Ocular Engine
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Structure of generic light data passed to the GPU. More...
#include <GPULight.hpp>
Public Member Functions | |
void | operator() (LightSource const *light) |
Public Attributes | |
Math::Vector4f | position |
Position of the light source in world space. Used by point and spot lights. | |
Math::Vector4f | direction |
Direction to the light source. Used by directional and spot lights. | |
Math::Vector4f | color |
Math::Vector4f | attenuation |
.x = constant; .y = linear; .z = quadratic; .w = range | |
Math::Vector4f | parameters |
.x = intensity; .y = angle (spotlight); .z = type (1 = point, 2 = spot, 3 = directional); .w = unused | |
Structure of generic light data passed to the GPU.