Public Member Functions | |
virtual MCCOMErr MCCOMAPI | QueryInterface (const MCIID &riid, void **ppvObj) |
virtual uint32 MCCOMAPI | AddRef () |
virtual MCCOMErr MCCOMAPI | SetTransform (TTransform3D *transform) |
virtual MCCOMErr MCCOMAPI | GetDirection (const TVector3 &point, TVector3 &resultDirection, real &resultDistance) |
virtual boolean MCCOMAPI | GetColor (const TVector3 &point, const TVector3 &direction, const real distance, TMCColorRGB &result, real &ShadowIntensity) |
virtual boolean MCCOMAPI | IsVisibleInPerspective () |
virtual uint32 MCCOMAPI | GetPrimitiveID () |
virtual MCCOMErr MCCOMAPI | ForEachShadowBuffer (ForEachShadowBufferCallback proc, void *priv) |
virtual MCCOMErr MCCOMAPI | GetLightParameter (int32 keyword, void *parameter) |
virtual MCCOMErr MCCOMAPI | GetLightInfo (boolean &hasLightCone, boolean &hasLightSphere, real &halfAngle, TTransform3D &transform) |
virtual boolean MCCOMAPI | GetUVfromDirection (TVector2 &uv, const TVector3 &direction) const |
virtual LightTraceElement *MCCOMAPI | GetNewTrace (int16 *nb) |
virtual MCCOMErr MCCOMAPI | GetStandardLight (TStandardLight &light) const |
virtual void MCCOMAPI | InitSampling (const TBBox3D &sceneBoundingBox, real &solidAngle, int32 ®ionCount) |
virtual void MCCOMAPI | GetRandomRay (int32 regionIndex, Ray3D &ray) const |
virtual int32 MCCOMAPI | GetShadowBufferCount () const |
virtual void MCCOMAPI | GetShadowBuffer (int32 bufferIndex, I3DShCamera **camera, TBBox2D &uvBox) const |
virtual real32 MCCOMAPI | GetScalingFactor () const |
virtual void MCCOMAPI | SetScalingFactor (real32 inValue) |
virtual MCCOMErr MCCOMAPI | UpdateAtmosphere (I3DShScene *inScene) |
virtual real MCCOMAPI | UpdateLightRadius (const real radiusFromShadowFeature) const |
Basic Light class. Derive from this for a default implementation of an I3DExLightsource.
virtual uint32 MCCOMAPI TBasicLight::AddRef | ( | ) | [inline, virtual] |
Increments the reference count of the object
Reimplemented from TBasicDataExchanger.
Reimplemented in TBasicDistantLight.
virtual MCCOMErr MCCOMAPI TBasicLight::ForEachShadowBuffer | ( | ForEachShadowBufferCallback | proc, | |
void * | priv | |||
) | [virtual] |
virtual boolean MCCOMAPI TBasicLight::GetColor | ( | const TVector3 & | point, | |
const TVector3 & | direction, | |||
const real | distance, | |||
TMCColorRGB & | result, | |||
real & | ShadowIntensity | |||
) | [virtual] |
Returns the color of light seen through a given point.
When using a spot, use the position parameter and the light source position and orientation to determine whether a point is in the light beam or not. When using a sun, use the direction parameter to calculate the intensity. When lighting is based on distance, (such as distance fall-off), use the distance parameter.
point | The point on the surface for which the lighting is going to be calculated. | |
direction | The direction from which the light arrives on the point (as calculated in GetDirection()). | |
distance | The distance from the point to the light (as calculated in GetDirection()). | |
result | The color of the light that reaches this point | |
ShadowIntensity | The intensity of the shadow cast by that light |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual MCCOMErr MCCOMAPI TBasicLight::GetDirection | ( | const TVector3 & | point, | |
TVector3 & | resultDirection, | |||
real & | resultDistance | |||
) | [virtual] |
Returns the direction from the point to the light source as well as the distance between the surface point and light source. GetDirection() is called prior to GetColor() to perform preliminary calculations. The surface point is the point on the object where the light is about to be calculated.
A light bulb typically calculates resultDirection by subtracting the postion point to the light source origin, then normalizes the results. A simulated sun light returns its light direction in resultDirection, and the maximum possible value in resultDistance.
point | The point on the surface for which the lighting is going to be calculated | |
resultDirection | The direction from which the light arrives on the point | |
resultDistance | The distance from the point to the light |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual MCCOMErr MCCOMAPI TBasicLight::GetLightInfo | ( | boolean & | hasLightCone, | |
boolean & | hasLightSphere, | |||
real & | halfAngle, | |||
TTransform3D & | transform | |||
) | [virtual] |
Returns information about light cones and sphere...
hasLightCone | True on exit if the light supports a light cone (spot lights) | |
hasLightSphere | True on ext if the light supports a light sphere (bulb lights) | |
halfAngle | Half angle of the light cone if there is one | |
transform | Global Transform of the light. |
Implements I3DExLightsource.
virtual MCCOMErr MCCOMAPI TBasicLight::GetLightParameter | ( | int32 | keyword, | |
void * | parameter | |||
) | [inline, virtual] |
Implements I3DExLightsource.
virtual LightTraceElement* MCCOMAPI TBasicLight::GetNewTrace | ( | int16 * | nb | ) | [virtual] |
virtual uint32 MCCOMAPI TBasicLight::GetPrimitiveID | ( | ) | [virtual] |
Returns the ID of the primitive that is displayed in place of the light.
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual void MCCOMAPI TBasicLight::GetRandomRay | ( | int32 | regionIndex, | |
Ray3D & | ray | |||
) | const [virtual] |
Returns a random ray starting from the light The rays should sample uniformly a solid angle that contains at least the intersection of the light cone (or sphere) and the scene.
ray | A reference to the ray that should be returned | |
regionIndex | Index of the region in which the ray should be picked |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual real32 MCCOMAPI TBasicLight::GetScalingFactor | ( | ) | const [inline, virtual] |
Returns the scaling that should be applied to the object, i.e. the number of inches in the primitive's unit.
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual void MCCOMAPI TBasicLight::GetShadowBuffer | ( | int32 | bufferIndex, | |
I3DShCamera ** | camera, | |||
TBBox2D & | uvBox | |||
) | const [virtual] |
Returns a camera equivalent to a shadow buffer
bufferIndex | index of the shadow buffer (0 based) | |
camera | returns a pointer to the camera corresponding to the shadow buffer | |
uvBox | returns the box in screen coordinates corresponding to the shadow buffer |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual int32 MCCOMAPI TBasicLight::GetShadowBufferCount | ( | ) | const [virtual] |
Returns the number of shadow buffer needed for this light
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual MCCOMErr MCCOMAPI TBasicLight::GetStandardLight | ( | TStandardLight & | light | ) | const [virtual] |
Retrieves a standard description of the light for use in the interactive renderer.
light | A reference to the simplified description of the light for the interactive rendering |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual boolean MCCOMAPI TBasicLight::GetUVfromDirection | ( | TVector2 & | uv, | |
const TVector3 & | direction | |||
) | const [virtual] |
returns the uv for the gel given a direction
uv | The uv that are returned. | |
direction | The direction as calculated in GetDirection() |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual void MCCOMAPI TBasicLight::InitSampling | ( | const TBBox3D & | sceneBoundingBox, | |
real & | solidAngle, | |||
int32 & | regionCount | |||
) | [virtual] |
Initialize sampling of the light and returns the solid angle containing the sampling rays. It must be called before GetRandomRay
sceneBoundingBox | The bounding box of the scene | |
solidAngle | Returns the solid Angle of the sampling rays | |
regionCount | Returns the number of region for ray sampling (each region represent an equal number of rays) |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual boolean MCCOMAPI TBasicLight::IsVisibleInPerspective | ( | ) | [virtual] |
Returns true if the light should be displayed in the 3D View. In this case, the lights is displayed with the geometry of the primitive given by GetPrimitiveID().
If it returns false, then the light is not displayed, this is used for sun lights for example.
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual MCCOMErr MCCOMAPI TBasicLight::QueryInterface | ( | const MCIID & | riid, | |
void ** | ppvObj | |||
) | [virtual] |
Check if the object supports a given interface and returns a pointer to that interface if it does. Note that QueryInterface will increment the reference count of the object by one if the interface is found.
riid | GUID of the interface | |
ppvObj | A pointer to the pointer being returned. |
Reimplemented from TBasicDataExchanger.
Reimplemented in TBasicDistantLight.
virtual void MCCOMAPI TBasicLight::SetScalingFactor | ( | real32 | inValue | ) | [inline, virtual] |
Sets the scaling factor of the object
inValue | the number of inches to which the primitive's unit is equivalent |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual MCCOMErr MCCOMAPI TBasicLight::SetTransform | ( | TTransform3D * | transform | ) | [virtual] |
Called to tell a light source its position and orientation in space. This function is used to cache transform information to speed up GetDirection() and GetColor().
transform | A pointer to the Global Transform of the light |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.
virtual MCCOMErr MCCOMAPI TBasicLight::UpdateAtmosphere | ( | I3DShScene * | inScene | ) | [inline, virtual] |
This function should update the atmosphere in the current scene according to the light data, if needed (useful for atmospheric lights : sun, moon)
inScene | a pointer to the current scene |
Implements I3DExLightsource.
virtual real MCCOMAPI TBasicLight::UpdateLightRadius | ( | const real | radiusFromShadowFeature | ) | const [inline, virtual] |
Calculates a corrected radius for soft shadows. This is used in particular for distant lights to rescale the parameter
radiusFromShadowFeature | radius of the light as specified by the user in the shadow feature |
Implements I3DExLightsource.
Reimplemented in TBasicDistantLight.