FBShaderShadowLive Class Reference

#include <fbshader.h>
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.

Note:
Please consult the application documentation for more infos on shader properties and their effects.
Warning:
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 )

Definition at line 678 of file fbshader.h.


Public Member Functions

  FBShaderShadowLive (const char *pName, HIObject pObject=NULL)
  Constructor.

Public Attributes

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

Constructor & Destructor Documentation

FBShaderShadowLive ( const char *  pName,
HIObject  pObject = NULL  
)

Constructor.

Parameters:
pName  Name of shader.
pObject  Internal parent object to own shader (default is NULL).

Member Data Documentation

FBPropertyShadowType ShadowType

Read Write Property: Indicate which shadow type is desired.

Definition at line 690 of file fbshader.h.

FBPropertyAnimatableDouble ShadowIntensity

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

Definition at line 691 of file fbshader.h.

FBPropertyBool LocalShadow

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

Definition at line 692 of file fbshader.h.

FBPropertyBool UseGobo

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

Definition at line 693 of file fbshader.h.

FBPropertyDouble ShadowZOffset

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

Definition at line 694 of file fbshader.h.

FBPropertyShadowFrameType ShadowFrameType

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

Definition at line 695 of file fbshader.h.

FBPropertyListObject Lights

List: List of light object which will produce shadows.

Definition at line 697 of file fbshader.h.

FBPropertyListObject Models

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

Definition at line 698 of file fbshader.h.


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