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 |