Class representing the main light in the scene, which is a point light source! More...
#include <Light.hpp>
Public Member Functions | |
Light () | |
Creates a white light object at world position 0,0,0. | |
virtual | ~Light () |
Deletes the light source. | |
const glm::vec3 | GetPosition () const |
Returns the position of the light in world coordinates. | |
const glm::mat4 * | GetProjectionMatrix () const |
Returns the projection matrix (used for shadow mapping), a perspective projection is used. | |
void | Reset (float nearPlane, float farPlane) |
Resets the model matrix and inverse model matrix (to identity) and sets the light position to 0,0,0. In addition to that, it updates the current perspective projection matrix with a new near and far plane. | |
void | RotateXY (float angle_x, float angle_y, float dist) |
Rotates the light around the world center around the x and y axis with a given distance to the center. | |
Public Member Functions inherited from SceneObject | |
SceneObject () | |
Create a new Scene Object. | |
virtual | ~SceneObject () |
Delete the Scene Object. | |
glm::mat4 | GetModelMatrix () const |
Returns the current model matrix of the object. | |
glm::mat4 | GetInverseModelMatrix () const |
Returns the current inverse model matrix of the object. | |
virtual void | Reset () |
Resets the model matrix and inverse model matrix to identity matrix. | |
virtual void | Translate (float x, float y, float z) |
Translates the object according to the transform vector x,y,z. | |
virtual void | RotateX_world (float angle) |
Rotates the object around world x-axis, angle in degrees. | |
virtual void | RotateY_world (float angle) |
Rotates the object around world y-axis, angle in degrees. | |
virtual void | RotateX (float angle) |
Rotates the object around it's own x-axis, angle in degrees. | |
virtual void | RotateY (float angle) |
Rotates the object around it's own y-axis, angle in degrees. | |
Additional Inherited Members | |
Protected Attributes inherited from SceneObject | |
glm::mat4 * | _modelMatrix |
current model matrix of the object | |
glm::mat4 * | _inverseModelMatrix |
current inverse model matrix of the object | |
Class representing the main light in the scene, which is a point light source!