2023-08-14 19:22:04 +02:00
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function __3dLight() : __3dObject() constructor {
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2023-08-23 20:01:09 +02:00
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UI_vertex = [ array_create(33) ];
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for( var i = 0; i <= 32; i++ )
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2023-08-29 14:33:44 +02:00
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UI_vertex[0][i] = new __vertex(0, lengthdir_x(0.5, i / 32 * 360), lengthdir_y(0.5, i / 32 * 360), c_yellow, 0.8);
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2023-08-14 19:22:04 +02:00
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VB_UI = build(noone, UI_vertex);
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color = c_white;
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intensity = 1;
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2023-08-22 11:51:45 +02:00
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shadow_mapper = sh_d3d_shadow_depth;
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shadow_active = false;
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shadow_map = noone;
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shadow_map_size = 1024;
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2023-08-23 20:01:09 +02:00
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shadow_map_scale = 4;
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2023-08-22 11:51:45 +02:00
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shadow_map_camera = camera_create();
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shadow_map_view = array_create(16, 0);
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shadow_map_proj = array_create(16, 0);
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2023-08-23 20:01:09 +02:00
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shadow_bias = 0.001;
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2023-08-22 11:51:45 +02:00
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static getCenter = function() { return noone; }
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static getBBOX = function() { return noone; }
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2023-08-30 16:40:45 +02:00
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static submit = function(scene = {}, shader = noone) {}
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2023-08-22 11:51:45 +02:00
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static setShadow = function(active, shadowMapSize, shadowMapScale = shadow_map_scale) { #region
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shadow_active = active;
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shadow_map_size = shadowMapSize;
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shadow_map_scale = shadowMapScale;
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return self;
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} #endregion
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static shadowProjectBegin = function() {}
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static shadowProjectEnd = function() {}
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2023-09-11 16:08:58 +02:00
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static submitShadow = function(scene, objects) { #region
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2023-08-22 11:51:45 +02:00
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if(!shadow_active) return;
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shadowProjectBegin();
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for( var i = 0, n = array_length(objects); i < n; i++ ) {
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var _prev = objects[i];
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if(_prev == noone) continue;
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_prev.submit(scene, shadow_mapper);
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}
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shadowProjectEnd();
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} #endregion
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2023-08-14 19:22:04 +02:00
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}
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