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Lighting
[Rendering]
The script functionality related to the lighting systems and lights. More...
Classes | |
class | AdvancedLightBinManager |
Rendering Manager responsible for lighting, shadows, and global variables affecing both. More... | |
class | LightAnimData |
A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization. More... | |
class | LightBase |
This is the base class for light objects. More... | |
class | LightDescription |
A helper datablock used by classes (such as shapebase) that submit lights to the scene but do not use actual "LightBase" objects. More... | |
class | LightFlareData |
Defines a light flare effect usable by scene lights. More... | |
class | PointLight |
Lighting object that radiates light in all directions. More... | |
class | SpotLight |
Lighting object which emits conical light in a direction. More... | |
Modules | |
Advanced Lighting | |
The script functionality related to the Advanced Lghting system. | |
Basic Lighting | |
The script functionality related to the Basic Lghting system. | |
Functions | |
string | getActiveLightManager () |
Returns the active light manager name. | |
String | getLightManagerNames () |
Returns a tab seperated list of light manager names. | |
bool | lightScene (string completeCallbackFn=NULL, string mode=NULL) |
Will generate static lighting for the scene if supported by the active light manager. | |
void | resetLightManager () |
Deactivates and then activates the currently active light manager.This causes most shaders to be regenerated and is often used when global rendering changes have occured. | |
bool | setLightManager (string name) |
Finds and activates the named light manager. | |
Variables | |
bool | $Light::renderLightFrustums |
Toggles rendering of light frustums when the light is selected in the editor. | |
bool | $Light::renderViz |
Toggles visualization of light object's radius or cone. | |
Callbacks | |
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void | onLightManagerActivate (string name) |
A callback called by the engine when a light manager is activated. | |
void | onLightManagerDeactivate (string name) |
A callback called by the engine when a light manager is deactivated. |
Detailed Description
The script functionality related to the lighting systems and lights.
Function Documentation
string getActiveLightManager | ( | ) |
Returns the active light manager name.
String getLightManagerNames | ( | ) |
Returns a tab seperated list of light manager names.
bool lightScene | ( | string | completeCallbackFn = NULL , |
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string | mode = NULL | |||
) |
Will generate static lighting for the scene if supported by the active light manager.
If mode is "forceAlways", the lightmaps will be regenerated regardless of whether lighting cache files can be written to. If mode is "forceWritable", then the lightmaps will be regenerated only if the lighting cache files can be written.
- Parameters:
-
completeCallbackFn The name of the function to execute when the lighting is complete. mode One of "forceAlways", "forceWritable" or "loadOnly".
- Returns:
- Returns true if the scene lighting process was started.
void onLightManagerActivate | ( | string | name | ) |
A callback called by the engine when a light manager is activated.
- Parameters:
-
name The name of the light manager being activated.
void onLightManagerDeactivate | ( | string | name | ) |
A callback called by the engine when a light manager is deactivated.
- Parameters:
-
name The name of the light manager being deactivated.
void resetLightManager | ( | ) |
Deactivates and then activates the currently active light manager.This causes most shaders to be regenerated and is often used when global rendering changes have occured.
bool setLightManager | ( | string | name | ) |
Finds and activates the named light manager.
- Returns:
- Returns true if the light manager is found and activated.
Variable Documentation
bool $Light::renderLightFrustums |
Toggles rendering of light frustums when the light is selected in the editor.
- Note:
- Only works for shadow mapped lights.
bool $Light::renderViz |
Toggles visualization of light object's radius or cone.