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