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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.

Source code (UnigineScript)
#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


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

  • const Ptr<Image> & image - Image, into which the texture is read.

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.

void setNearAttenuationDistance ( float distance ) #

Arguments

  • float distance

float getNearAttenuationDistance ( ) const#

void setNearAttenuationGradientLength ( float length ) #

Arguments

  • float length

float getNearAttenuationGradientLength ( ) const#

void setShadowNearClippingDistance ( float distance ) #

Arguments

  • float distance

float getShadowNearClippingDistance ( ) const#

Math::mat4 getShadowProjection ( ) const#

Last update: 2024-11-06
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