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- 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))
- Polycore.__ptr_lookup[self.__ptr] = self
- 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
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