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Plasma Engine
2.0
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A directional lightsource shines light into one fixed direction and has infinite size. It is usually used for sunlight. More...
#include <DirectionalLightComponent.h>
Public Member Functions | |
virtual void | SerializeComponent (plWorldWriter &inout_stream) const override |
Override this to save the current state of the component to the given stream. | |
virtual void | DeserializeComponent (plWorldReader &inout_stream) override |
Override this to load the current state of the component from the given stream. | |
virtual plResult | GetLocalBounds (plBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, plMsgUpdateLocalBounds &ref_msg) override |
Called by plRenderComponent::OnUpdateLocalBounds(). If PL_SUCCESS is returned, bounds and bAlwaysVisible will be integrated into the plMsgUpdateLocalBounds result, otherwise the out values are simply ignored. | |
void | SetNumCascades (plUInt32 uiNumCascades) |
Sets how many shadow map cascades to use. Typically between 2 and 4. | |
plUInt32 | GetNumCascades () const |
void | SetMinShadowRange (float fMinShadowRange) |
Sets the distance around the main camera in which to apply dynamic shadows. | |
float | GetMinShadowRange () const |
void | SetFadeOutStart (float fFadeOutStart) |
The factor (0 to 1) at which relative distance to start fading out the shadow map. Typically 0.8 or 0.9. | |
float | GetFadeOutStart () const |
void | SetSplitModeWeight (float fSplitModeWeight) |
Has something to do with shadow map cascades (TODO: figure out what). | |
float | GetSplitModeWeight () const |
void | SetNearPlaneOffset (float fNearPlaneOffset) |
Has something to do with shadow map cascades (TODO: figure out what). | |
float | GetNearPlaneOffset () const |
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void | SetUsingColorTemperature (bool bUseColorTemperature) |
Used to enable kelvin color values. This is a physical representation of light color using. for more detail: https://wikipedia.org/wiki/Color_temperature. | |
bool | GetUsingColorTemperature () const |
void | SetLightColor (plColorGammaUB lightColor) |
plColorGammaUB | GetBaseLightColor () const |
plColorGammaUB | GetLightColor () const |
void | SetTemperature (plUInt32 uiTemperature) |
plUInt32 | GetTemperature () const |
void | SetIntensity (float fIntensity) |
Sets the brightness of the lightsource. | |
float | GetIntensity () const |
void | SetSpecularMultiplier (float fSpecularMultiplier) |
float | GetSpecularMultiplier () const |
void | SetCastShadows (bool bCastShadows) |
Sets whether the lightsource shall cast dynamic shadows. | |
bool | GetCastShadows () const |
void | SetPenumbraSize (float fPenumbraSize) |
Sets the fuzziness of the shadow edges. | |
float | GetPenumbraSize () const |
void | SetSlopeBias (float fShadowBias) |
Allows to tweak how dynamic shadows are applied to reduce artifacts. | |
float | GetSlopeBias () const |
void | SetConstantBias (float fShadowBias) |
Allows to tweak how dynamic shadows are applied to reduce artifacts. | |
float | GetConstantBias () const |
void | SetWidth (float fWidth) |
Sets the width of the area light. | |
float | GetWidth () const |
void | SetLength (float fLength) |
Sets the length of the area light. | |
float | GetLength () const |
void | OnMsgSetColor (plMsgSetColor &ref_msg) |
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void | TriggerLocalBoundsUpdate () |
Call this when some value was modified that affects the size of the local bounding box and it should be recomputed. | |
PL_ALWAYS_INLINE plUInt32 | GetUniqueIdForRendering (plUInt32 uiInnerIndex=0, plUInt32 uiInnerIndexShift=24) const |
Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
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void | SetActiveFlag (bool bEnabled) |
Sets the active flag of the component, which affects its active state. | |
bool | GetActiveFlag () const |
Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'. | |
bool | IsActive () const |
Checks whether this component is in an active state. | |
bool | IsActiveAndInitialized () const |
Returns whether this component is active and initialized. | |
bool | IsActiveAndSimulating () const |
Whether the component is currently active and simulation has been started as well. | |
plComponentManagerBase * | GetOwningManager () |
Returns the corresponding manager for this component. | |
const plComponentManagerBase * | GetOwningManager () const |
Returns the corresponding manager for this component. | |
plGameObject * | GetOwner () |
Returns the owner game object if the component is attached to one or nullptr. | |
const plGameObject * | GetOwner () const |
Returns the owner game object if the component is attached to one or nullptr. | |
plWorld * | GetWorld () |
Returns the corresponding world for this component. | |
const plWorld * | GetWorld () const |
Returns the corresponding world for this component. | |
plComponentHandle | GetHandle () const |
Returns a handle to this component. | |
plUInt32 | GetUniqueID () const |
Returns the unique id for this component. | |
void | SetUniqueID (plUInt32 uiUniqueID) |
Sets the unique id for this component. | |
void | EnsureInitialized () |
Ensures that the component is initialized. Must only be called from another component's Initialize callback. | |
void | EnsureSimulationStarted () |
Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback. | |
PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) |
Sends a message to this component. | |
PL_ALWAYS_INLINE bool | SendMessage (plMessage &ref_msg) const |
void | PostMessage (const plMessage &msg, plTime delay=plTime::MakeZero(), plObjectMsgQueueType::Enum queueType=plObjectMsgQueueType::NextFrame) const |
Queues the message for the given phase. The message is processed after the given delay in the corresponding phase. | |
virtual bool | HandlesMessage (const plMessage &msg) const |
Returns whether the given Message is handled by this component. | |
void | SetUserFlag (plUInt8 uiFlagIndex, bool bSet) |
Be careful to check which flags may already be in use by base classes. | |
bool | GetUserFlag (plUInt8 uiFlagIndex) const |
Retrieves a custom flag. Index must be between 0 and 7. | |
void | SetCreatedByPrefab () |
Adds plObjectFlags::CreatedByPrefab to the component. See the flag for details. | |
bool | WasCreatedByPrefab () const |
Checks whether the plObjectFlags::CreatedByPrefab flag is set on this component. | |
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virtual const plRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const plRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
PL_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Protected Member Functions | |
void | OnMsgExtractRenderData (plMsgExtractRenderData &msg) const |
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virtual void | Deinitialize () override |
This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. | |
virtual void | OnActivated () override |
This method is called when the component gets activated. | |
virtual void | OnDeactivated () override |
This method is called when the component gets deactivated. | |
void | OnUpdateLocalBounds (plMsgUpdateLocalBounds &msg) |
void | InvalidateCachedRenderData () |
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plComponent () | |
Keep the constructor private or protected in derived classes, so it cannot be called manually. | |
bool | IsDynamic () const |
Returns whether this component is dynamic and thus can only be attached to dynamic game objects. | |
virtual plWorldModuleTypeId | GetTypeId () const =0 |
virtual plComponentMode::Enum | GetMode () const =0 |
virtual void | Initialize () |
Can be overridden for basic initialization that depends on a valid hierarchy and position. | |
virtual void | OnSimulationStarted () |
This method is called once for active components, at the start of the next world update, but only when the world is simulated. | |
void | EnableUnhandledMessageHandler (bool enable) |
By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message. | |
virtual bool | OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. | |
virtual bool | OnUnhandledMessage (plMessage &msg, bool bWasPostedMsg) const |
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler. | |
bool | IsInitialized () const |
bool | IsInitializing () const |
bool | IsSimulationStarted () const |
Protected Attributes | |
plUInt32 | m_uiNumCascades = 3 |
float | m_fMinShadowRange = 50.0f |
float | m_fFadeOutStart = 0.8f |
float | m_fSplitModeWeight = 0.7f |
float | m_fNearPlaneOffset = 100.0f |
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plColorGammaUB | m_LightColor = plColor::White |
plUInt32 | m_uiTemperature = 6550 |
float | m_fIntensity = 10.0f |
float | m_fSpecularMultiplier = 1.0f |
float | m_fPenumbraSize = 0.1f |
float | m_fSlopeBias = 0.25f |
float | m_fConstantBias = 0.1f |
bool | m_bCastShadows = false |
bool | m_bUseColorTemperature = false |
float | m_fWidth |
float | m_fLength |
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const plRTTI * | m_pMessageDispatchType = nullptr |
Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary. | |
Additional Inherited Members | |
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static float | CalculateEffectiveRange (float fRange, float fIntensity, float fWidth=0.0f, float fLength=0.0f) |
Calculates how far a lightsource would shine given the specified range and intensity. | |
static float | CalculateScreenSpaceSize (const plBoundingSphere &sphere, const plCamera &camera) |
Calculates how large on screen (in pixels) the lightsource would be. | |
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static plUInt32 | GetUniqueIdForRendering (const plComponent &component, plUInt32 uiInnerIndex=0, plUInt32 uiInnerIndexShift=24) |
Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects. | |
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static const plRTTI * | GetStaticRTTI () |
A directional lightsource shines light into one fixed direction and has infinite size. It is usually used for sunlight.
It is very rare to use more than one directional lightsource at the same time. Directional lightsources are used to fake the large scale light of the sun (or moon). They use cascaded shadow maps to reduce the performance overhead for dynamic shadows of such large lights.
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overridevirtual |
Override this to load the current state of the component from the given stream.
The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.
Reimplemented from plLightComponent.
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overridevirtual |
Called by plRenderComponent::OnUpdateLocalBounds(). If PL_SUCCESS is returned, bounds and bAlwaysVisible will be integrated into the plMsgUpdateLocalBounds result, otherwise the out values are simply ignored.
Implements plRenderComponent.
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overridevirtual |
Override this to save the current state of the component to the given stream.
Reimplemented from plLightComponent.