Unigine::LightProj Class
Header: | #include <UnigineLights.h> |
Inherits from: | Light |
This class is used to create projected light sources that emit light from a single point and cast a cone of light. It is possible to modulate the light from these light sources with a texture.
Example#
The following code illustrates how to create a projected light source and set its parameters.
#include <UnigineLights.h>
using namespace Unigine;
/* .. */
// creating a projected light source and setting its color to white, attenuation distance to 10 units and FOV angle to 60 degrees
LightProjPtr projector = LightProj::create(Math::vec4(1.0f, 1.0f, 0.5f, 1.0f), 10.0f, 60.0f, "");
// setting position of the light source
projector->setWorldPosition(Math::Vec3(2.5f, 2.5f, 3.0f));
// setting the name of the light source
projector->setName("projector");
// setting rotation of the light source
projector->setNodeRotation(Math::quat(-45.0f, 45.0f, 0.0f));
// setting penumbra factor
projector->setPenumbra(0.425f);
// setting a texture named "mytexture.tga" for light modulation
projector->setTextureFilePath("mytexture.tga");
// setting light intensity
projector->setIntensity(1.0f);
See Also#
- A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/lights/ folder:
- proj_00
- proj_03
LightProj Class
Members
void setTexture ( const const Ptr<Texture> && texture ) #
Sets a new light image texture.
Arguments
const Ptr<Texture> & getTexture() const#
Returns the current light image texture.
Return value
Current texture smart pointer.void setTextureFilePath ( const char * path ) #
Sets a new name (path) of the cubemap texture file used with this light source.
Arguments
- const char * path - The cubemap texture file path.
const char * getTextureFilePath() const#
Returns the current name (path) of the cubemap texture file used with this light source.
Return value
Current cubemap texture file path.void setPenumbra ( float penumbra ) #
Sets a new light attenuation intensity in the penumbra cast from an object by this light source.
Arguments
- float penumbra - The intensity of the shadow.
float getPenumbra() const#
Returns the current light attenuation intensity in the penumbra cast from an object by this light source.
Return value
Current intensity of the shadow.void setFov ( float fov ) #
Sets a new field of view of the projected light source. Please note that a large field of view may lead to shadow distortions.
Arguments
- float fov - The field of view in degrees. The set value is saturated in range [1; 180].
float getFov() const#
Returns the current field of view of the projected light source. Please note that a large field of view may lead to shadow distortions.
Return value
Current field of view in degrees. The set value is saturated in range [1; 180].void setShapeHeight ( float height ) #
Sets a new height of the rectangular light source.
Arguments
- float height - The height of the light source shape.
float getShapeHeight() const#
Returns the current height of the rectangular light source.
Return value
Current height of the light source shape.void setShapeLength ( float length ) #
Sets a new length of the capsule-shaped or rectangular light source.
Arguments
- float length - The length of the light source shape.
float getShapeLength() const#
Returns the current length of the capsule-shaped or rectangular light source.
Return value
Current length of the light source shape.void setShapeRadius ( float radius ) #
Sets a new radius of the spherical, capsule-shaped or rectangular light source.
In case of the rectangular shape, the value is the corner radius.
Arguments
- float radius - The radius of the light source shape.
float getShapeRadius() const#
Returns the current radius of the spherical, capsule-shaped or rectangular light source.
In case of the rectangular shape, the value is the corner radius.
Return value
Current radius of the light source shape.void setShapeType ( Light::SHAPE type ) #
Sets a new shape of the light source.
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.
Arguments
- Light::SHAPE type - The shape of the light source (one of the SHAPE_* variables).
Light::SHAPE getShapeType() const#
Returns the current shape of the light source.
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.
Return value
Current shape of the light source (one of the SHAPE_* variables).void setAttenuationDistance ( float distance ) #
Sets a new distance from the light source shape that defines the maximum value of the attenuation range. If an object is located farther than this from the light source, it won't be illuminated.
Arguments
- float distance - The distance from the light source shape, at which the light source doesn't illuminate anything.
float getAttenuationDistance() const#
Returns the current distance from the light source shape that defines the maximum value of the attenuation range. If an object is located farther than this from the light source, it won't be illuminated.
Return value
Current distance from the light source shape, at which the light source doesn't illuminate anything.Math::mat4 getProjection() const#
Returns the current projection matrix used with this light source.
Return value
Current projection matrix.Math::vec2 getShadowDepthRange() const#
Returns the current shadow depth range for the light source.
Return value
Current shadow depth range for the light source as a two-component vector (min, max).void setIESRelativeToFov ( bool fov ) #
Sets a new value indicating if IES texture is scaled to fit within the light source's Field of View. Works only when light's distibution is defined by an IES profile (color texture parameter is set to IES), a lighting industry standard of describing how the light is cast based on real-world measured light fixtures.
Arguments
- bool fov - Set true to enable scaling of IES texture; false - to disable it.
bool isIESRelativeToFov() const#
Returns the current value indicating if IES texture is scaled to fit within the light source's Field of View. Works only when light's distibution is defined by an IES profile (color texture parameter is set to IES), a lighting industry standard of describing how the light is cast based on real-world measured light fixtures.
Return value
true if scaling of IES texture is enabled; otherwise false.Math::mat4 getShadowProjection() const#
Returns the current shadow projection matrix with the shadow coordinates correctly mapped to screen space coordinates.
Return value
Current shadow projection matrix.void setShadowNearClippingDistance ( float distance ) #
Sets a new distance from the light source shape, within which the object doesn't cast shadow under this light source.
Arguments
- float distance - The distance from the light source shape, within which the object doesn't cast shadow under this light source.
float getShadowNearClippingDistance() const#
Returns the current distance from the light source shape, within which the object doesn't cast shadow under this light source.
Return value
Current distance from the light source shape, within which the object doesn't cast shadow under this light source.void setNearAttenuationGradientLength ( float length ) #
Sets a new length of the gradient area smoothering the attenuation border near the light source.
Arguments
- float length - The length of the gradient area smoothering the attenuation border near the light source.
float getNearAttenuationGradientLength() const#
Returns the current length of the gradient area smoothering the attenuation border near the light source.
Return value
Current length of the gradient area smoothering the attenuation border near the light source.void setNearAttenuationDistance ( float distance ) #
Sets a new distance from the light source shape within which the light intensity is equal to 0. If an object is located within this distance from the light source, it won't be illuminated.
Arguments
- float distance - The distance from the light source shape, within which the light source doesn't illuminate anything.
float getNearAttenuationDistance() const#
Returns the current distance from the light source shape within which the light intensity is equal to 0. If an object is located within this distance from the light source, it won't be illuminated.
Return value
Current distance from the light source shape, within which the light source doesn't illuminate anything.static LightProjPtr create ( const Math::vec4 & color, float attenuation_distance, float fov, const char * name = 0 ) #
Constructor. Creates a new projected light source with texture modulation based on given parameters.Arguments
- const Math::vec4 & color - Color of the new light source.
- float attenuation_distance - Distance from the light source shape, at which the light source doesn't illuminate anything.
- float fov - Field of view of the new light source.
- const char * name - Path to a texture of the new light source.
int setTextureImage ( const Ptr<Image> & image, bool dynamic = 0 ) #
Sets a given Image instance as the light image texture. If you need to set a texture of all the lights in the scene, set dynamic flag to 1.Arguments
- const Ptr<Image> & image - Image.
- bool dynamic - Dynamic texture flag.
- If set to 0, changing a texture of the light instance will also affect all the lights in the scene.
- If set to 1, an image will be successfully set only for the current light instance.
Return value
Returns 1 if the texture is set successfully; otherwise, 0.int getTextureImage ( const Ptr<Image> & image ) const#
Reads the light image texture into an Image instance.Arguments
Return value
Returns 1 if the texture is read successfully; otherwise, 0.static int type ( ) #
Returns the type of the node.Return value
Light type identifier.Last update:
2024-12-13
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