require "Polycode/SceneEntity" class "SceneLight" (SceneEntity) AREA_LIGHT = 0 SPOT_LIGHT = 1 function SceneLight:SceneLight(...) for k,v in pairs(arg) do if type(v) == "table" then if v.__ptr ~= nil then arg[k] = v.__ptr end end end if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then self.__ptr = Polycore.SceneLight(unpack(arg)) end end function SceneLight:getIntensity() local retVal = Polycore.SceneLight_getIntensity(self.__ptr) return retVal end function SceneLight:getDistance() local retVal = Polycore.SceneLight_getDistance(self.__ptr) return retVal end function SceneLight:getType() local retVal = Polycore.SceneLight_getType(self.__ptr) return retVal end function SceneLight:renderDepthMap(scene) local retVal = Polycore.SceneLight_renderDepthMap(self.__ptr, scene.__ptr) end function SceneLight:Render() local retVal = Polycore.SceneLight_Render(self.__ptr) end function SceneLight:getLightViewMatrix() local retVal = Polycore.SceneLight_getLightViewMatrix(self.__ptr) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = Matrix4("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function SceneLight:getZBufferTexture() local retVal = Polycore.SceneLight_getZBufferTexture(self.__ptr) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = Texture("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function SceneLight:setLightColor(r, g, b) local retVal = Polycore.SceneLight_setLightColor(self.__ptr, r, g, b) end function SceneLight:enableShadows(val, resolution) local retVal = Polycore.SceneLight_enableShadows(self.__ptr, val, resolution) end function SceneLight:setShadowMapFOV(fov) local retVal = Polycore.SceneLight_setShadowMapFOV(self.__ptr, fov) end function SceneLight:areShadowsEnabled() local retVal = Polycore.SceneLight_areShadowsEnabled(self.__ptr) return retVal end function SceneLight:getLightType() local retVal = Polycore.SceneLight_getLightType(self.__ptr) return retVal end