Open 3D Engine AtomLyIntegration Gem API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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Inherits AZ::ComponentBus.
Public Member Functions | |
virtual const Color & | GetColor () const =0 |
virtual void | SetColor (const Color &color)=0 |
virtual float | GetIntensity () const =0 |
virtual void | SetIntensity (float intensity, PhotometricUnit unit)=0 |
virtual void | SetIntensity (float intensity)=0 |
virtual float | GetAngularDiameter () const =0 |
virtual void | SetAngularDiameter (float angularDiameter)=0 |
virtual void | SetShadowEnabled (bool enable)=0 |
Sets whether enable shadow for this light. | |
virtual bool | GetShadowEnabled () const =0 |
Get shadow enable status for this light. | |
virtual ShadowmapSize | GetShadowmapSize () const =0 |
virtual void | SetShadowmapSize (ShadowmapSize size)=0 |
This specifies the size of shadowmaps (for each cascade) to size x size. | |
virtual uint32_t | GetCascadeCount () const =0 |
virtual void | SetCascadeCount (uint32_t cascadeCount)=0 |
virtual float | GetShadowmapFrustumSplitSchemeRatio () const =0 |
virtual void | SetShadowmapFrustumSplitSchemeRatio (float ratio)=0 |
virtual const Vector4 & | GetCascadeFarDepth ()=0 |
virtual void | SetCascadeFarDepth (const Vector4 &farDepth)=0 |
virtual bool | GetShadowmapFrustumSplitAutomatic () const =0 |
virtual void | SetShadowmapFrustumSplitAutomatic (bool isAutomatic)=0 |
virtual EntityId | GetCameraEntityId () const =0 |
virtual void | SetCameraEntityId (EntityId entityId)=0 |
virtual float | GetShadowFarClipDistance () const =0 |
virtual void | SetShadowFarClipDistance (float farDist)=0 |
virtual float | GetGroundHeight () const =0 |
virtual void | SetGroundHeight (float groundHeight)=0 |
virtual bool | GetViewFrustumCorrectionEnabled () const =0 |
virtual void | SetViewFrustumCorrectionEnabled (bool enabled)=0 |
virtual bool | GetDebugColoringEnabled () const =0 |
virtual void | SetDebugColoringEnabled (bool enabled)=0 |
virtual ShadowFilterMethod | GetShadowFilterMethod () const =0 |
virtual void | SetShadowFilterMethod (ShadowFilterMethod method)=0 |
virtual uint32_t | GetFilteringSampleCount () const =0 |
virtual void | SetFilteringSampleCount (uint32_t count)=0 |
virtual bool | GetShadowReceiverPlaneBiasEnabled () const =0 |
virtual void | SetShadowReceiverPlaneBiasEnabled (bool enable)=0 |
virtual float | GetShadowBias () const =0 |
virtual void | SetShadowBias (float bias)=0 |
virtual float | GetNormalShadowBias () const =0 |
virtual void | SetNormalShadowBias (float normalShadowBias)=0 |
virtual bool | GetCascadeBlendingEnabled () const =0 |
virtual void | SetCascadeBlendingEnabled (bool enable)=0 |
virtual bool | GetAffectsGI () const =0 |
Returns true if this light affects global illumination. | |
virtual void | SetAffectsGI (bool affectsGI)=0 |
Set whether this light affects global illumination. | |
virtual float | GetAffectsGIFactor () const =0 |
Returns the contribution multiplier for global illumination. | |
virtual void | SetAffectsGIFactor (float affectsGIFactor)=0 |
Sets the contribution multiplier for global illumination. | |
virtual uint32_t | GetLightingChannelMask () const =0 |
virtual void | SetLightingChannelMask (uint32_t lightingChannelMask)=0 |
Sets the lighting channel mask. | |
virtual void | BindConfigurationChangedEventHandler (DirectionalLightConfigurationChangedEvent::Handler &configurationChangedHandler)=0 |
when the user modifies the component properties in the Inspector panel. | |
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Gets a directional light's angular diameter.
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This gets the entity ID of the camera used for specifying view frustum to create shadowmaps.
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Gets whether the directional shadow map has cascade blending enabled. This smooths out the border between cascades at the cost of some performance in the blend area.
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This gets cascade count of the shadowmap.
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This gets the far depth of the cascade.
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Gets a directional light's color. This value is independent from its intensity.
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This gets the flag whether debug coloring is enabled or not. By debug coloring, we can see how cascading of shadowmaps works.
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This gets the sample count for filtering of the shadow boundary.
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This gets the height of the ground. The position of view frustum is corrected using ground height to get better quality of shadow around the area close to the camera. To enable the correction, SetViewFrustumCorrectionEnabled(true) is required.
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Gets a directional light's intensity. This value is independent from its color.
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Bind to this event to be notified whenever at least one of the Returns the lighting channel mask
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Reduces acne by biasing the shadowmap lookup along the geometric normal.
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Shadow bias reduces acne by applying a small amount of offset along shadow-space z.
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This gets shadow specific far clip distance. Pixels further than this value won't have shadows Smaller values result in higher quality shadows
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This gets the filter method of shadows.
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This gets the flag split of shadowmap frustum is automatic.
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This gets ratio between logarithm/uniform scheme to split view frustum.
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This gets shadowmap size (width/height).
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Gets whether the directional shadowmap should use receiver plane bias. This attempts to reduce shadow acne when using large pcf filters.
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This gets the flag whether view frustum correction is enabled not not. The calculation of it is caused when position or configuration of the camera is changed.
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Sets a directional light's angular diameter. This value should be small, for instance the sun is 0.5 degrees across.
angularDiameter | Directional light's angular diameter in degrees. |
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This sets the entity ID of the camera used for specifying view frustum to create shadowmaps.
entityId | camera entity ID. |
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Sets whether the directional shadow map has cascade blending enabled.
enable | flag specifying whether to enable cascade blending. |
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This sets cascade count of the shadowmap
cascadeCount | cascade count |
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This sets the far depth of the cascade. If this is called, the ratio of frustum split scheme will be ignored.
farDepth | the far depth to be set. |
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Sets a directional light's color. This value is independent from its intensity.
color | directional light's color |
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This specifies whether debug coloring is enabled or not.
enabled | flag specifying whether debug coloring is added. |
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This sets the sample count for filtering of the shadow boundary.
count | Sample Count for filtering (up to 64) |
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This specifies the height of the ground.
groundHeight | height of the ground |
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Sets a directional light's intensity. This value is independent from its color. Assumes no change in the current photometric unit of the intensity.
intensity | directional light's intensity |
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Sets a directional light's intensity. This value is independent from its color.
intensity | directional light's intensity |
type | The photometric unit of the intensity. |
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Reduces acne by biasing the shadowmap lookup along the geometric normal.
normalShadowBias | Sets the amount of normal shadow bias to apply. |
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Shadow bias reduces acne by applying a small amount of offset along shadow-space z.
Sets | the amount of bias to apply. |
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This sets shadow specific far clip distance.
farDist | the far clip distance for each cascade. |
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This specifies filter method of shadows.
method | filter method. |
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This sets the flag split of shadowmap frustum is automatic.
isAutomatic | the flag to be set. |
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This sets ratio between logarithm/uniform scheme to split view frustum. If this is called, frustum splitting becomes automatic and the far depths given by SetCascadeFarDepth() is discarded.
ratio | the ratio (in [0,1]) |
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Sets whether the directional shadowmap should use receiver plane bias.
enable | flag specifying whether to enable the receiver plane bias feature |
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This specifies whether view frustum correction is enabled or not.
enabled | flag specifying whether view frustum positions are corrected. |