Point light implementation. Adds attenuation parameters controlling how light intensity decreases over distance. Typically contains constant, linear, and quadratic terms.
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| Vec4f | m_Attenuation |
| | Attenuation parameters for the point light. Usually encoded as (constant, linear, quadratic, range).
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| Vec3f | m_Position |
| | World-space position of the light.
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| Vec3f | m_Direction |
| | Normalized world-space direction of the light. Used for directional and spot lights.
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Vec3f | m_Up |
| ColorHSV | m_DiffuseColor |
| | Diffuse color contribution of the light. Defines the main visible light color.
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| ColorHSV | m_AmbientColor |
| | Ambient color contribution of the light. Used for low-frequency indirect lighting.
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| float | Brightness [get, set] |
| | Constant attenuation term. Controls base brightness independent of distance.
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| float | BrightnessFalloff [get, set] |
| | Brightness falloff proportional to distance. Higher values reduce brightness faster as the viewer moves away.
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| float | BrightnessDistance [get, set] |
| | Brightness falloff proportional to the square of the distance. Controls how quickly the light fades at long ranges.
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| float | Range [get, set] |
| | Maximum effective range of the light. Used for culling and optional shader optimization.
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| ColorHSV | Ambient [get, set] |
| ColorHSV | Diffuse [get, set] |
| Vec3f | Direction [get, set] |
| Vec3f | Position [get, set] |
| Vec3f | Up [get, set] |
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Vec3f | LookAt [get] |
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Projection | Projection [get] |
Point light implementation. Adds attenuation parameters controlling how light intensity decreases over distance. Typically contains constant, linear, and quadratic terms.
◆ PointLight() [1/3]
| SystemEx.Drawing.PointLight.PointLight |
( |
| ) |
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204 : base() {
205 m_Attenuation = new Vec4f(0, 0, 0.4f, 0);
206 }
◆ PointLight() [2/3]
| SystemEx.Drawing.PointLight.PointLight |
( |
Vec4f | Attenuation | ) |
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207 : base() {
208 m_Attenuation = Attenuation;
209 }
◆ PointLight() [3/3]
213 : base(position, direction, ambient, diffuse) {
214 m_Attenuation = Attenuation;
215 }
◆ m_Attenuation
| Vec4f SystemEx.Drawing.PointLight.m_Attenuation |
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protected |
Attenuation parameters for the point light. Usually encoded as (constant, linear, quadratic, range).
◆ Brightness
| float SystemEx.Drawing.PointLight.Brightness |
|
getset |
Constant attenuation term. Controls base brightness independent of distance.
172 {
173 get => m_Attenuation.X;
174 set => m_Attenuation.X = value;
175 }
◆ BrightnessDistance
| float SystemEx.Drawing.PointLight.BrightnessDistance |
|
getset |
Brightness falloff proportional to the square of the distance. Controls how quickly the light fades at long ranges.
190 {
191 get => m_Attenuation.Z;
192 set => m_Attenuation.Z = value;
193 }
◆ BrightnessFalloff
| float SystemEx.Drawing.PointLight.BrightnessFalloff |
|
getset |
Brightness falloff proportional to distance. Higher values reduce brightness faster as the viewer moves away.
181 {
182 get => m_Attenuation.Y;
183 set => m_Attenuation.Y = value;
184 }
◆ Range
| float SystemEx.Drawing.PointLight.Range |
|
getset |
Maximum effective range of the light. Used for culling and optional shader optimization.
199 {
200 get => m_Attenuation.W;
201 set => m_Attenuation.W = value;
202 }
The documentation for this class was generated from the following file: