#include <BALL/VIEW/KERNEL/stage.h>
List of all members.
Detailed Description
Light source is mainly used for Renderer classes (e.g. OpenGL and POVRay). Currently we support ambient, positional and directional light sources. The Position and direction of lights can be stored twofold:
- Either with absolute room coordinates and a direction vector or \
- Relative to a Camera. In this case, the position and direction vector are stored as multiples of look right, look up and view vector.
Member Enumeration Documentation
Enumeration of different types of lights.
- Enumerator:
AMBIENT |
Ambient light doesn't come from any particular direction. All the objects in the scene will be lit up by the ambient light.
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POSITIONAL |
Diffuse light is created the light source and is reflected off the surface of any object in the scene. Any surface of an object that the light hits directly will be very bright, and areas the light barely gets to will be darker.
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DIRECTIONAL |
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Constructor & Destructor Documentation
BALL::VIEW::LightSource::LightSource |
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BALL::VIEW::LightSource::LightSource |
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const LightSource & |
light_source |
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virtual BALL::VIEW::LightSource::~LightSource |
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[inline, virtual] |
Member Function Documentation
virtual void BALL::VIEW::LightSource::dump |
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std::ostream & |
s = std::cout , |
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Size |
depth = 0 | |
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Internal value dump. Dump the current state of this instance to the output ostream s with dumping depth depth.
- Parameters:
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| s | output stream |
| depth | the dumping depth |
const Angle& BALL::VIEW::LightSource::getAngle |
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const [inline] |
Get the angle of the light cone.
const Vector3& BALL::VIEW::LightSource::getAttenuation |
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const [inline] |
Get the attenuation parameters of the light.
const ColorRGBA& BALL::VIEW::LightSource::getColor |
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const [inline] |
Get the color of the light. The alpha channel of the color is ignored.
const Vector3& BALL::VIEW::LightSource::getDirection |
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const [inline] |
Get the direction vector of the light.
float BALL::VIEW::LightSource::getIntensity |
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const [inline] |
Get the light intensity. 0 is the minumum, 1 is the maximum.
const Vector3& BALL::VIEW::LightSource::getPosition |
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const [inline] |
Index BALL::VIEW::LightSource::getType |
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const [inline] |
Get the type of the light.
- See also:
- Types
bool BALL::VIEW::LightSource::isRelativeToCamera |
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const [inline] |
bool BALL::VIEW::LightSource::operator< |
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const LightSource & |
light |
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const |
needed for MSVC, dont use it otherwise!
bool BALL::VIEW::LightSource::operator== |
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const LightSource & |
light_source |
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const |
void BALL::VIEW::LightSource::setAngle |
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const Angle & |
angle |
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[inline] |
Set the angle of the light cone.
void BALL::VIEW::LightSource::setAttenuation |
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const Vector3 & |
attenuation |
) |
[inline] |
Set the attenuation parameters of the light.
void BALL::VIEW::LightSource::setColor |
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const ColorRGBA & |
color |
) |
[inline] |
Set the color of the light. The alpha channel of the color is ignored.
void BALL::VIEW::LightSource::setDirection |
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const Vector3 & |
direction |
) |
[inline] |
Set the direction vector of the light.
void BALL::VIEW::LightSource::setIntensity |
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float |
intensity |
) |
[inline] |
Set the intensity. 0 is the minumum, 1 is the maximum.
void BALL::VIEW::LightSource::setPosition |
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const Vector3 & |
position |
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[inline] |
void BALL::VIEW::LightSource::setRelativeToCamera |
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bool |
state |
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[inline] |
void BALL::VIEW::LightSource::setType |
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Types |
type |
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[inline] |
Set the type of the light.
- See also:
- Types
Member Data Documentation