LuciadCPillar 2023.1.03
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This class implements the Eye-dome lighting (EDL) effect, a non-photorealistic lighting model which helps accentuate the shapes of different objects to improve depth perception, by shading their outlines. More...
#include <luciad/maps/effects/EyeDomeLightingEffect.h>
Public Member Functions | |
EyeDomeLightingEffect (const EyeDomeLightingEffect &)=delete | |
Color | getColor () const |
Returns the color of the shade. More... | |
double | getStrength () const |
Returns the shading multiplication factor. More... | |
int32_t | getWindow () const |
Returns the number of surrounding pixels taken into account by EDL model. More... | |
bool | isEnabled () const |
EyeDomeLightingEffect & | operator= (const EyeDomeLightingEffect &)=delete |
void | set (int32_t window, double strength, Color color) |
Sets multiple properties in one go. More... | |
void | setColor (Color color) |
Sets the color of the shade. More... | |
void | setEnabled (bool enabled) |
Enables or disables the Eye-dome lighting effect. More... | |
void | setStrength (double strength) |
Sets the shading multiplication factor. More... | |
void | setWindow (int32_t window) |
Sets the number of surrounding pixels taken into account by EDL model. More... | |
This class implements the Eye-dome lighting (EDL) effect, a non-photorealistic lighting model which helps accentuate the shapes of different objects to improve depth perception, by shading their outlines.
The lighting model applies a shade to each pixel, based on the depth difference between that pixel and its surrounding pixels. The EDL technique uses 3 properties:
Note that Eye-dome lighting is only applied in 3D views.
You cannot create an EyeDomeLightingEffect
. Instead, you can retrieve it from luciad::GraphicsEffects::getEyeDomeLighting
.
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delete |
Color luciad::EyeDomeLightingEffect::getColor | ( | ) | const |
Returns the color of the shade.
double luciad::EyeDomeLightingEffect::getStrength | ( | ) | const |
Returns the shading multiplication factor.
int32_t luciad::EyeDomeLightingEffect::getWindow | ( | ) | const |
Returns the number of surrounding pixels taken into account by EDL model.
bool luciad::EyeDomeLightingEffect::isEnabled | ( | ) | const |
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delete |
void luciad::EyeDomeLightingEffect::set | ( | int32_t | window, |
double | strength, | ||
Color | color | ||
) |
Sets multiple properties in one go.
window | number of surrounding pixels taken into account by EDL model. |
strength | color of the shade. |
color | shading multiplication factor. |
void luciad::EyeDomeLightingEffect::setColor | ( | Color | color | ) |
Sets the color of the shade.
Note that the alpha component of the color is ignored so the color is fully opaque.
The default color is black.
color | color of the shade. |
void luciad::EyeDomeLightingEffect::setEnabled | ( | bool | enabled | ) |
Enables or disables the Eye-dome lighting effect.
The default is false.
enabled | true to enable the Eye-dome lighting effect or false to disable it. |
void luciad::EyeDomeLightingEffect::setStrength | ( | double | strength | ) |
Sets the shading multiplication factor.
A value between 0 and 1 softens the shade, a value higher than 1 hardens the shade.
The default strength is 1.
strength | shading multiplication factor. |
void luciad::EyeDomeLightingEffect::setWindow | ( | int32_t | window | ) |
Sets the number of surrounding pixels taken into account by EDL model.
The default window is 2.
window | number of surrounding pixels taken into account by EDL model. |