IDirect3DRMLight

Applications use the methods of the IDirect3DRMLight interface to interact with light objects. This section is a reference to the methods of this interface. For a conceptual overview, see Lights.

The methods of the IDirect3DRMLight interface can be organized into the following groups:
Attenuation GetConstantAttenuation
GetLinearAttenuation
GetQuadraticAttenuation
SetConstantAttenuation
SetLinearAttenuation
SetQuadraticAttenuation
Color GetColor
SetColor
SetColorRGB
Enable frames GetEnableFrame
SetEnableFrame
Light types GetType
SetType
Range GetRange
SetRange
Spotlight options GetPenumbra
GetUmbra
SetPenumbra
SetUmbra

The IDirect3DRMLight interface, like all Component Object Model (COM) interfaces, inherits the IUnknown interface methods. The IUnknown interface supports the following three methods:
AddRef
QueryInterface
Release

In addition, the IDirect3DRMLight interface inherits the following methods from the IDirect3DRMObject interface:
AddDestroyCallback
Clone
DeleteDestroyCallback
GetAppData
GetClassName
GetName
SetAppData
SetName

The Direct3DRMLight object is obtained by using the IDirect3DRM3::CreateLight or IDirect3DRM3::CreateLightRGB method.

IDirect3DRMLight::GetColor

IDirect3DRMLight

Retrieves the color of the current Direct3DRMLight object.

Syntax

D3DCOLOR GetColor( );

Return Value

Returns the color.

See Also

IDirect3DRMLight::SetColor

IDirect3DRMLight::GetConstantAttenuation

IDirect3DRMLight

Retrieves the constant attenuation factor for the Direct3DRMLight object.

Syntax

D3DVALUE GetConstantAttenuation( );

Return Value

Returns the constant attenuation value.

Remarks

Lights that have a location (those that are not infinitely far away) can have attenuation factors to calculate the attenuation of the light based on the distance from the light.

The light attenuation formula used depends on whether or not the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set. This flag is set in IDirect3DRMDevice3::SetRenderMode.

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set, the following formulae are used for light attenuation.

The formula for the normalized distance is:

normalized_distance = (distance_from_light - light_range)/light_range

The default light_range value is 256 modeling-space units.

The formula for the total attenuation factor is:

constant_attenuation_factor + normalized_distance * linear_attenuation_factor + (normalized_distance**2) * quadratic_attenuation_factor

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is not set, the following formula is used for light attentuation.

1 / [constant_attenuation_factor + distance * linear_attenuation_factor + (distance**2) * quadratic_attenuation_factor]

The total attenuation factor cannot be greater than 1.

When attenuation factors are not provided, the default values are 1.0 for the constant attenuation factor, 0.0 for the linear attenuation factor, and 0.0 for the quadratic attenuation factor.

See Also

IDirect3DRMLight::SetConstantAttenuation

IDirect3DRMLight::GetEnableFrame

IDirect3DRMLight

Retrieves the enable frame for a light.

Syntax

HRESULT GetEnableFrame(
  LPDIRECT3DRMFRAME * lplpEnableFrame
  );

Parameters

lplpEnableFrame
Address of a pointer that will contain the enable frame for the current Direct3DRMFrame object.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

See Also

IDirect3DRMLight::SetEnableFrame

IDirect3DRMLight::GetLinearAttenuation

IDirect3DRMLight

Retrieves the linear attenuation factor for a light.

Syntax

D3DVALUE GetLinearAttenuation( );

Return Value

Returns the linear attenuation value.

Remarks

Lights that have a location (those that are not infinitely far away) can have attenuation factors to calculate the attenuation of the light based on the distance from the light.

The light attenuation formula used depends on whether or not the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set. This flag is set in IDirect3DRMDevice3::SetRenderMode.

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set, the following formulae are used for light attenuation.

The formula for the normalized distance is:

normalized_distance = (distance_from_light - light_range)/light_range

The default light_range value is 256 modeling-space units.

The formula for the total attenuation factor is:

constant_attenuation_factor + normalized_distance * linear_attenuation_factor + (normalized_distance**2) * quadratic_attenuation_factor

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is not set, the following formula is used for light attentuation.

1 / [constant_attenuation_factor + distance * linear_attenuation_factor + (distance**2) * quadratic_attenuation_factor]

The total attenuation factor cannot be greater than 1.

When attenuation factors are not provided, the default values are 1.0 for the constant attenuation factor, 0.0 for the linear attenuation factor, and 0.0 for the quadratic attenuation factor.

See Also

IDirect3DRMLight::SetLinearAttenuation

IDirect3DRMLight::GetPenumbra

IDirect3DRMLight

Retrieves the penumbra angle of a spotlight.

Syntax

D3DVALUE GetPenumbra( );

Return Value

Returns the penumbra value in radians.

Remarks

For more information see the Spotlight section of the Lights overview.

See Also

IDirect3DRMLight::SetPenumbra

IDirect3DRMLight::GetQuadraticAttenuation

IDirect3DRMLight

Retrieves the quadratic attenuation factor for a light.

Syntax

D3DVALUE GetQuadraticAttenuation( );

Return Value

Returns the quadratic attenuation value.

Remarks

Lights that have a location (those that are not infinitely far away) can have attenuation factors to calculate the attenuation of the light based on the distance from the light.

The light attenuation formula used depends on whether or not the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set. This flag is set in IDirect3DRMDevice3::SetRenderMode.

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set, the following formulae are used for light attenuation.

The formula for the normalized distance is:

normalized_distance = (distance_from_light - light_range)/light_range

The default light_range value is 256 modeling-space units.

The formula for the total attenuation factor is:

constant_attenuation_factor + normalized_distance * linear_attenuation_factor + (normalized_distance**2) * quadratic_attenuation_factor

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is not set, the following formula is used for light attentuation.

1 / [constant_attenuation_factor + distance * linear_attenuation_factor + (distance**2) * quadratic_attenuation_factor]

The total attenuation factor cannot be greater than 1.

When attenuation factors are not provided, the default values are 1.0 for the constant attenuation factor, 0.0 for the linear attenuation factor, and 0.0 for the quadratic attenuation factor.

See Also

IDirect3DRMLight::SetQuadraticAttenuation

IDirect3DRMLight::GetRange

IDirect3DRMLight

Retrieves the range of the current Direct3DRMLight object.

Syntax

D3DVALUE GetRange( );

Return Value

Returns a value describing the range.

See Also

IDirect3DRMLight::SetRange

IDirect3DRMLight::GetType

IDirect3DRMLight

Retrieves the type of a given light.

Syntax

D3DRMLIGHTTYPE GetType( );

Return Value

Returns one of the members of the D3DRMLIGHTTYPE enumerated type.

See Also

IDirect3DRMLight::SetType

IDirect3DRMLight::GetUmbra

IDirect3DRMLight

Retrieves the umbra angle of the Direct3DRMLight object. The default is 0.4 radians.

Syntax

D3DVALUE GetUmbra( );

Return Value

Returns the umbra angle in radians.

Remarks

For more information see the Spotlight section of the Lights overview.

See Also

IDirect3DRMLight::SetUmbra

IDirect3DRMLight::SetColor

IDirect3DRMLight

Sets the color of the given light.

Syntax

HRESULT SetColor(
  D3DCOLOR rcColor
  );

Parameters

rcColor
New color for the light. Be sure to set the alpha component as well as the red, green, and blue color components or your objects might not be visible. The RGBA_MAKE DirectX macro allows you to specify these values.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

Remarks

This method is also used to add a color key to a Direct3DRMLightInterpolator object.

See Also

IDirect3DRMLight::GetColor

IDirect3DRMLight::SetColorRGB

IDirect3DRMLight

Sets the color of the given light.

Syntax

HRESULT SetColorRGB(
  D3DVALUE rvRed,
  D3DVALUE rvGreen,
  D3DVALUE rvBlue
  );

Parameters

rvRed, rvGreen, and rvBlue
New color for the light.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

Remarks

This method is also used to add an RGB color key to a Direct3DRMLightInterpolator object.

IDirect3DRMLight::SetConstantAttenuation

IDirect3DRMLight

Sets the constant attenuation factor for a light.

Syntax

HRESULT SetConstantAttenuation(
  D3DVALUE rvAtt
  );

Parameters

rvAtt
New constant attenuation factor.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

Remarks

Lights that have a location (those that are not infinitely far away) can have attenuation factors to calculate the attenuation of the light based on the distance from the light.

The light attenuation formula used depends on whether or not the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set. This flag is set in IDirect3DRMDevice3::SetRenderMode.

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set, the following formulae are used for light attenuation.

The formula for the normalized distance is:

normalized_distance = (distance_from_light - light_range)/light_range

The default light_range value is 256 modeling-space units.

The formula for the total attenuation factor is:

constant_attenuation_factor + normalized_distance * linear_attenuation_factor + (normalized_distance**2) * quadratic_attenuation_factor

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is not set, the following formula is used for light attentuation.

1 / [constant_attenuation_factor + distance * linear_attenuation_factor + (distance**2) * quadratic_attenuation_factor]

The total attenuation factor cannot be greater than 1.

When attenuation factors are not provided, the default values are 1.0 for the constant attenuation factor, 0.0 for the linear attenuation factor, and 0.0 for the quadratic attenuation factor.

This method is also used to add a constant attenuation key to a Direct3DRMLightInterpolator object.

See Also

IDirect3DRMLight::GetConstantAttenuation

IDirect3DRMLight::SetEnableFrame

IDirect3DRMLight

Sets the enable frame for a light.

Syntax

HRESULT SetEnableFrame(
  LPDIRECT3DRMFRAME lpEnableFrame
  );

Parameters

lpEnableFrame
Address of the light's enable frame. Child frames of this frame are also enabled for this light source.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

See Also

IDirect3DRMLight::GetEnableFrame

IDirect3DRMLight::SetLinearAttenuation

IDirect3DRMLight

Sets the linear attenuation factor for a light.

Syntax

HRESULT SetLinearAttenuation(
  D3DVALUE rvAtt
  );

Parameters

rvAtt
New linear attenuation factor.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

Remarks

Lights that have a location (those that are not infinitely far away) can have attenuation factors to calculate the attenuation of the light based on the distance from the light.

The light attenuation formula used depends on whether or not the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set. This flag is set in IDirect3DRMDevice3::SetRenderMode.

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set, the following formulae are used for light attenuation.

The formula for the normalized distance is:

normalized_distance = (distance_from_light - light_range)/light_range

The default light_range value is 256 modeling-space units.

The formula for the total attenuation factor is:

constant_attenuation_factor + normalized_distance * linear_attenuation_factor + (normalized_distance**2) * quadratic_attenuation_factor

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is not set, the following formula is used for light attentuation.

1 / [constant_attenuation_factor + distance * linear_attenuation_factor + (distance**2) * quadratic_attenuation_factor]

The total attenuation factor cannot be greater than 1.

When attenuation factors are not provided, the default values are 1.0 for the constant attenuation factor, 0.0 for the linear attenuation factor, and 0.0 for the quadratic attenuation factor.

This method is also used to add a linear attenuation key to a Direct3DRMLightInterpolator object.

See Also

IDirect3DRMLight::GetLinearAttenuation

IDirect3DRMLight::SetPenumbra

IDirect3DRMLight

Sets the angle of the penumbra cone.

Syntax

HRESULT SetPenumbra(
  D3DVALUE rvAngle
  );

Parameters

rvAngle
New penumbra angle in radians. This angle must be greater than or equal to the angle of the umbra. If you set the penumbra angle to less than the umbra angle, the umbra angle will be set equal to the penumbra angle. The default value is 0.5 radians.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

Remarks

This method is also used to add a penumbra angle key to a Direct3DRMLightInterpolator object.

For more information see the Spotlight section of the Lights overview.

See Also

IDirect3DRMLight::GetPenumbra

IDirect3DRMLight::SetQuadraticAttenuation

IDirect3DRMLight

Sets the quadratic attenuation factor for a light.

Syntax

HRESULT SetQuadraticAttenuation(
  D3DVALUE rvAtt
  );

Parameters

rvAtt
New quadratic attenuation factor.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

Remarks

Lights that have a location (those that are not infinitely far away) can have attenuation factors to calculate the attenuation of the light based on the distance from the light.

The light attenuation formula used depends on whether or not the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set. This flag is set in IDirect3DRMDevice3::SetRenderMode.

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is set, the following formulae are used for light attenuation.

The formula for the normalized distance is:

normalized_distance = (distance_from_light - light_range)/light_range

The default light_range value is 256 modeling-space units.

The formula for the total attenuation factor is:

constant_attenuation_factor + normalized_distance * linear_attenuation_factor + (normalized_distance**2) * quadratic_attenuation_factor

If the D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR flag is not set, the following formula is used for light attentuation.

1 / [constant_attenuation_factor + distance * linear_attenuation_factor + (distance**2) * quadratic_attenuation_factor]

The total attenuation factor cannot be greater than 1.

When attenuation factors are not provided, the default values are 1.0 for the constant attenuation factor, 0.0 for the linear attenuation factor, and 0.0 for the quadratic attenuation factor.

This method is also used to add a quadratic attenuation key to a Direct3DRMLightInterpolator object.

See Also

IDirect3DRMLight::GetQuadraticAttenuation

IDirect3DRMLight::SetRange

IDirect3DRMLight

Sets the range of a spotlight. The light affects objects that are within the range only.

Syntax

HRESULT SetRange(
  D3DVALUE rvRange
  );

Parameters

rvRange
New range. The default value is 256 modeling-space units.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

Remarks

The range property is for spotlights only. This method is also used to add a range key to a Direct3DRMLightInterpolator object.

See Also

IDirect3DRMLight::GetRange

IDirect3DRMLight::SetType

IDirect3DRMLight

Changes the light's type.

Syntax

HRESULT SetType(
  D3DRMLIGHTTYPE d3drmtType
  );

Parameters

d3drmtType
New light type specified by one of the members of the D3DRMLIGHTTYPE enumerated type.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

See Also

IDirect3DRMLight::GetType

IDirect3DRMLight::SetUmbra

IDirect3DRMLight

Sets the angle of the umbra cone.

Syntax

HRESULT SetUmbra(
  D3DVALUE rvAngle
  );

Parameters

rvAngle
New umbra angle in radians. This angle must be less than or equal to the angle of the penumbra. If you set the umbra angle to greater than the penumbra angle, the penumbra angle will be set equal to the umbra angle. The default value is 0.4 radians.

Return Value

Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.

Remarks

This method is also used to add an umbra angle key to a Direct3DRMLightInterpolator object.

For more information see the Spotlight section of the Lights overview.

See Also

IDirect3DRMLight::GetUmbra


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