lightFalloff()

本参考资料用于Processing 3.0+。 如果你使用的是前一版本,请在使用软件帮助菜单内的参考资料。. If you see any errors or have suggestions, please let us know. If you prefer a more technical reference, visit the Processing Core Javadoc and Libraries Javadoc.

名称

lightFalloff()

示例
 size(100, 100, P3D);

noStroke();

background(0);

lightFalloff(1.0, 0.001, 0.0);

pointLight(150, 250, 150, 50, 50, 50);

beginShape();

vertex(0, 0, 0);

vertex(100, 0, -100);

vertex(100, 100, -100);

vertex(0, 100, 0);

endShape(CLOSE);

描述 Sets the falloff rates for point lights, spot lights, and ambient lights. Like fill(), it affects only the elements which are created after it in the code. The default value is lightFalloff(1.0, 0.0, 0.0), and the parameters are used to calculate the falloff with the following equation:

d = distance from light position to vertex position
falloff = 1 / (CONSTANT + d * LINEAR + (d*d) * QUADRATIC)

Thinking about an ambient light with a falloff can be tricky. If you want a region of your scene to be lit ambiently with one color and another region to be lit ambiently with another color, you could use an ambient light with location and falloff. You can think of it as a point light that doesn’t care which direction a surface is facing.

语法
lightFalloff(constant, linear, quadratic)
参数
constant float: constant value or determining falloff
linear float: linear value for determining falloff
quadratic float: quadratic value for determining falloff
返回值 void
相关 lights()
ambientLight()
pointLight()
spotLight()
lightSpecular()

Updated on October 2, 2018 05:02:10pm EDT

lightFalloff()