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- require "Polycode/SceneEntity"
- class "SceneLight" (SceneEntity)
- AREA_LIGHT = 0
- SPOT_LIGHT = 1
- function SceneLight:__index__(name)
- if name == "specularLightColor" then
- retVal = Polycore.SceneLight_get_specularLightColor(self.__ptr)
- if Polycore.__ptr_lookup[retVal] ~= nil then
- return Polycore.__ptr_lookup[retVal]
- else
- Polycore.__ptr_lookup[retVal] = Color("__skip_ptr__")
- Polycore.__ptr_lookup[retVal].__ptr = retVal
- return Polycore.__ptr_lookup[retVal]
- end
- elseif name == "lightColor" then
- retVal = Polycore.SceneLight_get_lightColor(self.__ptr)
- if Polycore.__ptr_lookup[retVal] ~= nil then
- return Polycore.__ptr_lookup[retVal]
- else
- Polycore.__ptr_lookup[retVal] = Color("__skip_ptr__")
- Polycore.__ptr_lookup[retVal].__ptr = retVal
- return Polycore.__ptr_lookup[retVal]
- end
- end
- end
- function SceneLight:__set_callback(name,value)
- return false
- end
- function SceneLight:SceneLight(...)
- if type(arg[1]) == "table" and count(arg) == 1 then
- if ""..arg[1]:class() == "SceneEntity" then
- self.__ptr = arg[1].__ptr
- return
- end
- end
- 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:setIntensity(newIntensity)
- local retVal = Polycore.SceneLight_setIntensity(self.__ptr, newIntensity)
- end
- function SceneLight:setAttenuation(constantAttenuation, linearAttenuation, quadraticAttenuation)
- local retVal = Polycore.SceneLight_setAttenuation(self.__ptr, constantAttenuation, linearAttenuation, quadraticAttenuation)
- end
- function SceneLight:getConstantAttenuation()
- local retVal = Polycore.SceneLight_getConstantAttenuation(self.__ptr)
- return retVal
- end
- function SceneLight:getLinearAttenuation()
- local retVal = Polycore.SceneLight_getLinearAttenuation(self.__ptr)
- return retVal
- end
- function SceneLight:getQuadraticAttenuation()
- local retVal = Polycore.SceneLight_getQuadraticAttenuation(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 retVal == nil then return nil end
- 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 retVal == nil then return nil end
- 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:setSpecularLightColor(r, g, b, a)
- local retVal = Polycore.SceneLight_setSpecularLightColor(self.__ptr, r, g, b, a)
- end
- function SceneLight:setDiffuseLightColor(r, g, b)
- local retVal = Polycore.SceneLight_setDiffuseLightColor(self.__ptr, r, g, b)
- end
- function SceneLight:setLightColor(r, g, b, a)
- local retVal = Polycore.SceneLight_setLightColor(self.__ptr, r, g, b, a)
- end
- function SceneLight:setSpotlightProperties(spotlightCutoff, spotlightExponent)
- local retVal = Polycore.SceneLight_setSpotlightProperties(self.__ptr, spotlightCutoff, spotlightExponent)
- end
- function SceneLight:getSpotlightCutoff()
- local retVal = Polycore.SceneLight_getSpotlightCutoff(self.__ptr)
- return retVal
- end
- function SceneLight:getSpotlightExponent()
- local retVal = Polycore.SceneLight_getSpotlightExponent(self.__ptr)
- return retVal
- 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
- function SceneLight:enableDebugDraw(val)
- local retVal = Polycore.SceneLight_enableDebugDraw(self.__ptr, val)
- end
- function SceneLight:setLightImportance(newImportance)
- local retVal = Polycore.SceneLight_setLightImportance(self.__ptr, newImportance)
- end
- function SceneLight:getLightImportance()
- local retVal = Polycore.SceneLight_getLightImportance(self.__ptr)
- return retVal
- end
- function SceneLight:__delete()
- Polycore.__ptr_lookup[self.__ptr] = nil
- Polycore.delete_SceneLight(self.__ptr)
- end
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