OGRE-Next  4.0.0unstable
Object-Oriented Graphics Rendering Engine
Ogre::Light Class Reference

Representation of a dynamic light source in the scene. More...

#include <OgreLight.h>

+ Inheritance diagram for Ogre::Light:

Public Types

enum  LightTypes {
  LT_DIRECTIONAL = 0 , LT_POINT = 1 , LT_SPOTLIGHT = 2 , LT_VPL = 3 ,
  MAX_FORWARD_PLUS_LIGHTS = 4 , LT_AREA_APPROX = 4 , LT_AREA_LTC = 5 , NUM_LIGHT_TYPES
}
 Defines the type of light. More...
 
- Public Types inherited from Ogre::MovableObject
typedef FastArray< MovableObject * > MovableObjectArray
 
- Public Types inherited from Ogre::TextureGpuListener
enum  Reason {
  Unknown , FromStorageToSysRam , FromSysRamToStorage , GainedResidency ,
  LostResidency , PoolTextureSlotChanged , ResidentToSysRamSync , MetadataCacheOutOfDate ,
  ExceptionThrown , FsaaSettingAlteredByApi , ReadyForRendering , Deleted
}
 

Public Member Functions

 Light (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager)
 Normal constructor. More...
 
 ~Light () override
 Standard destructor. More...
 
void _calcTempSquareDist (const Vector3 &worldPos)
 Internal method for calculating current squared distance from some world position. More...
 
Real _deriveShadowFarClipDistance (const Camera *maincam) const
 Derive a shadow camera far distance from either the light, or from the main camera if the light doesn't have its own setting. More...
 
Real _deriveShadowNearClipDistance (const Camera *maincam) const
 Derive a shadow camera near distance from either the light, or from the main camera if the light doesn't have its own setting. More...
 
bool _getOwnShadowFarDistance () const
 
void _setLightProfileIdx (uint16 profileIdx)
 
virtual void _updateCustomGpuParameter (uint16 paramIndex, const GpuProgramParameters_AutoConstantEntry &constantEntry, GpuProgramParameters *params) const
 Update a custom GpuProgramParameters constant which is derived from information only this Light knows. More...
 
void _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera) override
 Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
 
AnimableValuePtr createAnimableValue (const String &valueName) override
 Create a reference-counted AnimableValuePtr for the named value. More...
 
bool getAffectParentNode () const
 
Vector4 getAs4DVector () const
 
Real getAttenuationConstant () const
 Returns the constant factor in the attenuation formula. More...
 
Real getAttenuationLinear () const
 Returns the linear factor in the attenuation formula. More...
 
Real getAttenuationQuadric () const
 Returns the quadric factor in the attenuation formula. More...
 
Real getAttenuationRange () const
 Returns the absolute upper range of the light. More...
 
const Vector4getCustomParameter (uint16 index) const
 Gets the custom value associated with this Light at the given index. More...
 
const Vector4getCustomParameterNoThrow (uint16 index) const
 
Vector3 getDerivedDirection () const
 Retrieves the direction of the light including any transform from nodes it is attached to. More...
 
Vector3 getDerivedDirectionUpdated () const
 
Vector2 getDerivedRectSize () const
 
const ColourValuegetDiffuseColour () const
 Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). More...
 
Vector3 getDirection () const
 Returns the light's direction. More...
 
bool getDoubleSided () const
 
uint16 getLightProfileIdx () const
 
const StringgetMovableType () const override
 Returns the type name of this object. More...
 
Real getPowerScale () const
 Set the scaling factor which indicates the relative power of a light. More...
 
const Vector2getRectSize () const
 
Real getShadowFarClipDistance () const
 Get the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
 
Real getShadowFarDistance () const
 Gets the maximum distance away from the camera that shadows by this light will be visible. More...
 
Real getShadowFarDistanceSquared () const
 
Real getShadowNearClipDistance () const
 Get the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
 
const ColourValuegetSpecularColour () const
 Returns the colour of specular light given off by this light source. More...
 
Real getSpotlightFalloff () const
 Returns the falloff between the inner and outer cones of the spotlight. More...
 
const RadiangetSpotlightInnerAngle () const
 Returns the angle covered by the spotlights inner cone. More...
 
Real getSpotlightNearClipDistance () const
 Get the near clip plane distance to be used by spotlights that use light clipping. More...
 
const RadiangetSpotlightOuterAngle () const
 Returns the angle covered by the spotlights outer cone. More...
 
Real getSpotlightTanHalfAngle () const
 
TextureGpugetTexture () const
 
LightTypes getType () const
 Returns the light type. More...
 
bool isInLightRange (const Ogre::AxisAlignedBox &container) const
 Check whether a bounding box is included in the lighted area of the light. More...
 
bool isInLightRange (const Ogre::Sphere &sphere) const
 Check whether a sphere is included in the lighted area of the light. More...
 
void notifyTextureChanged (TextureGpu *texture, TextureGpuListener::Reason reason, void *extraData) override
 Called when a TextureGpu changed in a way that affects how it is displayed: More...
 
void resetShadowFarDistance ()
 Tells the light to use the shadow far distance of the SceneManager. More...
 
void setAffectParentNode (bool bAffect)
 A Light must always have a Node attached to it. More...
 
void setAttenuation (Real range, Real constant, Real linear, Real quadratic)
 Sets the attenuation parameters of the light source i.e. More...
 
void setAttenuationBasedOnRadius (Real radius, Real lumThreshold)
 Sets the attenuation parameters (range, constant, linear & quadratic,. More...
 
void setCustomParameter (uint16 index, const Vector4 &value)
 Sets a custom parameter for this Light, which may be used to drive calculations for this specific Renderable, like GPU program parameters. More...
 
void setDiffuseColour (const ColourValue &colour)
 Sets the colour of the diffuse light given off by this source. More...
 
void setDiffuseColour (Real red, Real green, Real blue)
 Sets the colour of the diffuse light given off by this source. More...
 
void setDirection (const Vector3 &vec)
 Sets the direction in which a light points. More...
 
void setDoubleSided (bool bDoubleSided)
 For area lights and custom 2d shapes, specifies whether the light lits in both directions (positive & negative sides of the plane) or if only towards one. More...
 
void setPowerScale (Real power)
 Set a scaling factor to indicate the relative power of a light. More...
 
void setRectSize (Vector2 rectSize)
 For custom 2D shape and area lights, sets the dimensions of the rectangle. More...
 
void setRenderQueueGroup (uint8 queueID) override
 Overload to avoid it. Light::setType uses the RenderQueue ID to classify lights per type. More...
 
void setShadowFarClipDistance (Real farClip)
 Set the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
 
void setShadowFarDistance (Real distance)
 Sets the maximum distance away from the camera that shadows by this light will be visible. More...
 
void setShadowNearClipDistance (Real nearClip)
 Set the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
 
void setSpecularColour (const ColourValue &colour)
 Sets the colour of the specular light given off by this source. More...
 
void setSpecularColour (Real red, Real green, Real blue)
 Sets the colour of the specular light given off by this source. More...
 
void setSpotlightFalloff (Real val)
 Sets the falloff between the inner and outer cones of the spotlight. More...
 
void setSpotlightInnerAngle (const Radian &val)
 Sets the angle covered by the spotlights inner cone. More...
 
void setSpotlightNearClipDistance (Real nearClip)
 Set the near clip plane distance to be used by spotlights that use light clipping, allowing you to render spots as if they start from further down their frustum. More...
 
void setSpotlightOuterAngle (const Radian &val)
 Sets the angle covered by the spotlights outer cone. More...
 
void setSpotlightRange (const Radian &innerAngle, const Radian &outerAngle, Real falloff=1.0)
 Sets the range of a spotlight, i.e. More...
 
void setTexture (TextureGpu *texture)
 Sets a textured for types of light that support it. More...
 
void setTextureRaw (TextureGpu *texture, uint32 sliceIdx)
 
void setType (LightTypes type)
 Sets the type of light - see LightTypes for more info. More...
 
- Public Member Functions inherited from Ogre::MovableObject
 MovableObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager, uint8 renderQueueId)
 Constructor. More...
 
 MovableObject (ObjectData *objectDataPtrs)
 Don't use this constructor unless you know what you're doing. More...
 
virtual ~MovableObject ()
 Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
 
LightList_getLightList ()
 Returns a pointer to the current list of lights for this object. More...
 
SceneManager_getManager () const
 Get the manager of this object, if any (internal use only) More...
 
ObjectData_getObjectData ()
 Returns a direct access to the ObjectData state. More...
 
const Matrix4_getParentNodeFullTransform () const
 Returns the full transformation of the parent sceneNode or the attachingPoint node. More...
 
virtual void _notifyAttached (Node *parent)
 Internal method called to notify the object that it has been attached to a node. More...
 
void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only) More...
 
virtual void _notifyParentNodeMemoryChanged ()
 
virtual void _notifyStaticDirty () const
 Called by SceneManager when it is telling we're a static MovableObject being dirty Don't call this directly. More...
 
virtual void _releaseManualHardwareResources ()
 Notifies the movable object that hardware resources were lost. More...
 
virtual void _restoreManualHardwareResources ()
 Notifies the movable object that hardware resources should be restored. More...
 
void addQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void detachFromParent ()
 Detaches an object from a parent SceneNode if attached. More...
 
RealAsUint getCachedDistanceToCamera () const
 Returns the distance to camera as calculated in cullFrustum() More...
 
Real getCachedDistanceToCameraAsReal () const
 Returns the distance to camera as calculated in cullFrustum() More...
 
bool getCastShadows () const
 Returns whether shadow casting is enabled for this object. More...
 
unsigned char getCurrentMeshLod () const
 
uint32 getLightMask () const
 Get a bitwise mask which will filter the lights affecting this object. More...
 
ListenergetListener () const
 Gets the current listener for this object. More...
 
Aabb getLocalAabb () const
 Retrieves the local axis-aligned bounding box for this object. More...
 
float getLocalRadius () const
 See getLocalAabb and getWorldRadius. More...
 
const StringgetName () const
 Returns the name of this object. More...
 
NodegetParentNode () const
 Returns the node to which this object is attached. More...
 
SceneNodegetParentSceneNode () const
 
uint32 getQueryFlags () const
 Returns the query flags relevant for this object. More...
 
Real getRenderingDistance () const
 Gets the distance at which batches are no longer rendered. More...
 
Real getRenderingMinPixelSize () const
 Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
uint8 getRenderQueueGroup () const
 Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
 
Real getShadowRenderingDistance () const
 Gets the distance at which batches are no longer casting shadows. More...
 
SkeletonInstancegetSkeletonInstance () const
 
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. More...
 
uint32 getVisibilityFlags () const
 Returns the visibility flags relevant for this object. More...
 
bool getVisible () const
 Gets this object whether to be visible or not, if it has a renderable component. More...
 
Aabb getWorldAabb () const
 Gets the axis aligned box in world space. More...
 
Aabb getWorldAabbUpdated ()
 Gets the axis aligned box in world space. More...
 
float getWorldRadius () const
 Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
 
float getWorldRadiusUpdated ()
 Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
 
virtual void instanceBatchCullFrustumThreaded (const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags)
 
bool isAttached () const
 Returns true if this object is attached to a Node. More...
 
bool isStatic () const
 Checks whether this MovableObject is static. More...
 
bool isVisible () const
 Returns whether or not this object is supposed to be visible or not. More...
 
const LightListqueryLights () const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void removeQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void resetMeshLod ()
 Sets mCurrentMeshLod to 0. More...
 
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows. More...
 
void setLightMask (uint32 lightMask)
 Set a bitwise mask which will filter the lights affecting this object. More...
 
void setListener (Listener *listener)
 Sets a listener for this object. More...
 
void setLocalAabb (const Aabb box)
 Sets the local axis-aligned bounding box for this object. More...
 
void setName (const String &name)
 Sets a custom name for this node. More...
 
void setQueryFlags (uint32 flags)
 Sets the query flags for this object. More...
 
void setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered. More...
 
void setRenderingMinPixelSize (Real pixelSize)
 Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
void setShadowRenderingDistance (Real dist)
 Sets the distance at which the object is no longer casting shadows. More...
 
bool setStatic (bool bStatic)
 Turns this Node into static or dynamic. More...
 
void setVisibilityFlags (uint32 flags)
 Sets the visibility flags for this object. More...
 
void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component. More...
 
- Public Member Functions inherited from Ogre::AnimableObject
 AnimableObject ()
 
virtual ~AnimableObject ()
 
const StringVectorgetAnimableValueNames () const
 Gets a list of animable value names for this object. More...
 
- Public Member Functions inherited from Ogre::IdObject
 IdObject (IdType id)
 We don't call generateNewId() here, to prevent objects in the stack (i.e. More...
 
IdType getId () const
 Get the unique id of this object. More...
 
bool operator() (const IdObject &left, const IdObject &right)
 
bool operator() (const IdObject *left, const IdObject *right)
 
- Public Member Functions inherited from Ogre::TextureGpuListener
virtual ~TextureGpuListener ()
 
virtual bool shouldStayLoaded (TextureGpu *texture)
 Return true if this TextureGpu should likely stay loaded or else graphical changes could occur. More...
 

Public Attributes

uint16 mTexLightMaskDiffuseMipStart
 Control the start of mip level for diffuse component for area lights The value is UNORM, thus the range [0; 65535] maps to [0; 1] where 1.0 means to use the highest mip level, and 0 the lowest mip. More...
 
uint16 mTextureLightMaskIdx
 
Real tempSquareDist
 Temp tag used for sorting. More...
 
- Public Attributes inherited from Ogre::MovableObject
size_t mGlobalIndex
 Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks). More...
 
size_t mParentIndex
 Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks). More...
 
RenderableArray mRenderables
 

Additional Inherited Members

- Static Public Member Functions inherited from Ogre::MovableObject
static void buildLightList (const size_t numNodes, ObjectData t, const LightListInfo &globalLightList)
 
static void calculateCastersBox (const size_t numNodes, ObjectData t, uint32 sceneVisibilityFlags, AxisAlignedBox *outBox)
 
static void cullFrustum (const size_t numNodes, ObjectData t, const Camera *frustum, MovableObjectArray &outCulledObjects, const CullFrustumPreparedData &pd)
 
static void cullFrustumPrepare (const Camera *frustum, uint32 sceneVisibilityFlags, const Camera *lodCamera, CullFrustumPreparedData &pd)
 
static void cullLights (const size_t numNodes, ObjectData t, uint32 sceneLightMask, LightListInfo &outGlobalLightList, const FrustumVec &frustums, const FrustumVec &cubemapFrustums)
 See SceneManager::cullLights & see MovableObject::cullFrustum. More...
 
static uint32 getDefaultLightMask ()
 Get the default light mask for all future MovableObject instances. More...
 
static uint32 getDefaultQueryFlags ()
 Get the default query flags for all future MovableObject instances. More...
 
static uint32 getDefaultVisibilityFlags ()
 Get the default visibility flags for all future MovableObject instances. More...
 
static void setDefaultLightMask (uint32 mask)
 Set the default light mask for all future MovableObject instances. More...
 
static void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances. More...
 
static void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances. More...
 
static void updateAllBounds (const size_t numNodes, ObjectData t)
 
- Static Public Attributes inherited from Ogre::MovableObject
static const FastArray< Realc_DefaultLodMesh
 

Detailed Description

Representation of a dynamic light source in the scene.

Remarks
Lights are added to the scene like any other object. They contain various parameters like type, position, attenuation (how light intensity fades with distance), colour etc.
The defaults when a light is created is pure white diffuse light, with no attenuation (does not decrease with distance) and a range of 1000 world units.
Lights are created by using the SceneManager::createLight method. Starting Ogre 2.0 all Lights must be associated to a SceneNode in order to work; which holds the position and direction. Light::setDirection and Light::getDirection will redirect to the SceneNode and assert or crash if not attached to one.
Remember also that dynamic lights rely on modifying the colour of vertices based on the position of the light compared to an object's vertex normals. Dynamic lighting will only look good if the object being lit has a fair level of tessellation and the normals are properly set. This is particularly true for the spotlight which will only look right on highly tessellated models. In the future OGRE may be extended for certain scene types so an alternative to the standard dynamic lighting may be used, such as dynamic lightmaps.

Member Enumeration Documentation

◆ LightTypes

Defines the type of light.

Enumerator
LT_DIRECTIONAL 

Directional lights simulate parallel light beams from a distant source, hence have direction but no position.

LT_POINT 

Point light sources give off light equally in all directions, so require only position not direction.

LT_SPOTLIGHT 

Spotlights simulate a cone of light from a source so require position and direction, plus extra values for falloff.

LT_VPL 

Virtual point lights, used for Instant Radiosity (Global Illumination fake / approximation)

MAX_FORWARD_PLUS_LIGHTS 
LT_AREA_APPROX 

Non-PBR version of Area lights.

Not an accurate approximation, but they're flexible, useful & cheap. They aren't physically correct at all.

LT_AREA_LTC 

PBR version of Area lights using Linearly Transformed Cosines as researched by Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt.

It's slower than LT_AREA_APPROX, and does not currently support textures. However it's physically accurate.

NUM_LIGHT_TYPES 

Constructor & Destructor Documentation

◆ Light()

Ogre::Light::Light ( IdType  id,
ObjectMemoryManager objectMemoryManager,
SceneManager manager 
)

Normal constructor.

Should not be called directly, but rather the SceneManager::createLight method should be used.

◆ ~Light()

Ogre::Light::~Light ( )
override

Standard destructor.

Member Function Documentation

◆ _calcTempSquareDist()

void Ogre::Light::_calcTempSquareDist ( const Vector3 worldPos)

Internal method for calculating current squared distance from some world position.

◆ _deriveShadowFarClipDistance()

Real Ogre::Light::_deriveShadowFarClipDistance ( const Camera maincam) const

Derive a shadow camera far distance from either the light, or from the main camera if the light doesn't have its own setting.

◆ _deriveShadowNearClipDistance()

Real Ogre::Light::_deriveShadowNearClipDistance ( const Camera maincam) const

Derive a shadow camera near distance from either the light, or from the main camera if the light doesn't have its own setting.

◆ _getOwnShadowFarDistance()

bool Ogre::Light::_getOwnShadowFarDistance ( ) const

◆ _setLightProfileIdx()

void Ogre::Light::_setLightProfileIdx ( uint16  profileIdx)
inline

◆ _updateCustomGpuParameter()

virtual void Ogre::Light::_updateCustomGpuParameter ( uint16  paramIndex,
const GpuProgramParameters_AutoConstantEntry constantEntry,
GpuProgramParameters params 
) const
virtual

Update a custom GpuProgramParameters constant which is derived from information only this Light knows.

Remarks
This method allows a Light to map in a custom GPU program parameter based on it's own data. This is represented by a GPU auto parameter of ACT_LIGHT_CUSTOM, and to allow there to be more than one of these per Light, the 'data' field on the auto parameter will identify which parameter is being updated and on which light. The implementation of this method must identify the parameter being updated, and call a 'setConstant' method on the passed in GpuProgramParameters object.
You do not need to override this method if you're using the standard sets of data associated with the Renderable as provided by setCustomParameter and getCustomParameter. By default, the implementation will map from the value indexed by the 'constantEntry.data' parameter to a value previously set by setCustomParameter. But custom Renderables are free to override this if they want, in any case.
Parameters
paramIndexThe index of the constant being updated
constantEntryThe auto constant entry from the program parameters
paramsThe parameters object which this method should call to set the updated parameters.

◆ _updateRenderQueue()

void Ogre::Light::_updateRenderQueue ( RenderQueue queue,
Camera camera,
const Camera lodCamera 
)
inlineoverridevirtual

Internal method by which the movable object must add Renderable subclass instances to the rendering queue.

Remarks
The engine will call this method when this object is to be rendered. The object must then create one or more Renderable subclass instances which it places on the passed in Queue for rendering.

Reimplemented from Ogre::MovableObject.

◆ createAnimableValue()

AnimableValuePtr Ogre::Light::createAnimableValue ( const String valueName)
overridevirtual

Create a reference-counted AnimableValuePtr for the named value.

Remarks
You can use the returned object to animate a value on this object, using AnimationTrack. Subclasses must override this if they wish to support animation of their values.

Reimplemented from Ogre::AnimableObject.

◆ getAffectParentNode()

bool Ogre::Light::getAffectParentNode ( ) const
inline

◆ getAs4DVector()

Vector4 Ogre::Light::getAs4DVector ( ) const

Remarks
Although lights themselves are not 'visible', setting a light to invisible means it no longer affects the scene. Gets the details of this light as a 4D vector.
Getting details of a light as a 4D vector can be useful for doing general calculations between different light types; for example the vector can represent both position lights (w=1.0f) and directional lights (w=0.0f) and be used in the same calculations.

◆ getAttenuationConstant()

Real Ogre::Light::getAttenuationConstant ( ) const
inline

Returns the constant factor in the attenuation formula.

◆ getAttenuationLinear()

Real Ogre::Light::getAttenuationLinear ( ) const
inline

Returns the linear factor in the attenuation formula.

◆ getAttenuationQuadric()

Real Ogre::Light::getAttenuationQuadric ( ) const
inline

Returns the quadric factor in the attenuation formula.

◆ getAttenuationRange()

Real Ogre::Light::getAttenuationRange ( ) const
inline

Returns the absolute upper range of the light.

◆ getCustomParameter()

const Vector4& Ogre::Light::getCustomParameter ( uint16  index) const

Gets the custom value associated with this Light at the given index.

Parameters
indexIndex of the parameter to retrieve
See also
setCustomParameter for full details.

◆ getCustomParameterNoThrow()

const Vector4* Ogre::Light::getCustomParameterNoThrow ( uint16  index) const

◆ getDerivedDirection()

Vector3 Ogre::Light::getDerivedDirection ( ) const

Retrieves the direction of the light including any transform from nodes it is attached to.

◆ getDerivedDirectionUpdated()

Vector3 Ogre::Light::getDerivedDirectionUpdated ( ) const

◆ getDerivedRectSize()

Vector2 Ogre::Light::getDerivedRectSize ( ) const

◆ getDiffuseColour()

const ColourValue& Ogre::Light::getDiffuseColour ( ) const
inline

Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info).

◆ getDirection()

Vector3 Ogre::Light::getDirection ( ) const

Returns the light's direction.

Remarks
Applicable only to the spotlight and directional light types. Try to cache the value instead of calling it multiple times in the same scope

◆ getDoubleSided()

bool Ogre::Light::getDoubleSided ( ) const
inline

◆ getLightProfileIdx()

uint16 Ogre::Light::getLightProfileIdx ( ) const
inline

◆ getMovableType()

const String& Ogre::Light::getMovableType ( ) const
overridevirtual

Returns the type name of this object.

Implements Ogre::MovableObject.

◆ getPowerScale()

Real Ogre::Light::getPowerScale ( ) const
inline

Set the scaling factor which indicates the relative power of a light.

◆ getRectSize()

const Vector2& Ogre::Light::getRectSize ( ) const
inline

◆ getShadowFarClipDistance()

Real Ogre::Light::getShadowFarClipDistance ( ) const
inline

Get the far clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
May be zero if the light doesn't have it's own far distance set; use _deriveShadowfarDistance for a version guaranteed to give a result.

◆ getShadowFarDistance()

Real Ogre::Light::getShadowFarDistance ( ) const

Gets the maximum distance away from the camera that shadows by this light will be visible.

◆ getShadowFarDistanceSquared()

Real Ogre::Light::getShadowFarDistanceSquared ( ) const

◆ getShadowNearClipDistance()

Real Ogre::Light::getShadowNearClipDistance ( ) const
inline

Get the near clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
May be zero if the light doesn't have it's own near distance set; use _deriveShadowNearDistance for a version guaranteed to give a result.

◆ getSpecularColour()

const ColourValue& Ogre::Light::getSpecularColour ( ) const
inline

Returns the colour of specular light given off by this light source.

◆ getSpotlightFalloff()

Real Ogre::Light::getSpotlightFalloff ( ) const
inline

Returns the falloff between the inner and outer cones of the spotlight.

◆ getSpotlightInnerAngle()

const Radian& Ogre::Light::getSpotlightInnerAngle ( ) const
inline

Returns the angle covered by the spotlights inner cone.

◆ getSpotlightNearClipDistance()

Real Ogre::Light::getSpotlightNearClipDistance ( ) const
inline

Get the near clip plane distance to be used by spotlights that use light clipping.

◆ getSpotlightOuterAngle()

const Radian& Ogre::Light::getSpotlightOuterAngle ( ) const
inline

Returns the angle covered by the spotlights outer cone.

◆ getSpotlightTanHalfAngle()

Real Ogre::Light::getSpotlightTanHalfAngle ( ) const
inline

◆ getTexture()

TextureGpu* Ogre::Light::getTexture ( ) const
inline

◆ getType()

LightTypes Ogre::Light::getType ( ) const
inline

Returns the light type.

◆ isInLightRange() [1/2]

bool Ogre::Light::isInLightRange ( const Ogre::AxisAlignedBox container) const

Check whether a bounding box is included in the lighted area of the light.

Note
The function trades accuracy for efficiency. As a result you may get false-positives (The function should not return any false-negatives).

◆ isInLightRange() [2/2]

bool Ogre::Light::isInLightRange ( const Ogre::Sphere sphere) const

Check whether a sphere is included in the lighted area of the light.

Note
The function trades accuracy for efficiency. As a result you may get false-positives (The function should not return any false-negatives).

◆ notifyTextureChanged()

void Ogre::Light::notifyTextureChanged ( TextureGpu texture,
TextureGpuListener::Reason  reason,
void *  extraData 
)
overridevirtual

Called when a TextureGpu changed in a way that affects how it is displayed:

  1. TextureGpu::notifyDataIsReady got called (texture is ready to be displayed)
  2. Texture changed residency status.
  3. Texture is being deleted. It won't be a valid pointer after this call.

Implements Ogre::TextureGpuListener.

◆ resetShadowFarDistance()

void Ogre::Light::resetShadowFarDistance ( )

Tells the light to use the shadow far distance of the SceneManager.

◆ setAffectParentNode()

void Ogre::Light::setAffectParentNode ( bool  bAffect)

A Light must always have a Node attached to it.

The direction is taken from the node's orientation, and thus setDirection modifies the attached node directly.

However, when changing the range and the spot falloff; the node is not affected. This is intentional in case you want to create (e.g.) a node for a flashlight, and attach both the flashlight entity and the light to the same node; thus controlling the node moves both the flashlight and its visual effect.
Despite this, there are cases where you want the changes to this light to be reflected in the parent node: The most common example are light volumes in deferred shading setups, and debug objects.
Remarks
This setting is only useful for non-directional lights. For point lights, the scale is calculated as setSize( range, range, range ) which means a light volume should be a sphere of radius = 1;
For spot lights, the scale is calc. as setSize( tan( outerAngle * 0.5 * range ), tan( outerAngle * 0.5 * range ), range ); which means a light volume should be a cone with Z = 1, and X & Y = 2
Parameters
bAffectWhen true, the scene node is affected and modified by changes to range and falloff.

◆ setAttenuation()

void Ogre::Light::setAttenuation ( Real  range,
Real  constant,
Real  linear,
Real  quadratic 
)

Sets the attenuation parameters of the light source i.e.

how it diminishes with distance.

Remarks
Lights normally get fainter the further they are away. Also, each light is given a maximum range beyond which it cannot affect any objects.
Light attenuation is not applicable to directional lights since they have an infinite range and constant intensity.
This follows a standard attenuation approach - see any good 3D text for the details of what they mean since i don't have room here!
Parameters
rangeThe absolute upper range of the light in world units.
constantThe constant factor in the attenuation formula: 1.0 means never attenuate, 0.0 is complete attenuation.
linearThe linear factor in the attenuation formula: 1 means attenuate evenly over the distance.
quadraticThe quadratic factor in the attenuation formula: adds a curvature to the attenuation formula.

◆ setAttenuationBasedOnRadius()

void Ogre::Light::setAttenuationBasedOnRadius ( Real  radius,
Real  lumThreshold 
)

Sets the attenuation parameters (range, constant, linear & quadratic,.

See also
setAttenuation) based on a given radius.
Remarks
The actual attenuation formula is:

1

(distance / radius)² * 0.5 + 0.5

The original formula never ends, that is the range is infinity. This function calculates a range based on "lumThreshold": When the luminosity past certain distance is below the established threshold, the light calculations are cut.

Parameters
radiusThe radius of the light. i.e. A light bulb is a couple centimeters, the sun is ~696km; but be sure to be consistent in the unit of measurement you use (i.e. don't use km if your default unit is in meters). Note: Having a radius = 2 means that at distance = 2 the pixel is lit 100% Anything inside that radius (which is supposedly impossible) will have more than 100% light power.
lumThresholdValue in the range [0; 1) Sets range at which the luminance (in percentage) of a point would go below the threshold. For example lumThreshold = 0 means the attenuation range is infinity; lumThreshold = 1 means the range is set to 0.
The value you want as threshold to use depends on your HDR pipeline and the power of the light. For example, with a power = 1 in LDR, a lumThreshold < 1 / 255 (roughly 0.00392) is pointless. Past that point the actual RGB value will always be (0, 0, 0). But for an LDR pipeline with a light power of 50, lumThreshold < 1 / (255 * 50) is pointless. For an HDR pipeline, the answer is more faint, as it depends on the threshold of your HDR tonemapping past which it stops adjusting the exposure.

◆ setCustomParameter()

void Ogre::Light::setCustomParameter ( uint16  index,
const Vector4 value 
)

Sets a custom parameter for this Light, which may be used to drive calculations for this specific Renderable, like GPU program parameters.

Remarks
Calling this method simply associates a numeric index with a 4-dimensional value for this specific Light. This is most useful if the material which this Renderable uses a vertex or fragment program, and has an ACT_LIGHT_CUSTOM parameter entry. This parameter entry can refer to the index you specify as part of this call, thereby mapping a custom parameter for this renderable to a program parameter.
Parameters
indexThe index with which to associate the value. Note that this does not have to start at 0, and can include gaps. It also has no direct correlation with a GPU program parameter index - the mapping between the two is performed by the ACT_LIGHT_CUSTOM entry, if that is used.
valueThe value to associate.

◆ setDiffuseColour() [1/2]

void Ogre::Light::setDiffuseColour ( const ColourValue colour)
inline

Sets the colour of the diffuse light given off by this source.

Remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of light an object reflects. This value denotes the amount and colour of this type of light the light exudes into the scene. The actual appearance of objects is a combination of the two.
Diffuse light simulates the typical light emanating from light sources and affects the base colour of objects together with ambient light.

◆ setDiffuseColour() [2/2]

void Ogre::Light::setDiffuseColour ( Real  red,
Real  green,
Real  blue 
)
inline

Sets the colour of the diffuse light given off by this source.

Remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of light an object reflects. This value denotes the amount and colour of this type of light the light exudes into the scene. The actual appearance of objects is a combination of the two.
Diffuse light simulates the typical light emanating from light sources and affects the base colour of objects together with ambient light.

◆ setDirection()

void Ogre::Light::setDirection ( const Vector3 vec)

Sets the direction in which a light points.

Remarks
Applicable only to the spotlight and directional light types.
Note
This direction will be concatenated with the parent SceneNode.

◆ setDoubleSided()

void Ogre::Light::setDoubleSided ( bool  bDoubleSided)

For area lights and custom 2d shapes, specifies whether the light lits in both directions (positive & negative sides of the plane) or if only towards one.

Parameters
bDoubleSidedTrue to enable. Default: false.

◆ setPowerScale()

void Ogre::Light::setPowerScale ( Real  power)

Set a scaling factor to indicate the relative power of a light.

Remarks
This factor is only useful in High Dynamic Range (HDR) rendering. You can bind it to a shader variable to take it into account,
See also
GpuProgramParameters
Parameters
powerThe power rating of this light, default is 1.0.

◆ setRectSize()

void Ogre::Light::setRectSize ( Vector2  rectSize)

For custom 2D shape and area lights, sets the dimensions of the rectangle.

Parameters
rectSizeDimensions of light area.

◆ setRenderQueueGroup()

void Ogre::Light::setRenderQueueGroup ( uint8  queueID)
overridevirtual

Overload to avoid it. Light::setType uses the RenderQueue ID to classify lights per type.

Reimplemented from Ogre::MovableObject.

◆ setShadowFarClipDistance()

void Ogre::Light::setShadowFarClipDistance ( Real  farClip)
inline

Set the far clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Remarks
This is different from the 'shadow far distance', which is always measured from the main camera. This distance is the far clip plane of the light camera.
Parameters
farClipThe distance, or -1 to use the main camera setting.

◆ setShadowFarDistance()

void Ogre::Light::setShadowFarDistance ( Real  distance)

Sets the maximum distance away from the camera that shadows by this light will be visible.

Remarks
Shadow techniques can be expensive, therefore it is a good idea to limit them to being rendered close to the camera if possible, and to skip the expense of rendering shadows for distance objects. This method allows you to set the distance at which shadows will no longer be rendered.
Note
Each shadow technique can interpret this subtely differently. For example, one technique may use this to eliminate casters, another might use it to attenuate the shadows themselves. You should tweak this value to suit your chosen shadow technique and scene setup.

◆ setShadowNearClipDistance()

void Ogre::Light::setShadowNearClipDistance ( Real  nearClip)
inline

Set the near clip plane distance to be used by the shadow camera, if this light casts texture shadows.

Parameters
nearClipThe distance, or -1 to use the main camera setting.

◆ setSpecularColour() [1/2]

void Ogre::Light::setSpecularColour ( const ColourValue colour)
inline

Sets the colour of the specular light given off by this source.

Remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of light an object reflects. This value denotes the amount and colour of this type of light the light exudes into the scene. The actual appearance of objects is a combination of the two.
Specular light affects the appearance of shiny highlights on objects, and is also dependent on the 'shininess' Material value.

◆ setSpecularColour() [2/2]

void Ogre::Light::setSpecularColour ( Real  red,
Real  green,
Real  blue 
)
inline

Sets the colour of the specular light given off by this source.

Remarks
Material objects have ambient, diffuse and specular values which indicate how much of each type of light an object reflects. This value denotes the amount and colour of this type of light the light exudes into the scene. The actual appearance of objects is a combination of the two.
Specular light affects the appearance of shiny highlights on objects, and is also dependent on the 'shininess' Material value.

◆ setSpotlightFalloff()

void Ogre::Light::setSpotlightFalloff ( Real  val)
inline

Sets the falloff between the inner and outer cones of the spotlight.

◆ setSpotlightInnerAngle()

void Ogre::Light::setSpotlightInnerAngle ( const Radian val)

Sets the angle covered by the spotlights inner cone.

◆ setSpotlightNearClipDistance()

void Ogre::Light::setSpotlightNearClipDistance ( Real  nearClip)
inline

Set the near clip plane distance to be used by spotlights that use light clipping, allowing you to render spots as if they start from further down their frustum.

Parameters
nearClipThe near distance.

◆ setSpotlightOuterAngle()

void Ogre::Light::setSpotlightOuterAngle ( const Radian val)

Sets the angle covered by the spotlights outer cone.

◆ setSpotlightRange()

void Ogre::Light::setSpotlightRange ( const Radian innerAngle,
const Radian outerAngle,
Real  falloff = 1.0 
)

Sets the range of a spotlight, i.e.

the angle of the inner and outer cones and the rate of falloff between them.

Parameters
innerAngleAngle covered by the bright inner cone
Note
The inner cone applicable only to Direct3D, it'll always treat as zero in OpenGL.
Parameters
outerAngleAngle covered by the outer cone
falloffThe rate of falloff between the inner and outer cones. 1.0 means a linear falloff, less means slower falloff, higher means faster falloff.

◆ setTexture()

void Ogre::Light::setTexture ( TextureGpu texture)

Sets a textured for types of light that support it.

At the time of writing only LT_AREA_APPROX supports it.

Remarks
Note that HlmsPbs only supports one 2D Array texture active at a time. i.e. you must call hlmsPbs->setAreaLightMasks( texture ); and if that texture belongs to a different pool as the one you're inputting here, the wrong texture will be displayed!
Parameters
textureTexture. Can be monochrome or coloured. For Raw version must be a 2D Array texture. For non-Raw version, must be a 2D texture.
sliceIdxSlice to the texture.

◆ setTextureRaw()

void Ogre::Light::setTextureRaw ( TextureGpu texture,
uint32  sliceIdx 
)

◆ setType()

void Ogre::Light::setType ( LightTypes  type)

Sets the type of light - see LightTypes for more info.

Member Data Documentation

◆ mTexLightMaskDiffuseMipStart

uint16 Ogre::Light::mTexLightMaskDiffuseMipStart

Control the start of mip level for diffuse component for area lights The value is UNORM, thus the range [0; 65535] maps to [0; 1] where 1.0 means to use the highest mip level, and 0 the lowest mip.

◆ mTextureLightMaskIdx

uint16 Ogre::Light::mTextureLightMaskIdx

◆ tempSquareDist

Real Ogre::Light::tempSquareDist

Temp tag used for sorting.


The documentation for this class was generated from the following file: