Public Attributes

D3D10SceneLight Struct Reference

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Detailed Description

A D3D light, representing the light in the scene.

This structure is used to define the light data that is passed to the GPU. There is a one to one match between this, and the storage defined on GPU.

#include <IDX10HardwareRenderer.h>

Inheritance diagram for D3D10SceneLight:
Inheritance graph
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List of all members.

Public Attributes

D3DXVECTOR4  m_Position
  Light position
D3DXVECTOR4  m_Direction
  Light direction
D3DXVECTOR4  m_Diffuse
  Light diffuse colour component
D3DXVECTOR4  m_Specular
  Light specular colour component
D3DXVECTOR4  m_Ambient
  Light ambient colour component
D3DXVECTOR4  m_Attenuation
  Attenuation data - currently this is not used, and is set to 1.0f.
D3DXVECTOR4  m_LightData
  General info about the light.

Member Data Documentation

D3DXVECTOR4 m_Position
D3DXVECTOR4 m_Direction

Light direction

D3DXVECTOR4 m_Diffuse

Light diffuse colour component

D3DXVECTOR4 m_Specular

Light specular colour component

D3DXVECTOR4 m_Ambient

Light ambient colour component

D3DXVECTOR4 m_Attenuation

Attenuation data - currently this is not used, and is set to 1.0f.

D3DXVECTOR4 m_LightData

General info about the light.

The vector contains the following data
x = enabled/disabled
y = type(0=spot,1=omni)
z = light falloff in radians
w = light hotspot in radians