FBShaderShadowLive Class Reference

FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive FBShaderShadowLive
Inheritance diagram for FBShaderShadowLive:
Inheritance graph
[legend]

List of all members.


Detailed Description

Shader Shadow Live class.

Use the Live Shadow shader to apply real-time shadows to models. You can specify shadow intensity as well as the lights and objects that cast shadows in a scene.There are two methods to create a FBShaderShadowLive object: using the FBShaderManager, or simply by instantiating a class object explicitely.Please consult the application documentation for more infos on shader properties and their effects.This class should not serve as a base class for another class.Sample C++ code:

    // Create a shadow shader.
    HFBShaderShadowLive lShader = new FBShaderShadowLive( "New Shader" );

    // Add a cube in its list of affected objects.
    HFBModel lModel = FBFindModelByName( "Cube" )
    if( lModel )
    {
        lShaderShadowLive.Add( lCube );
    }

Sample Python code:

    from pyfbsdk import *

    # Create shader.
    lShader = FBShaderShadowLive( 'New Python Shader' )

    # Find a cube to put in our list of affected objects.
    lModel = FBFindModelByName( 'Cube' )
    if lModel:
        lShader.ShadowCasterProperty.append( lModel )

Public Member Functions

  FBShaderShadowLive (str pName)
  Constructor.

Public Attributes

FBListObject  Lights
  List: List of light object which will produce shadows.
bool  LocalShadow
  Read Write Property: Creates an accurate projection of a shadow for each object.
FBListObject  Models
  List: List of object which when lighted will cast a shadow.
FBShadowFrameType  ShadowFrameType
  Read Write Property: Used to select the shadow calculation method.
FBAnimatableDouble  ShadowIntensity
  Read Write Property: Controls the darkness of shadows cast by a selected object.
FBShadowType  ShadowType
  Read Write Property: Indicate which shadow type is desired.
float  ShadowZOffset
  Read Write Property: Specifies the offset of the Live Shadow shader's plane from the original selected plane.
bool  UseGobo
  Read Write Property: Includes the gobo in the shadow map calculation.

Constructor & Destructor Documentation

FBShaderShadowLive ( str  pName  ) 

Constructor.

Parameters:
pName  Name of shader.

Member Data Documentation

FBListObject Lights

List: List of light object which will produce shadows.

bool LocalShadow

Read Write Property: Creates an accurate projection of a shadow for each object.

FBListObject Models

List: List of object which when lighted will cast a shadow.

FBShadowFrameType ShadowFrameType

Read Write Property: Used to select the shadow calculation method.

FBAnimatableDouble ShadowIntensity

Read Write Property: Controls the darkness of shadows cast by a selected object.

FBShadowType ShadowType

Read Write Property: Indicate which shadow type is desired.

float ShadowZOffset

Read Write Property: Specifies the offset of the Live Shadow shader's plane from the original selected plane.

bool UseGobo

Read Write Property: Includes the gobo in the shadow map calculation.


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