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| Light () |
| Default constructor (for Python mainly). More...
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| Light (const String &name) |
| Normal constructor. More...
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| ~Light () |
| Standard destructor. More...
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void | _calcTempSquareDist (const Vector3 &worldPos) |
| internal method for calculating current squared distance from some world position More...
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Real | _deriveShadowFarClipDistance () const |
| Derive a shadow camera far distance. More...
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Real | _deriveShadowFarClipDistance (const Camera *) const |
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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...
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virtual const PlaneBoundedVolumeList & | _getFrustumClipVolumes (const Camera *const cam) const |
| Internal method for calculating the clip volumes outside of the frustum which can be used to determine which objects are casting shadow on the frustum as a whole. More...
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size_t | _getIndexInFrame () const |
| Returns the index at which this light is in the current render. More...
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virtual const PlaneBoundedVolume & | _getNearClipVolume (const Camera *const cam) const |
| Internal method for calculating the 'near clip volume', which is the volume formed between the near clip rectangle of the camera and the light. More...
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void | _notifyAttached (Node *parent, bool isTagPoint=false) |
| Internal method called to notify the object that it has been attached to a node. More...
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void | _notifyIndexInFrame (size_t i) |
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void | _notifyMoved (void) |
| Internal method called to notify the object that it has been moved. More...
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void | _setCameraRelative (Camera *cam) |
| Set the camera which this light should be relative to, for camera-relative rendering. More...
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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...
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void | _updateRenderQueue (RenderQueue *queue) |
| Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
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AnimableValuePtr | createAnimableValue (const String &valueName) |
| Create a reference-counted AnimableValuePtr for the named value. More...
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Vector4 | getAs4DVector (bool cameraRelativeIfSet=false) const |
| Returns the details of this light as a 4D vector. More...
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const Vector4f & | getAttenuation () const |
| Returns all the attenuation params as (range, constant, linear, quadratic) More...
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float | getAttenuationConstant (void) const |
| Returns the constant factor in the attenuation formula. More...
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float | getAttenuationLinear (void) const |
| Returns the linear factor in the attenuation formula. More...
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float | getAttenuationQuadric (void) const |
| Returns the quadric factor in the attenuation formula. More...
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float | getAttenuationRange (void) const |
| Returns the absolute upper range of the light. More...
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const AxisAlignedBox & | getBoundingBox (void) const |
| Retrieves the local axis-aligned bounding box for this object. More...
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Real | getBoundingRadius (void) const |
| Retrieves the radius of the origin-centered bounding sphere for this object. More...
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const Vector4 & | getCustomParameter (uint16 index) const |
| Returns the custom value associated with this Light at the given index. More...
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const ShadowCameraSetupPtr & | getCustomShadowCameraSetup (void) const |
| Return a pointer to the custom shadow camera setup (null means use SceneManager global version). More...
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const Vector3 & | getDerivedDirection (void) const |
| Retrieves the direction of the light including any transform from nodes it is attached to. More...
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const Vector3 & | getDerivedPosition (bool cameraRelativeIfSet=false) const |
| Retrieves the position of the light including any transform from nodes it is attached to. More...
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const ColourValue & | getDiffuseColour (void) const |
| Returns the colour of the diffuse light given off by this light source (see setDiffuseColour for more info). More...
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const Vector3 & | getDirection (void) const |
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const String & | getMovableType (void) const |
| Returns the type name of this object. More...
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const Vector3 & | getPosition (void) const |
| Returns the position of the light. More...
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Real | getPowerScale (void) const |
| Returns the scaling factor which indicates the relative power of a light. More...
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Real | getShadowFarClipDistance () const |
| Returns the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
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Real | getShadowFarDistance (void) const |
| Returns the maximum distance away from the camera that shadows by this light will be visible. More...
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Real | getShadowFarDistanceSquared (void) const |
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Real | getShadowNearClipDistance () const |
| Returns the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
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const ColourValue & | getSpecularColour (void) const |
| Returns the colour of specular light given off by this light source. More...
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Real | getSpotlightFalloff (void) const |
| Returns the falloff between the inner and outer cones of the spotlight. More...
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const Radian & | getSpotlightInnerAngle (void) const |
| Returns the angle covered by the spotlights inner cone. More...
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Real | getSpotlightNearClipDistance () const |
| Returns the near clip plane distance to be used by spotlights that use light clipping. More...
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const Radian & | getSpotlightOuterAngle (void) const |
| Returns the angle covered by the spotlights outer cone. More...
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LightTypes | getType (void) const |
| Returns the light type. More...
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uint32 | getTypeFlags (void) const |
| Override to return specific type flag. More...
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bool | isInLightRange (const Ogre::AxisAlignedBox &container) const |
| Check whether a bounding box is included in the lighted area of the light. More...
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bool | isInLightRange (const Ogre::Sphere &sphere) const |
| Check whether a sphere is included in the lighted area of the light. More...
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void | resetCustomShadowCameraSetup (void) |
| Reset the shadow camera setup to the default. More...
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void | resetShadowFarDistance (void) |
| Tells the light to use the shadow far distance of the SceneManager. More...
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void | setAttenuation (float range, float constant, float linear, float quadratic) |
| Sets the attenuation parameters of the light source i.e. More...
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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...
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void | setCustomShadowCameraSetup (const ShadowCameraSetupPtr &customShadowSetup) |
| Set this light to use a custom shadow camera when rendering texture shadows. More...
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void | setDiffuseColour (const ColourValue &colour) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
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void | setDiffuseColour (float red, float green, float blue) |
| Sets the colour of the diffuse light given off by this source. More...
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void | setDirection (const Vector3 &vec) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
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void | setDirection (Real x, Real y, Real z) |
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void | setPosition (const Vector3 &vec) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
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void | setPosition (Real x, Real y, Real z) |
| Sets the position of the light. More...
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void | setPowerScale (Real power) |
| Set a scaling factor to indicate the relative power of a light. More...
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void | setShadowFarClipDistance (Real farClip) |
| Set the far clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
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void | setShadowFarDistance (Real distance) |
| Sets the maximum distance away from the camera that shadows by this light will be visible. More...
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void | setShadowNearClipDistance (Real nearClip) |
| Set the near clip plane distance to be used by the shadow camera, if this light casts texture shadows. More...
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void | setSpecularColour (const ColourValue &colour) |
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
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void | setSpecularColour (float red, float green, float blue) |
| Sets the colour of the specular light given off by this source. More...
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void | setSpotlightFalloff (Real val) |
| Sets the falloff between the inner and outer cones of the spotlight. More...
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void | setSpotlightInnerAngle (const Radian &val) |
| Sets the angle covered by the spotlights inner cone. More...
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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...
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void | setSpotlightOuterAngle (const Radian &val) |
| Sets the angle covered by the spotlights outer cone. More...
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void | setSpotlightRange (const Radian &innerAngle, const Radian &outerAngle, Real falloff=1.0) |
| Sets the range of a spotlight, i.e. More...
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void | setType (LightTypes type) |
| Sets the type of light - see LightTypes for more info. More...
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void | setVisible (bool visible) |
| Tells this object whether to be visible or not, if it has a renderable component. More...
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void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables=false) |
| Method to allow a caller to abstractly iterate over the Renderable instances that this MovableObject will add to the render queue when asked, if any. More...
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| MovableObject () |
| Constructor. More...
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| MovableObject (const String &name) |
| Named constructor. More...
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virtual | ~MovableObject () |
| Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
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MovableObjectFactory * | _getCreator (void) const |
| Get the creator of this object, if any (internal use only) More...
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LightList * | _getLightList () |
| Returns a pointer to the current list of lights for this object. More...
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SceneManager * | _getManager (void) const |
| Get the manager of this object, if any (internal use only) More...
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virtual const Affine3 & | _getParentNodeFullTransform (void) const |
| Return the full transformation of the parent sceneNode or the attachingPoint node. More...
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virtual void | _notifyCreator (MovableObjectFactory *fact) |
| Notify the object of it's creator (internal use only) More...
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virtual void | _notifyCurrentCamera (Camera *cam) |
| Internal method to notify the object of the camera to be used for the next rendering operation. More...
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virtual void | _notifyManager (SceneManager *man) |
| Notify the object of it's manager (internal use only) More...
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virtual void | _releaseManualHardwareResources () |
| Notifies the movable object that hardware resources were lost. More...
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virtual void | _restoreManualHardwareResources () |
| Notifies the movable object that hardware resources should be restored. More...
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void | addQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
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void | addVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
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void | detachFromParent (void) |
| Detaches an object from a parent SceneNode or TagPoint, if attached. More...
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Real | getBoundingRadiusScaled () const |
| as getBoundingRadius, but with scaling applied More...
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bool | getCastShadows (void) const |
| Returns whether shadow casting is enabled for this object. More...
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const AxisAlignedBox & | getDarkCapBounds (const Light &light, Real dirLightExtrusionDist) const override |
| Gets the world space bounding box of the dark cap, as extruded using the light provided. More...
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EdgeData * | getEdgeList (void) |
| Returns details of the edges which might be used to determine a silhouette. More...
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const AxisAlignedBox & | getLightCapBounds (void) const override |
| Gets the world space bounding box of the light cap. More...
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uint32 | getLightMask () const |
| Get a bitwise mask which will filter the lights affecting this object. More...
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Listener * | getListener (void) const |
| Gets the current listener for this object. More...
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const String & | getName (void) const |
| Returns the name of this object. More...
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Node * | getParentNode (void) const |
| Returns the node to which this object is attached. More...
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SceneNode * | getParentSceneNode (void) const |
| Returns the scene node to which this object is attached. More...
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Real | getPointExtrusionDistance (const Light *l) const |
| Get the distance to extrude for a point/spot light. More...
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virtual uint32 | getQueryFlags (void) const |
| Returns the query flags relevant for this object. More...
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bool | getReceivesShadows () |
| Returns whether the Material of any Renderable that this MovableObject will add to the render queue will receive shadows. More...
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Real | getRenderingDistance (void) const |
| Gets the distance at which batches are no longer rendered. More...
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Real | getRenderingMinPixelSize () const |
| Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
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uint8 | getRenderQueueGroup (void) const |
| Gets the queue group for this entity. More...
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const ShadowRenderableList & | getShadowVolumeRenderableList (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDist, unsigned long flags=0) |
| Define a default implementation of method from ShadowCaster which implements no shadows. More...
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const Any & | getUserAny (void) const |
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UserObjectBindings & | getUserObjectBindings () |
| Return an instance of user objects binding associated with this class. More...
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const UserObjectBindings & | getUserObjectBindings () const |
| Return an instance of user objects binding associated with this class. More...
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virtual uint32 | getVisibilityFlags (void) const |
| Returns the visibility flags relevant for this object. More...
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bool | getVisible (void) const |
| Gets this object whether to be visible or not, if it has a renderable component. More...
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virtual const AxisAlignedBox & | getWorldBoundingBox (bool derive=false) const |
| Retrieves the axis-aligned bounding box for this object in world coordinates. More...
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virtual const Sphere & | getWorldBoundingSphere (bool derive=false) const |
| Retrieves the worldspace bounding sphere for this object. More...
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bool | isAttached (void) const |
| Returns true if this object is attached to a SceneNode or TagPoint. More...
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bool | isDebugDisplayEnabled (void) const |
| Gets whether debug display of this object is enabled. More...
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virtual bool | isInScene (void) const |
| Returns true if this object is attached to a SceneNode or TagPoint, and this SceneNode / TagPoint is currently in an active part of the scene graph. More...
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bool | isParentTagPoint () const |
| Gets whether the parent node is a TagPoint (or a SceneNode) More...
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virtual bool | isVisible (void) const |
| Returns whether or not this object is supposed to be visible or not. More...
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const LightList & | queryLights (void) const |
| Gets a list of lights, ordered relative to how close they are to this movable object. More...
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void | removeQueryFlags (uint32 flags) |
| As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
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void | removeVisibilityFlags (uint32 flags) |
| As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
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void | setCastShadows (bool enabled) |
| Sets whether or not this object will cast shadows. More...
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void | setDebugDisplayEnabled (bool enabled) |
| Sets whether or not the debug display of this object is enabled. More...
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void | setLightMask (uint32 lightMask) |
| Set a bitwise mask which will filter the lights affecting this object. More...
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void | setListener (Listener *listener) |
| Sets a listener for this object. More...
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void | setQueryFlags (uint32 flags) |
| Sets the query flags for this object. More...
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void | setRenderingDistance (Real dist) |
| Sets the distance at which the object is no longer rendered. More...
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void | setRenderingMinPixelSize (Real pixelSize) |
| Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
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virtual void | setRenderQueueGroup (uint8 queueID) |
| Sets the render queue group this entity will be rendered through. More...
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virtual void | setRenderQueueGroupAndPriority (uint8 queueID, ushort priority) |
| Sets the render queue group and group priority this entity will be rendered through. More...
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void | setUserAny (const Any &anything) |
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void | setVisibilityFlags (uint32 flags) |
| Sets the visibility flags for this object. More...
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void | setVisible (bool visible) |
| Tells this object whether to be visible or not, if it has a renderable component. More...
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Public Member Functions inherited from Ogre::ShadowCaster |
virtual | ~ShadowCaster () |
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virtual ShadowRenderableListIterator | getShadowVolumeRenderableIterator (ShadowTechnique shadowTechnique, const Light *light, HardwareIndexBufferSharedPtr *indexBuffer, size_t *indexBufferUsedSize, bool extrudeVertices, Real extrusionDistance, unsigned long flags=0) |
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bool | hasEdgeList () |
| Returns whether the object has a valid edge list. More...
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| AnimableObject () |
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virtual | ~AnimableObject () |
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const StringVector & | getAnimableValueNames (void) const |
| Gets a list of animable value names for this object. More...
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Representation of a dynamic light source in the scene.
Lights are added to the scene like any other object. They contain various parameters like type, attenuation (how light intensity fades with distance), colour etc.
The light colour is computed based on the Direct3D Light Model as:
\[ L_d = C_d \cdot p \cdot ( N \cdot L_{dir}) \cdot A \cdot S \]
\[ L_s = C_s \cdot p \cdot ( N \cdot H)^s \cdot A \cdot S \]
where
\[ A = \frac{1}{c + l \cdot d + q \cdot d^2} \]
and only computed when attenuation is enabled,
\[ S = \left[ \frac{\rho - cos(0.5 \cdot \phi)}{cos(0.5 \cdot \theta) - cos(0.5 \cdot \phi)} \right]^f \]
and only computed with spotlights
- \(C_d\) is the light diffuse colour
- \(C_s\) is the light specular colour
- \(p\) is the light power scale factor
- \(s\) is the surface shininess
- \(N\) is the current surface normal
- \(L_{dir}\) is vector from the vertex position to the light (constant for directional lights)
- \(H = normalised(L_{dir} + V)\), where V is the vector from the vertex position to the camera
- \(c, l, q\) are the constant, linear and quadratic attenuation factors
- \(d = |L_{dir}|\)
- \(\theta, \phi, f\) are the spotlight inner angle, outer angle and falloff
- \(\rho = \langle L_{dir} , L_{dcs} \rangle \) where \(L_{dcs}\) is the light direction in camera space
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. They subsequently must be added to a SceneNode to orient them in the scene and to allow moving them.
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.