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/*
 * Copyright (c) 2013, 2020, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
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 * 2 along with this work; if not, write to the Free Software Foundation,
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package javafx.scene;

import com.sun.javafx.scene.DirtyBits;
import com.sun.javafx.scene.PointLightHelper;
import com.sun.javafx.sg.prism.NGNode;
import com.sun.javafx.sg.prism.NGPointLight;

import javafx.beans.property.DoubleProperty;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;

/**
 * A light source that radiates light equally in all directions away from itself. The location of the light
 * source is a single point in space. Any pixel within the range of the light will be illuminated by it,
 * unless it belongs to a {@code Shape3D} outside of its {@code scope}.
 * 

* The light's intensity can be set to decrease over distance by attenuating it. The attenuation formula *

* {@code attn = 1 / (ca + la * dist + qa * dist^2)} *

* defines 3 coefficients: {@code ca}, {@code la}, and {@code qa}, which control the constant, linear, and * quadratic behaviors of intensity falloff over distance, respectively. The effective color of the light * at a given point in space is {@code color * attn}. It is possible, albeit unrealistic, to specify negative * values to attenuation coefficients. This allows the resulting attenuation factor to be negative, which * results in the light's color being subtracted from the material instead of added to it, thus creating a * "shadow caster". *

* For a realistic effect, {@code maxRange} should be set to a distance at which the attenuation is close to 0 * as this will give a soft cutoff. * * @since JavaFX 8.0 * @see PhongMaterial */ public class PointLight extends LightBase { static { PointLightHelper.setPointLightAccessor(new PointLightHelper.PointLightAccessor() { @Override public NGNode doCreatePeer(Node node) { return ((PointLight) node).doCreatePeer(); } @Override public void doUpdatePeer(Node node) { ((PointLight) node).doUpdatePeer(); } }); } { // To initialize the class helper at the beginning each constructor of this class PointLightHelper.initHelper(this); } /** * Creates a new instance of {@code PointLight} class with a default {@code Color.WHITE} light source. */ public PointLight() { super(); } /** * Creates a new instance of {@code PointLight} class using the specified color. * * @param color the color of the light source */ public PointLight(Color color) { super(color); } /** * The maximum range of this {@code PointLight}. For a pixel to be affected by this light, its distance to the * light source must be less than or equal to the light's maximum range. Any negative value will be treated as 0. *

* Lower {@code maxRange} values can give better performance as pixels outside the range of the light * will not require complex calculation. The attenuation formula can be used to calculate a realistic * {@code maxRange} value by finding the distance where the attenuation is close enough to 0. *

* Nodes that are inside the light's range can still be excluded from the light's effect by removing them from * its {@link #getScope() scope} (or including them in its {@link #getExclusionScope() exclusion scope}). If a * node is known to always be outside of the light's range, it is more performant to exclude it from its scope. * * @defaultValue {@code Double.POSITIVE_INFINITY} * @since 16 */ private DoubleProperty maxRange; public final void setMaxRange(double value) { maxRangeProperty().set(value); } private static final double DEFAULT_MAX_RANGE = NGPointLight.getDefaultMaxRange(); public final double getMaxRange() { return maxRange == null ? DEFAULT_MAX_RANGE : maxRange.get(); } public final DoubleProperty maxRangeProperty() { if (maxRange == null) { maxRange = getLightDoubleProperty("maxRange", DEFAULT_MAX_RANGE); } return maxRange; } /** * The constant attenuation coefficient. This is the term {@code ca} in the attenuation formula: *

* {@code attn = 1 / (ca + la * dist + qa * dist^2)} *

* where {@code dist} is the distance between the light source and the pixel. * * @defaultValue 1 * @since 16 */ private DoubleProperty constantAttenuation; public final void setConstantAttenuation(double value) { constantAttenuationProperty().set(value); } private static final double DEFAULT_CONSTANT_ATTENUATION = NGPointLight.getDefaultCa(); public final double getConstantAttenuation() { return constantAttenuation == null ? DEFAULT_CONSTANT_ATTENUATION : constantAttenuation.get(); } public final DoubleProperty constantAttenuationProperty() { if (constantAttenuation == null) { constantAttenuation = getLightDoubleProperty("constantAttenuation", DEFAULT_CONSTANT_ATTENUATION); } return constantAttenuation; } /** * The linear attenuation coefficient. This is the term {@code la} in the attenuation formula: *

* {@code attn = 1 / (ca + la * dist + qa * dist^2)} *

* where {@code dist} is the distance between the light source and the pixel. * * @defaultValue 0 * @since 16 */ private DoubleProperty linearAttenuation; public final void setLinearAttenuation(double value) { linearAttenuationProperty().set(value); } private static final double DEFAULT_LINEAR_ATTENUATION = NGPointLight.getDefaultLa(); public final double getLinearAttenuation() { return linearAttenuation == null ? DEFAULT_LINEAR_ATTENUATION : linearAttenuation.get(); } public final DoubleProperty linearAttenuationProperty() { if (linearAttenuation == null) { linearAttenuation = getLightDoubleProperty("linearAttenuation", DEFAULT_LINEAR_ATTENUATION); } return linearAttenuation; } /** * The quadratic attenuation coefficient. This is the term {@code qa} in the attenuation formula: *

* {@code attn = 1 / (ca + la * dist + qa * dist^2)} *

* where {@code dist} is the distance between the light source and the pixel. * * @defaultValue 0 * @since 16 */ private DoubleProperty quadraticAttenuation; public final void setQuadraticAttenuation(double value) { quadraticAttenuationProperty().set(value); } private static final double DEFAULT_QUADRATIC_ATTENUATION = NGPointLight.getDefaultQa(); public final double getQuadraticAttenuation() { return quadraticAttenuation == null ? DEFAULT_QUADRATIC_ATTENUATION : quadraticAttenuation.get(); } public final DoubleProperty quadraticAttenuationProperty() { if (quadraticAttenuation == null) { quadraticAttenuation = getLightDoubleProperty("quadraticAttenuation", DEFAULT_QUADRATIC_ATTENUATION); } return quadraticAttenuation; } /* * Note: This method MUST only be called via its accessor method. */ private NGNode doCreatePeer() { return new NGPointLight(); } private void doUpdatePeer() { if (isDirty(DirtyBits.NODE_LIGHT)) { NGPointLight peer = getPeer(); peer.setCa((float) getConstantAttenuation()); peer.setLa((float) getLinearAttenuation()); peer.setQa((float) getQuadraticAttenuation()); peer.setMaxRange((float) getMaxRange()); } } }





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