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#include <Light.hpp>

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 | setQuadraticAttenuation (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 | mLinearAttenuation |
| float | mQuadraticAttenuation |
| ref< Transform > | mFollowedTransform |
| int | mLightIndex |
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.
| Light::Light | ( | int | light_index | ) |
| virtual const char* vl::Light::className | ( | ) | [inline, virtual] |
| 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.
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::setQuadraticAttenuation | ( | 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 |
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::mLinearAttenuation [protected] |
float vl::Light::mQuadraticAttenuation [protected] |
ref<Transform> vl::Light::mFollowedTransform [protected] |
int vl::Light::mLightIndex [protected] |