Realistic lighting and shadows

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Show realistic lighting and shadows for the specific date and time of day.

screenshot

Use case

You can use realistic lighting to evaluate the shadow impact of buildings and utility infrastructure on the surrounding community. This could be useful for civil engineers and urban planners, or for events management assessing the impact of building shadows during an outdoor event.

How to use the sample

Select one of the three available lighting options to display that lighting effect. Adjust the slider to show the lighting effect for a particular time of day. The 3D buildings will display shadows when "Sun light with shadows" is selected.

How it works

  1. Create an ArcGISSceneLayer and display it in a SceneView.
  2. Create a QDateTime to define the date and time of day.
  3. Set the sun time of the scene view to the specified date and time with m_sceneView->setSunTime(QDateTime).
  4. Set the lightingMode of the scene view to NoLight, Light, or LightAndShadows with m_sceneView->setSunLighting(LightingMode).

Relevant API

  • ArcGISSceneLayer
  • LightingMode
  • Scene
  • SceneView

Tags

3D, lighting, realism, realistic, rendering, shadows, sun, time

Sample Code

RealisticLightingAndShadows.cppRealisticLightingAndShadows.cppRealisticLightingAndShadows.hRealisticLightingAndShadows.qml
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// [WriteFile Name=RealisticLightingAndShadows, Category=Scenes]
// [Legal]
// Copyright 2020 Esri.

// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// http://www.apache.org/licenses/LICENSE-2.0

// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// [Legal]

#ifdef PCH_BUILD
#include "pch.hpp"
#endif // PCH_BUILD

#include "RealisticLightingAndShadows.h"

#include "ArcGISTiledElevationSource.h"
#include "Scene.h"
#include "SceneQuickView.h"
#include "ArcGISSceneLayer.h"
#include "Camera.h"
#include "MapTypes.h"
#include "Surface.h"
#include "ElevationSourceListModel.h"
#include "LayerListModel.h"
#include "SceneViewTypes.h"

#include <QDateTime>
#include <QDate>
#include <QFuture>
#include <QTime>
#include <QTimeZone>
#include <QUrl>

#include <cmath>

using namespace Esri::ArcGISRuntime;

RealisticLightingAndShadows::RealisticLightingAndShadows(QObject* parent /* = nullptr */):
  QObject(parent),
  m_scene(new Scene(BasemapStyle::ArcGISTopographic, this))
{
  // create a new elevation source from Terrain3D REST service
  ArcGISTiledElevationSource* elevationSource = new ArcGISTiledElevationSource(
        QUrl("https://elevation3d.arcgis.com/arcgis/rest/services/WorldElevation3D/Terrain3D/ImageServer"), this);

  // add the elevation source to the scene to display elevation
  m_scene->baseSurface()->elevationSources()->append(elevationSource);

  // add 3D building shells with a scene layer
  ArcGISSceneLayer* scenelayer = new ArcGISSceneLayer(
        QUrl("https://tiles.arcgis.com/tiles/P3ePLMYs2RVChkJx/arcgis/rest/services/DevA_BuildingShells/SceneServer/layers/0"), this);

  m_scene->operationalLayers()->append(scenelayer);
}

RealisticLightingAndShadows::~RealisticLightingAndShadows() = default;

void RealisticLightingAndShadows::init()
{
  // Register classes for QML
  qmlRegisterType<SceneQuickView>("Esri.Samples", 1, 0, "SceneView");
  qmlRegisterType<RealisticLightingAndShadows>("Esri.Samples", 1, 0, "RealisticLightingAndShadowsSample");
}

SceneQuickView* RealisticLightingAndShadows::sceneView() const
{
  return m_sceneView;
}

// Set the view (created in QML)
void RealisticLightingAndShadows::setSceneView(SceneQuickView* sceneView)
{
  if (!sceneView || sceneView == m_sceneView)
    return;

  m_sceneView = sceneView;
  m_sceneView->setArcGISScene(m_scene);

  // add camera and set scene viewpoint
  const Camera camera(45.54605153789073, -122.69033380511073, 941.0002111233771, 162.58544227544266, 60.0,0.0);
  m_sceneView->setViewpointCameraAsync(camera, 0);

  // set atmosphere effect to realistic
  m_sceneView->setAtmosphereEffect(AtmosphereEffect::Realistic);

  // set the sun time to the calendar
  setSunTimeFromValue(8.5);

  // add sun lighting
  m_sceneView->setSunLighting(LightingMode::LightAndShadows);

  emit sceneViewChanged();
}

void RealisticLightingAndShadows::setSunTimeFromValue(double sunTimeValue)
{
  if (!m_sceneView)
    return;

  // convert a double from 0.0 to 23.99 into hours and minutes
  double remainder = std::fmod(sunTimeValue, 1);
  int minute = remainder * 60;
  int hour = sunTimeValue - remainder;

  const QTime selectedTime = QTime(hour, minute);

  // set a calendar with a date, time, and timezone
  const QDateTime sunTime(QDate(2018, 8, 10), selectedTime, QTimeZone(-25200));
  // To represent the PST time zone during daylight savings time (-7 hours), we use the number of seconds of offset.
  // 3600 seconds/hour * -7 hours = -25,200 seconds.

  // set the sun time to the calendar
  m_sceneView->setSunTime(sunTime);

  // trigger the time in the settings column to update
  emit sunTimeChanged(selectedTime.toString("h:mm ap"));
}

void RealisticLightingAndShadows::setLightingMode(int lightingModeValue)
{
  if (!m_sceneView)
    return;

  if (lightingModeValue == 0)
  {
    m_sceneView->setSunLighting(LightingMode::NoLight);
  }
  else if (lightingModeValue == 1)
  {
    m_sceneView->setSunLighting(LightingMode::Light);
  }
  else
  {
    m_sceneView->setSunLighting(LightingMode::LightAndShadows);
  }
}

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