BlankMat 0.1.0
Free open-source 3D texture creation application
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PLightCube Member List

This is the complete list of members for PLightCube, including all inherited members.

CalcMatrices()Lightinlineprotected
Draw(Shader *shader, State *state, Material *defaultMat, const glm::mat4 &viewProj, bool drawMats=false)PLightCubeinlinevirtual
GetBaseColor()Lightinline
GetColor()Lightinline
GetDir()Lightinline
GetGamma()Lightinline
GetKA()Lightinline
GetKD()Lightinline
GetKS()Lightinline
GetOffset()Lightinline
GetPos()Lightinline
GetRange()Lightinline
GetScope()INameableinline
GetScopedName()INameableinline
GetSelectableType()ISelectableinlinevirtual
GetSpotInnerRadius()Lightinline
GetSpotOuterRadius()Lightinline
GetType()Lightinline
GetUnscopedName()INameableinline
INameable()INameableinlineexplicit
InitName(const std::string &name, const std::string &scope="")INameableinline
IsCube()Lightinline
ISelectable(SelectableType type=SelectableType::NONE)ISelectableinlineexplicit
Light(const std::string &name="default", const std::string &scope="", LightType type=LightType::POINT, const glm::vec3 &pos=glm::vec3(1.0f), const glm::vec3 &dir=glm::vec3(-1.0f), const glm::vec3 &color=glm::vec3(1.0f), float kd=1.0f, float ka=0.1f, float ks=0.5f, bool gamma=true, float range=13.0f, float spotInner=25, float spotOuter=35)Lightinline
Light(Config *config)Lightinline
LoadMaterials(MaterialContainer *materials, TextureContainer *textures) overridePLightCubeinlinevirtual
mBaseColorLightprotected
mColorLightprotected
mCubePLightCubeprotected
mDirLightprotected
mDirLinePLightCubeprotected
mFarPlaneLightprotected
mGammaLightprotected
mIsCubeLightprotected
mKALightprotected
mKDLightprotected
mKSLightprotected
mLightRangeLightprotected
mLightSizeLightprotected
mLightSpaceLightprotected
mNameINameableprotected
mNearPlaneLightprotected
mOffsetLightprotected
mPointCLightprotected
mPointLLightprotected
mPointQLightprotected
mPosLightprotected
mScopeINameableprotected
mSelectableTypeISelectableprotected
mSpotInnerLightprotected
mSpotOuterLightprotected
mTypeLightprotected
PLightCube(const std::string &name, const std::string &scope, LightType type=LightType::POINT, const glm::vec3 &pos=glm::vec3(1.0f), const glm::vec3 &dir=glm::vec3(-1.0f), const glm::vec3 &color=glm::vec3(1.0f), float kd=1.0f, float ka=0.1f, float ks=0.5f, bool gamma=true, float range=13.0f, float spotInner=25, float spotOuter=35)PLightCubeinline
PLightCube(float size, const std::string &name, const std::string &scope="", LightType type=LightType::POINT, MaterialContainer *materials=nullptr, TextureContainer *textures=nullptr, const glm::vec3 &pos=glm::vec3(-5.0f, 5.0f, 5.0f), const glm::vec3 &dir=glm::vec3(5.0f, 5.0f, 5.0f), const glm::vec3 &color=glm::vec3(1.0f), float kd=1.0f, float ka=0.1f, float ks=0.5f, bool gamma=true, float range=13.0f, float spotInner=25, float spotOuter=35)PLightCubeinline
PLightCube(float size, MaterialContainer *materials, TextureContainer *textures, Config *config)PLightCubeinline
Rename(const std::string &newName, bool includeScope=true)INameableinlinevirtual
SetBaseColor(const glm::vec3 &color)Lightinlinevirtual
SetColor(const glm::vec3 &color) overridePLightCubeinlinevirtual
SetDir(const glm::vec3 &dir) overridePLightCubeinlinevirtual
SetGamma(const bool gamma)Lightinlinevirtual
SetKA(const float ka)Lightinlinevirtual
SetKD(const float kd)Lightinlinevirtual
SetKS(const float ks)Lightinlinevirtual
SetName(const std::string &name)INameableinlinevirtual
SetOffset(const glm::vec3 &offset)Lightinlinevirtual
SetParentModelMatrix(const glm::mat4 &parentModelMatrix)PLightCubeinline
SetPos(const glm::vec3 &pos) overridePLightCubeinlinevirtual
SetRange(const float lightRange)Lightinline
SetScope(const std::string &scope)INameableinlinevirtual
SetSpotInnerRadius(const float innerRadius)Lightinlinevirtual
SetSpotOuterRadius(const float outerRadius)Lightinlinevirtual
SetType(const LightType type)Lightinlinevirtual
UpdateDiscoLight(bool isDisco)Lightinline
UpdateRotatingLight(bool isRotating)Lightinline
UpdateShader(Shader *shader)Lightinline
~PLightCube()PLightCubeinline