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Rendu
A lightweight rendering engine for experimentations
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This is the complete list of members for SpotLight, including all inherited members.
| _angles | SpotLight | private |
| _animations | Light | protected |
| _castShadows | Light | protected |
| _color | Light | protected |
| _lightDirection | SpotLight | private |
| _lightPosition | SpotLight | private |
| _model | Light | protected |
| _projectionMatrix | SpotLight | private |
| _radius | SpotLight | private |
| _sceneBox | Light | protected |
| _shadowMapInfos | Light | protected |
| _viewMatrix | SpotLight | private |
| _vp | Light | protected |
| addAnimation(const std::shared_ptr< Animation > &anim) | Light | |
| angles() const | SpotLight | inline |
| animated() const | Light | inline |
| castsShadow() const | Light | inline |
| decode(const KeyValues ¶ms) | SpotLight | |
| decodeBase(const KeyValues ¶ms) | Light | protected |
| direction() const | SpotLight | inline |
| draw(LightRenderer &renderer) override | SpotLight | virtual |
| encode() const override | SpotLight | virtual |
| intensity() const | Light | inline |
| Light() | Light | |
| Light(const glm::vec3 &color) | Light | explicit |
| Light(const Light &)=delete | Light | |
| Light(Light &&)=default | Light | |
| model() const | Light | inline |
| operator=(const Light &)=delete | Light | |
| operator=(Light &&)=delete | Light | |
| position() const | SpotLight | inline |
| radius() const | SpotLight | inline |
| registerShadowMap(const Texture *map, ShadowMode mode, size_t layer=0, const glm::vec2 &minUV=glm::vec2(0.0f), const glm::vec2 &maxUV=glm::vec2(1.0f)) | Light | inline |
| sample(const glm::vec3 &position, float &dist, float &attenuation) const override | SpotLight | virtual |
| setCastShadow(bool shouldCast) | Light | inline |
| setIntensity(const glm::vec3 &color) | Light | inline |
| setScene(const BoundingBox &sceneBox) override | SpotLight | virtual |
| shadowMap() const | Light | inline |
| SpotLight()=default | SpotLight | |
| SpotLight(const glm::vec3 &worldPosition, const glm::vec3 &worldDirection, const glm::vec3 &color, float innerAngle, float outerAngle, float radius) | SpotLight | |
| update(double fullTime, double frameTime) override | SpotLight | virtual |
| vp() const | Light | inline |
| ~Light()=default | Light | virtual |