Wraps the OpenGL function glLight().
More...
#include <Light.hpp>
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 *, OpenGLContext *ctx) const |
| | The parameter cameara is NULL if we are disabling the state, non-NULL if we are enabling it.
|
| 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 |
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] |
| virtual ERenderState vl::Light::type |
( |
) |
const [inline, virtual] |
The parameter cameara is NULL if we are disabling the state, non-NULL if we are enabling it.
Implements 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::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.
| const Transform * Light::followedTransform |
( |
) |
const |
Member Data Documentation
The documentation for this class was generated from the following files:
- C:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vl/Light.hpp
- C:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vl/Light.cpp