#include <OgreRenderTypes.h>
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| OgreLight (Ogre::Light *light, OgreRenderScene *scene) |
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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...
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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...
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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...
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virtual void | setVisible (bool isVisible) |
| Set whether this light is currently illuminating or not. More...
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virtual bool | isVisible () const |
| Returns true if this light is actively illuminating the scene. More...
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| Light () |
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virtual | ~Light () |
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◆ OgreLight()
◆ ~OgreLight()
◆ isVisible()
virtual bool isVisible |
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const |
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inlinevirtual |
Returns true if this light is actively illuminating the scene.
Reimplemented from Light.
◆ setAttenuation()
virtual void setAttenuation |
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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 |
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const color & |
c | ) |
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inlinevirtual |
Set the diffuse color to emit.
Reimplemented from Light.
◆ setDirection()
virtual void setDirection |
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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 |
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inlinevirtual |
Make this a point light, illuminating all objects within range as defined by the attenuation settings.
Reimplemented from Light.
◆ setPosition()
virtual void setPosition |
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vec3 & |
v | ) |
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inlinevirtual |
Set the position for this light, only meaningful for point and spot lights.
Reimplemented from Light.
◆ setSpecular()
virtual void setSpecular |
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const color & |
c | ) |
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inlinevirtual |
Set the specular color to reflect.
Reimplemented from Light.
◆ setSpotlight()
virtual void setSpotlight |
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real |
radsInner, |
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real |
radsOuter, |
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real |
falloff = 1.0f |
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) |
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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 |
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bool |
isVisible | ) |
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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: