This object holds the parameters for point lights.
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#include <Lighting/CPointLight.h>
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| virtual void | initComponent () |
| virtual void | updateComponent () |
| virtual void | endUpdate () |
| virtual CObjectSerializable * | createSerializable () |
| virtual void | loadSerializable (CObjectSerializable *object) |
| virtual void | setRenderLightType (ERenderLightType type) |
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bool | needRenderShadowDepth () |
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void | beginRenderShadowDepth () |
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void | endRenderShadowDepth () |
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core::vector3df | getPosition () |
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const SColorf & | getColor () |
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void | setColor (const SColorf &c) |
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float | getAttenuation () |
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float | getRadius () |
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core::aabbox3df | getBBBox () |
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ERenderLightType | getRenderLightType () |
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int | getLightTypeId () |
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void | setBounce (u32 b) |
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u32 | getBounce () |
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void | setRadius (float r) |
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void | setSpotAngle (float angle) |
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float | getSplotCutoff () |
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void | setSpotInnerAngle (float angle) |
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float | getSpotInnerCutof () |
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void | setSpotExponent (float e) |
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float | getSpotExponent () |
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core::vector3df & | getDirection () |
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bool | isCastShadow () |
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void | setShadow (bool shadow) |
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bool | isDynamicShadow () |
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void | setDynamicShadow (bool shadow) |
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void | setIntensity (float f) |
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float | getIntensity () |
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u32 | getLightLayers () |
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void | setLightLayers (u32 layers) |
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bool | isAffectingDefaultObjects () |
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void | setLightPriority (u32 priority) |
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u32 | getLightPriority () |
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void | validate () |
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ITexture * | getShadowTexture () |
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void | setShadowTexture (ITexture *tex) |
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void | setShadowMatrices (float *m) |
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float * | getShadowMatrices () |
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const char * | getName () |
| virtual void | reset () |
| virtual void | startComponent () |
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virtual void | onEnable (bool b) |
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virtual void | onUpdateCullingLayer (u32 mask) |
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void | setEnable (bool b) |
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bool | isEnable () |
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CGameObject * | getGameObject () |
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void | setEnableSerializable (bool b) |
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bool | isSerializable () |
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void | addLinkComponent (CComponentSystem *comp) |
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void | removeAllLink () |
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virtual | ~IActivatorObject () |
| | Virtual destructor for polymorphic activator objects.
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bool | m_needRenderShadowDepth |
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SColorf | m_color |
| | Diffuse color emitted by the light.
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| float | m_attenuation |
| | Attenuation factors (constant, linear, quadratic).
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float | m_radius |
| | Radius of light. Everything within this radius will be lighted.
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float | m_spotCutoff |
| | The angle of the spot's outer cone. Ignored for other lights.
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float | m_spotInnerCutoff |
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float | m_spotExponent |
| core::vector3df | m_direction |
| | Direction of the light.
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bool | m_castShadow |
| | Does the light cast shadows?
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bool | m_dynamicShadow |
| | Does this shadow alway updates.
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float | m_intensity |
| | Intensity of light.
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u32 | m_bakeBounce |
| | Number bounce of light on bake lighting.
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ERenderLightType | m_renderType |
| | Light type.
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u32 | m_lightLayers |
| | The layers where the light will shine on.
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u32 | m_lightPriority |
| | Priority order of lights selected for shaders.
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bool | m_needValidate |
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CLightCullingData * | m_cullingData |
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ITexture * | m_shadowTex |
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float * | m_shadowMatrices |
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CGameObject * | m_gameObject |
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bool | m_enable |
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bool | m_serializable |
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std::vector< CComponentSystem * > | m_linkComponent |
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| enum | ERenderLightType { Realtime = 0
, Baked
, Mixed
} |
| enum | ELightType { DirectionalLight = 0
, PointLight
, SpotLight
, AreaLight
} |
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static int | useComponent (CComponentSystem *used) |
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void | setOwner (CGameObject *obj) |
This object holds the parameters for point lights.
- See also
- CShaderLighting
◆ createSerializable()
◆ endUpdate()
| virtual void Skylicht::CPointLight::endUpdate |
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virtual |
◆ initComponent()
| virtual void Skylicht::CPointLight::initComponent |
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virtual |
◆ loadSerializable()
◆ setRenderLightType()
| virtual void Skylicht::CPointLight::setRenderLightType |
( |
ERenderLightType | type | ) |
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inlinevirtual |
◆ updateComponent()
| virtual void Skylicht::CPointLight::updateComponent |
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virtual |
The documentation for this class was generated from the following file: