Colobot
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Properties of light in 3D scene. More...
#include <light.h>
Public Member Functions | |
void | LoadDefault () |
Loads default values. More... | |
Public Attributes | |
LightType | type = LIGHT_POINT |
Type of light source. More... | |
Color | ambient = Color(0.4f, 0.4f, 0.4f) |
Color of ambient light. More... | |
Color | diffuse = Color(0.8f, 0.8f, 0.8f) |
Color of diffuse light. More... | |
Color | specular = Color(1.0f, 1.0f, 1.0f) |
Color of specular light. More... | |
Math::Vector | position = Math::Vector(0.0f, 0.0f, 0.0f) |
Position in world space (for point & spot lights) More... | |
Math::Vector | direction = Math::Vector(0.0f, 0.0f, 1.0f) |
Direction in world space (for directional & spot lights) More... | |
float | attenuation0 = 1.0f |
Constant attenuation factor. More... | |
float | attenuation1 = 0.0f |
Linear attenuation factor. More... | |
float | attenuation2 = 0.0f |
Quadratic attenuation factor. More... | |
float | spotAngle = Math::PI/2.0f |
Angle of spotlight cone (0-PI/2 radians) More... | |
float | spotIntensity = 0.0f |
Intensity of spotlight (0 = uniform; 128 = most intense) More... | |
Properties of light in 3D scene.
This structure was created as analog to DirectX's D3DLIGHT.
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inline |
Loads default values.
LightType Gfx::Light::type = LIGHT_POINT |
Type of light source.
Math::Vector Gfx::Light::position = Math::Vector(0.0f, 0.0f, 0.0f) |
Position in world space (for point & spot lights)
Math::Vector Gfx::Light::direction = Math::Vector(0.0f, 0.0f, 1.0f) |
Direction in world space (for directional & spot lights)
float Gfx::Light::attenuation0 = 1.0f |
Constant attenuation factor.
float Gfx::Light::attenuation1 = 0.0f |
Linear attenuation factor.
float Gfx::Light::attenuation2 = 0.0f |
Quadratic attenuation factor.
float Gfx::Light::spotAngle = Math::PI/2.0f |
Angle of spotlight cone (0-PI/2 radians)
float Gfx::Light::spotIntensity = 0.0f |
Intensity of spotlight (0 = uniform; 128 = most intense)