UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes

Unigine::LightProj Class

Header:#include <UnigineLights.h>
Inherits:Light

This class is used to create projected light sources that emit light from a signle 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->setTexturePath("mytexture.tga");

// setting light intensity
projector->setIntensity(1.0f);

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.

Ptr<LightProj> cast(const Ptr<Node> & node)

Casts a LightProj out of the Node instance.

Arguments

  • const Ptr<Node> & node - Pointer to Node.

Return value

Pointer to LightProj.

Ptr<LightProj> cast(const Ptr<Light> & base)

Casts a LightProj out of the Light instance.

Arguments

  • const Ptr<Light> & base - Pointer to Light.

Return value

Pointer to LightProj.

void setMode(int mode)

Sets rendering mode for the light source. This option determines whether the light is to be rendered as a dynamic or static one.

Arguments

  • int mode - Light mode, one of the MODE_* variables. By default the mode is set to MODE_MIXED.

int getMode()

Returns the current rendering mode for the light source. This option determines whether the light is to be rendered as a dynamic or static one.

Return value

Light mode, one of the MODE_* variables. By default the mode is set to MODE_MIXED.

void setAttenuationDistance(float distance)

Updates the distance from the light source shape, at which the light source doesn't illuminate anything.

Arguments

  • float distance - Distance from the light source shape, at which the light source doesn't illuminate anything.

float getAttenuationDistance()

Returns the distance from the light source shape, at which the light source doesn't illuminate anything.

Return value

Distance from the light source shape, at which the light source doesn't illuminate anything.

void setFov(float fov)

Updates the current field of view of the projected light source. Remember that large fields of view may lead to shadow distortions.

Arguments

  • float fov - New field of view in degrees. This value will be saturated in range [1; 180].

float getFov()

Returns the current field of view of the projected light source.

Return value

Field of view in degrees.

void setTexture(const Ptr<Texture> & texture)

Sets the light image texture smart pointer.

Arguments

  • const Ptr<Texture> & texture - Texture smart pointer.

Ptr<Texture> getTexture()

Gets a light image texture smart pointer.

Return value

Returns image texture smart pointer.

int setTextureImage(const Ptr<Image> & image, int 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.
  • int 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)

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.

void setTexturePath(const char * name)

Updates the texture used with this light source.

Arguments

  • const char * name - Name (path) of the new texture.

const char * getTexturePath()

Returns the name (path) of the texture used with this light source.

Return value

Name of the texture.

setPenumbra(float penumbra)

Arguments

  • float penumbra

getPenumbra()

Math::mat4 getProjection()

Returns the projection matrix used with this light source.

Return value

Projection matrix.

void setShapeHeight(float height)

Updates the height of the rectangular light source.

Arguments

  • float height - Height of the light source shape.

float getShapeHeight()

Returns the height of the rectangular light source.

Return value

Height of the light source shape.

void setShapeLength(float length)

Updates the length of the capsule-shaped or rectangular light source.

Arguments

  • float length - Length of the light source shape.

float getShapeLength()

Returns a length of the capsule-shaped or rectangular light source.

Return value

Length of the light source shape.

void setShapeRadius(float radius)

Updates the radius of the spherical, capsule-shaped or rectangular light source.
Notice
In case of the rectangular shape, the corner radius is set.

Arguments

  • float radius - Radius of the light source shape.

float getShapeRadius()

Returns a radius of the spherical, capsule-shaped or rectangular light source.
Notice
In case of the rectangular shape, the corner radius will be returned.

Return value

Radius of the light source shape.

void setShapeType(int type)

Updates the shape of the light source.
Notice
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.

Arguments

  • int type - Shape of the light source (one of the SHAPE_* variables).

int getShapeType()

Returns the shape of the light source.
Notice
A light source of the rectangular shape produces the light and the speck in a form of a rounded rectangle.

Return value

Shape of the light source (one of the SHAPE_* variables).

void setZNear(float znear)

Updates the distance to the near clipping plane of the projected light source.

Arguments

  • float znear - New distance to the near clipping plane in units. If a negative value is provided, 0 will be used instead.

float getZNear()

Returns the distance to the near clipping plane of the projected light source.

Return value

Distance to the near clipping plane in units.

int type()

Returns the type of the node.

Return value

Light type identifier.
Last update: 2018-06-04