Omnidirectional light source with attenuation. More...
#include <PointLightComponent.h>
Public Attributes | |
| Crux::vec3 | Color = {1.0f, 1.0f, 1.0f} |
| Light color. | |
| float | Intensity = 1.0f |
| Light brightness. | |
| float | Range = 10.0f |
| Maximum light radius. | |
| float | Linear = 0.09f |
| Linear attenuation factor. | |
| float | Quadratic = 0.032f |
| Quadratic attenuation factor. | |
| float | SpecularStrength = 1.0f |
| Specular contribution multiplier. | |
| bool | CastsShadows = false |
| Shadow casting toggle. | |
Omnidirectional light source with attenuation.
| bool Raven::PointLightComponent::CastsShadows = false |
Shadow casting toggle.
| Crux::vec3 Raven::PointLightComponent::Color = {1.0f, 1.0f, 1.0f} |
Light color.
| float Raven::PointLightComponent::Intensity = 1.0f |
Light brightness.
| float Raven::PointLightComponent::Linear = 0.09f |
Linear attenuation factor.
| float Raven::PointLightComponent::Quadratic = 0.032f |
Quadratic attenuation factor.
| float Raven::PointLightComponent::Range = 10.0f |
Maximum light radius.
| float Raven::PointLightComponent::SpecularStrength = 1.0f |
Specular contribution multiplier.