32 #ifndef Light_INCLUDE_ONCE 33 #define Light_INCLUDE_ONCE 111 void bindTransform(
Transform* transform);
float mConstantAttenuation
float spotCutoff() const
Valid values are from 0.0f to 90.0f plus the special value 180.0f (default) which disables the spot l...
Represents an OpenGL context, possibly a widget or a pbuffer, which can also respond to keyboard...
Base class for those render states which have more than one binding points like lights, clipping planes and texture unit states.
float linearAttenuation() const
void setPosition(const fvec4 &position)
The position or direction of a light.
float constantAttenuation() const
void setSpecular(const fvec4 &specularcolor)
void setLinearAttenuation(float linearattenuation)
If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of...
void setDiffuse(const fvec4 &diffusecolor)
#define VL_INSTRUMENT_CLASS(ClassName, BaseClass)
void setSpotCutoff(float spotcutoff)
Valid values are from 0.0f to 90.0f plus the special value 180.0f (default) which disables the spot l...
const fvec3 & spotDirection() const
Visualization Library main namespace.
const fvec4 & diffuse() const
float quadraticAttenuation() const
void setConstantAttenuation(float constantattenuation)
If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of...
ref< Transform > mBoundTransform
virtual ERenderState type() const
void setQuadraticAttenuation(float quadraticattenuation)
If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of...
void setSpotExponent(float spotexponent)
void setEnabled(bool enabled)
void setSpotDirection(const fvec3 &spotdirection)
#define VLGRAPHICS_EXPORT
const fvec4 & specular() const
const fvec4 & position() const
The position or direction of a light.
Wraps the OpenGL function glLight().
The ref<> class is used to reference-count an Object.
float spotExponent() const
Represents a virtual camera defining, among other things, the point of view from which scenes can be ...
virtual ref< RenderState > clone() const
float mQuadraticAttenuation
const fvec4 & ambient() const
void setAmbient(const fvec4 &ambientcolor)