Public Member Functions | |
virtual MCCOMErr MCCOMAPI | SetTransform (TTransform3D *transform)=0 |
virtual MCCOMErr MCCOMAPI | GetDirection (const TVector3 &point, TVector3 &resultDirection, real &resultDistance)=0 |
virtual boolean MCCOMAPI | GetColor (const TVector3 &point, const TVector3 &direction, const real distance, TMCColorRGB &result, real &ShadowIntensity)=0 |
virtual boolean MCCOMAPI | IsVisibleInPerspective ()=0 |
virtual uint32 MCCOMAPI | GetPrimitiveID ()=0 |
virtual MCCOMErr MCCOMAPI | ForEachShadowBuffer (ForEachShadowBufferCallback proc, void *priv)=0 |
virtual MCCOMErr MCCOMAPI | GetLightParameter (int32 keyword, void *parameter)=0 |
virtual MCCOMErr MCCOMAPI | GetLightInfo (boolean &hasLightCone, boolean &hasLightSphere, real &halfAngle, TTransform3D &transform)=0 |
virtual boolean MCCOMAPI | GetUVfromDirection (TVector2 &uv, const TVector3 &direction) const =0 |
virtual LightTraceElement *MCCOMAPI | GetNewTrace (int16 *nb)=0 |
virtual MCCOMErr MCCOMAPI | GetStandardLight (TStandardLight &light) const =0 |
virtual void MCCOMAPI | InitSampling (const TBBox3D &sceneBoundingBox, real &solidAngle, int32 ®ionCount)=0 |
virtual void MCCOMAPI | GetRandomRay (int32 regionIndex, Ray3D &ray) const =0 |
virtual int32 MCCOMAPI | GetShadowBufferCount () const =0 |
virtual void MCCOMAPI | GetShadowBuffer (int32 bufferIndex, I3DShCamera **camera, TBBox2D &uvBox) const =0 |
virtual real32 MCCOMAPI | GetScalingFactor () const =0 |
virtual void MCCOMAPI | SetScalingFactor (real32 inValue)=0 |
virtual MCCOMErr MCCOMAPI | UpdateAtmosphere (I3DShScene *inScene)=0 |
virtual real MCCOMAPI | UpdateLightRadius (const real radiusFromShadowFeature) const =0 |
Light sources define the lighting in a 3D scene. All kind of light sources can be designed: spot lights, bulb lights, distant lights (sun, moon), etc. Various features can be coded in a Light Source Extension, because the Light Source has complete control of the light intensity returned to the 3D Shell.
Light sources create light that illuminate object surfaces. The user can combine lights with gels to make additional lighting effects (see the I3DExLightsourceGel interface).
The structure of a light is a little bit more complex that the typical component. It is similar to the structure of Cameras and Primitives.
There are 2 COM objects to consider:
For advanced users: You should note that there are actually 3 C++ object (The light instance, the light component and the external light). However the light component and the external light are aggregated by COM which means that you can be considered as one single COM object).
To get a pointer to a I3DShLightsource from a I3DExLightsource, you can use the following code:
TMCCountedPtr<I3DShTreeElementMember> lightComponent; exLight->QueryInterface(IID_I3DShTreeElementMember,(void**)&lightComponent); ThrowIfNil(lightComponent); TMCCountedPtr<I3DShTreeElement> lightTree; lightComponent->GetTreeElement(&lightTree); ThrowIfNil(lightTree); TMCCountedPtr<I3DShLightsource> shLight; lightTree->QueryInterface(IID_I3DShLightsource.(void**)&shLight);
To access I3DExLightsource from I3DShLightsource, you can use the following code:
TMCCountedPtr<IShComponent> lightComponent; shLight->GetLightComponent(&lightComponent); ThrowIfNil(lightComponent); TMCCountedPtr<I3DExLightsource> exLight; lightComponent->QueryInterface(IID_I3DExLightsource,(void**)&exLight);
This code might seem a bit complicated at first but it is actually simple. You have two COM objects that point on each other. I3DShLightsource::GetLightComponent() and I3DShTreeElementMember::GetTreeElement() allow you to get a pointer from one object to the other. The rest is only calling QueryInterface to get the right interface on each object.
Whenever it is possible you should use the Shell interface (I3DShLightsource) to access the light because the Shell will make sure that the parameter map of the external component is valid. This is especially important if the component is animated. For more information on components see the Overview of the SDK.
virtual MCCOMErr MCCOMAPI I3DExLightsource::ForEachShadowBuffer | ( | ForEachShadowBufferCallback | proc, | |
void * | priv | |||
) | [pure virtual] |
Implemented in TBasicLight, and TBasicDistantLight.
virtual boolean MCCOMAPI I3DExLightsource::GetColor | ( | const TVector3 & | point, | |
const TVector3 & | direction, | |||
const real | distance, | |||
TMCColorRGB & | result, | |||
real & | ShadowIntensity | |||
) | [pure 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 |
Implemented in TBasicLight, and TBasicDistantLight.
virtual MCCOMErr MCCOMAPI I3DExLightsource::GetDirection | ( | const TVector3 & | point, | |
TVector3 & | resultDirection, | |||
real & | resultDistance | |||
) | [pure 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 |
Implemented in TBasicLight, and TBasicDistantLight.
virtual MCCOMErr MCCOMAPI I3DExLightsource::GetLightInfo | ( | boolean & | hasLightCone, | |
boolean & | hasLightSphere, | |||
real & | halfAngle, | |||
TTransform3D & | transform | |||
) | [pure 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. |
Implemented in TBasicLight.
virtual MCCOMErr MCCOMAPI I3DExLightsource::GetLightParameter | ( | int32 | keyword, | |
void * | parameter | |||
) | [pure virtual] |
Implemented in TBasicLight.
virtual LightTraceElement* MCCOMAPI I3DExLightsource::GetNewTrace | ( | int16 * | nb | ) | [pure virtual] |
virtual uint32 MCCOMAPI I3DExLightsource::GetPrimitiveID | ( | ) | [pure virtual] |
Returns the ID of the primitive that is displayed in place of the light.
Implemented in TBasicLight, and TBasicDistantLight.
virtual void MCCOMAPI I3DExLightsource::GetRandomRay | ( | int32 | regionIndex, | |
Ray3D & | ray | |||
) | const [pure 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 |
Implemented in TBasicLight, and TBasicDistantLight.
virtual real32 MCCOMAPI I3DExLightsource::GetScalingFactor | ( | ) | const [pure virtual] |
Returns the scaling that should be applied to the object, i.e. the number of inches in the primitive's unit.
Implemented in TBasicLight, and TBasicDistantLight.
virtual void MCCOMAPI I3DExLightsource::GetShadowBuffer | ( | int32 | bufferIndex, | |
I3DShCamera ** | camera, | |||
TBBox2D & | uvBox | |||
) | const [pure 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 |
Implemented in TBasicLight, and TBasicDistantLight.
virtual int32 MCCOMAPI I3DExLightsource::GetShadowBufferCount | ( | ) | const [pure virtual] |
Returns the number of shadow buffer needed for this light
Implemented in TBasicLight, and TBasicDistantLight.
virtual MCCOMErr MCCOMAPI I3DExLightsource::GetStandardLight | ( | TStandardLight & | light | ) | const [pure 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 |
Implemented in TBasicLight, and TBasicDistantLight.
virtual boolean MCCOMAPI I3DExLightsource::GetUVfromDirection | ( | TVector2 & | uv, | |
const TVector3 & | direction | |||
) | const [pure virtual] |
returns the uv for the gel given a direction
uv | The uv that are returned. | |
direction | The direction as calculated in GetDirection() |
Implemented in TBasicLight, and TBasicDistantLight.
virtual void MCCOMAPI I3DExLightsource::InitSampling | ( | const TBBox3D & | sceneBoundingBox, | |
real & | solidAngle, | |||
int32 & | regionCount | |||
) | [pure 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) |
Implemented in TBasicLight, and TBasicDistantLight.
virtual boolean MCCOMAPI I3DExLightsource::IsVisibleInPerspective | ( | ) | [pure 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.
Implemented in TBasicLight, and TBasicDistantLight.
virtual void MCCOMAPI I3DExLightsource::SetScalingFactor | ( | real32 | inValue | ) | [pure virtual] |
Sets the scaling factor of the object
inValue | the number of inches to which the primitive's unit is equivalent |
Implemented in TBasicLight, and TBasicDistantLight.
virtual MCCOMErr MCCOMAPI I3DExLightsource::SetTransform | ( | TTransform3D * | transform | ) | [pure 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 |
Implemented in TBasicLight, and TBasicDistantLight.
virtual MCCOMErr MCCOMAPI I3DExLightsource::UpdateAtmosphere | ( | I3DShScene * | inScene | ) | [pure 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 |
Implemented in TBasicLight.
virtual real MCCOMAPI I3DExLightsource::UpdateLightRadius | ( | const real | radiusFromShadowFeature | ) | const [pure 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 |
Implemented in TBasicLight, and TBasicDistantLight.