#include <Lightx.h>
Public Member Functions | |
Lightx () | |
virtual | ~Lightx () |
GLboolean | activatex (GLvoid) |
GLvoid | resetx (GLvoid) |
ES3Denum | setPositionDirectionx (ES3Denum type, FixedPointx posDir[3]) |
GLvoid | getPositionx (FixedPointx currentPosition[4]) |
GLvoid | getAttenuationx (FixedPointx currentAttenuation[3]) |
GLenum | getLightNumberx (GLvoid) |
Static Public Member Functions | |
static Lightx * | getLightx (GLenum light) |
Public Attributes | |
Spotx | spot |
GLboolean | enableSpot |
FixedPointx | ambient [4] |
FixedPointx | diffuse [4] |
FixedPointx | specular [4] |
FixedPointx | emission [4] |
Classes | |
class | Spotx |
ES3D::Lightx::Lightx | ( | ) |
Constructor
ES3D::Lightx::~Lightx | ( | ) | [virtual] |
Destructor
GLboolean ES3D::Lightx::activatex | ( | GLvoid | ) |
Enables, activates the light. Tries to aquire a light. Updates all parameters.
GLvoid ES3D::Lightx::getAttenuationx | ( | FixedPointx | currentAttenuation[3] | ) |
Rerieves and returns the current attenuation of the light
currentAttenuation | the array to store the attenuations |
GLenum ES3D::Lightx::getLightNumberx | ( | GLvoid | ) |
Returns the light number used by this light. Returns GL_MAX_LIGHTS if no one is associated to it.
Lightx * ES3D::Lightx::getLightx | ( | GLenum | light | ) | [static] |
Returns the light, if one exists.
light | the light to return |
GLvoid ES3D::Lightx::getPositionx | ( | FixedPointx | currentPosition[4] | ) |
Retrieves and returns the current position (and type) of the light.
currentPosition | the array to store the position. |
GLvoid ES3D::Lightx::resetx | ( | GLvoid | ) |
Disables the light. Frees the resource.
ES3Denum ES3D::Lightx::setPositionDirectionx | ( | ES3Denum | type, | |
FixedPointx | posDir[3] | |||
) |
Sets the position or direction of the light
type | positional or directional light | |
posDir | the position or direction of the light |
Ambient light.
Diffuse light.
Emission light.
GLboolean ES3D::Lightx::enableSpot |
Flag, if spot is enabled
Specular light.
The spot light, if needed.