man/xhtml/glLight.xml for more information.

See also the Lights Tutorial for a practical example of how to use OpenGL lights.

See also:
  Shader, Effect, Actor, vl::EN_LIGHTING

## Constructor & Destructor Documentation

Light::Light | ( | int | light_index | ) |

## Member Function Documentation

virtual const char* vl::Light::className | ( |  | ) | `[inline, virtual]`

Returns the name of the class.

Reimplemented from vl::RenderState.

virtual ERenderState vl::Light::type | ( |  | ) | const`[inline, virtual]`

Reimplemented from vl::RenderState.

void Light::apply | ( | const Camera * | camera | ) | const`[virtual]`

Implements vl::RenderState.

virtual void vl::Light::disable | ( |  | ) | const`[inline, virtual]`

Reimplemented from vl::RenderState.

virtual void vl::Light::enable | ( |  | ) | const`[inline, virtual]`

Reimplemented from vl::RenderState.

void vl::Light::setAmbient | ( | const fvec4 & | ambientcolor | ) | `[inline]`

const fvec4& vl::Light::ambient | ( |  | ) | const`[inline]`

void vl::Light::setDiffuse | ( | const fvec4 & | diffusecolor | ) | `[inline]`

const fvec4& vl::Light::diffuse | ( |  | ) | const`[inline]`

void vl::Light::setSpecular | ( | const fvec4 & | specularcolor | ) | `[inline]`

const fvec4& vl::Light::specular | ( |  | ) | const`[inline]`

void vl::Light::setPosition | ( | const fvec4 & | position | ) | `[inline]`

The position or direction of a light.

- If the fourth component of position equals 0.0f then the light is considered a directional light and position points in the direction of the light.
- If the fourth component of position equals 1.0f then the light is considered a positional light and position contains the position of the light.

Note. The position or direction of a light is relative to the followed Transform or to the camera if the light does not follow any transform.

const fvec4& vl::Light::position | ( |  | ) | const`[inline]`

The position or direction of a light.

void vl::Light::setSpotDirection | ( | const fvec3 & | spotdirection | ) | `[inline]`

const fvec3& vl::Light::spotDirection | ( |  | ) | const`[inline]`

void vl::Light::setSpotExponent | ( | float | spotexponent | ) | `[inline]`

float vl::Light::spotExponent | ( |  | ) | const`[inline]`

void vl::Light::setSpotCutoff | ( | float | spotcutoff | ) | `[inline]`

Valid values are from 0.0f to 90.0f plus the special value 180.0f (default) which disables the spot lighting.

float vl::Light::spotCutoff | ( |  | ) | const`[inline]`

Valid values are from 0.0f to 90.0f plus the special value 180.0f (default) which disables the spot lighting.

void vl::Light::setLinearAttenuation | ( | float | linearattenuation | ) | `[inline]`

If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant attenuation, the linear attenuation times the distance between the light and the vertex being lighted, and the quadratic attenuation times the square of the same distance.

float vl::Light::linearAttenuation | ( |  | ) | const`[inline]`

void vl::Light::setQuadraticAttentuation | ( | float | quadraticattenuation | ) | `[inline]`

If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant attenuation, the linear attenuation times the distance between the light and the vertex being lighted, and the quadratic attenuation times the square of the same distance.

float vl::Light::quadraticAttenuation | ( |  | ) | const`[inline]`

void vl::Light::setConstantAttenuation | ( | float | constantattenuation | ) | `[inline]`

If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant attenuation, the linear attenuation times the distance between the light and the vertex being lighted, and the quadratic attenuation times the square of the same distance.

float vl::Light::constantAttenuation | ( |  | ) | const`[inline]`

void Light::setLightIndex | ( | int | light_index | ) |

int vl::Light::lightIndex | ( |  | ) | const`[inline]`

void Light::followTransform | ( | Transform * | transform | ) |

If NULL follows the camera otherwise the given transformation node.

Transform * Light::followedTransform | ( |  | ) |

const Transform * Light::followedTransform | ( |  | ) | const

## Member Data Documentation

fvec4 vl::Light::mAmbient`[protected]`

fvec4 vl::Light::mDiffuse`[protected]`

fvec4 vl::Light::mSpecular`[protected]`

fvec4 vl::Light::mPosition`[protected]`

fvec3 vl::Light::mSpotDirection`[protected]`

float vl::Light::mSpotExponent`[protected]`

float vl::Light::mSpotCutoff`[protected]`

float vl::Light::mConstantAttenuation`[protected]`

float vl::Light::mLinearAttentuation`[protected]`

float vl::Light::mQuadraticAttentuation`[protected]`

ref<Transform> vl::Light::mFollowedTransform`[protected]`

int vl::Light::mLightIndex`[protected]`

The documentation for this class was generated from the following files:

- E:/VisualizationLibrary/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vl/Light.hpp
- E:/VisualizationLibrary/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vl/Light.cpp

Visualization Library v2009.07 Reference Documentation
Copyright 2005-2009 Michele Bosi. All rights reserved.
Updated on Mon Aug 10 21:41:36 2009.
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