#include <OgreRenderTypes.h>
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| | OgreLight (Ogre::Light *light, OgreRenderScene *scene) |
| |
| virtual | ~OgreLight () |
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| virtual void | setPosition (vec3 &v) |
| | Set the position for this light, only meaningful for point and spot lights. More...
|
| |
| virtual void | setDirection (vec3 &v) |
| | Set the direction to emit light at, only meaningful for directional and spot lights. More...
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| |
| virtual void | setDiffuse (const color &c) |
| | Set the diffuse color to emit. More...
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| |
| virtual void | setSpecular (const color &c) |
| | Set the specular color to reflect. More...
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| |
| virtual void | setDirectional () |
| | Make this a directional light, illuminating all scene objects in the set direction. More...
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| |
| virtual void | setPoint () |
| | Make this a point light, illuminating all objects within range as defined by the attenuation settings. More...
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| |
| virtual void | setSpotlight (real radsInner, real radsOuter, real falloff=1.0f) |
| | Make this a spot light with the given beam angles and falloff values. More...
|
| |
| virtual void | setAttenuation (real range, real constant=0.0f, real linear=1.0f, real quad=0.0f) |
| | Set the attenuation values for spot and point lights. More...
|
| |
| virtual void | setVisible (bool isVisible) |
| | Set whether this light is currently illuminating or not. More...
|
| |
| virtual bool | isVisible () const |
| | Returns true if this light is actively illuminating the scene. More...
|
| |
| | Light () |
| |
| virtual | ~Light () |
| |
◆ OgreLight()
◆ ~OgreLight()
◆ isVisible()
| virtual bool isVisible |
( |
| ) |
const |
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inlinevirtual |
Returns true if this light is actively illuminating the scene.
Reimplemented from Light.
◆ setAttenuation()
| virtual void setAttenuation |
( |
real |
range, |
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|
real |
constant = 0.0f, |
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|
real |
linear = 1.0f, |
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|
real |
quad = 0.0f |
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) |
| |
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inlinevirtual |
Set the attenuation values for spot and point lights.
Reimplemented from Light.
◆ setDiffuse()
| virtual void setDiffuse |
( |
const color & |
c | ) |
|
|
inlinevirtual |
Set the diffuse color to emit.
Reimplemented from Light.
◆ setDirection()
| virtual void setDirection |
( |
vec3 & |
v | ) |
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|
inlinevirtual |
Set the direction to emit light at, only meaningful for directional and spot lights.
Reimplemented from Light.
◆ setDirectional()
| virtual void setDirectional |
( |
| ) |
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|
inlinevirtual |
Make this a directional light, illuminating all scene objects in the set direction.
Reimplemented from Light.
◆ setPoint()
| virtual void setPoint |
( |
| ) |
|
|
inlinevirtual |
Make this a point light, illuminating all objects within range as defined by the attenuation settings.
Reimplemented from Light.
◆ setPosition()
| virtual void setPosition |
( |
vec3 & |
v | ) |
|
|
inlinevirtual |
Set the position for this light, only meaningful for point and spot lights.
Reimplemented from Light.
◆ setSpecular()
| virtual void setSpecular |
( |
const color & |
c | ) |
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|
inlinevirtual |
Set the specular color to reflect.
Reimplemented from Light.
◆ setSpotlight()
| virtual void setSpotlight |
( |
real |
radsInner, |
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|
real |
radsOuter, |
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|
real |
falloff = 1.0f |
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) |
| |
|
inlinevirtual |
Make this a spot light with the given beam angles and falloff values.
Reimplemented from Light.
◆ setVisible()
| virtual void setVisible |
( |
bool |
isVisible | ) |
|
|
inlinevirtual |
Set whether this light is currently illuminating or not.
Reimplemented from Light.
◆ light
◆ scene
The documentation for this class was generated from the following files: