function __3dLight() : __3dObject() constructor { UI_vertex = [ array_create(33) ]; for( var i = 0; i <= 32; i++ ) 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); VB_UI = build(noone, UI_vertex); color = c_white; intensity = 1; shadow_mapper = sh_d3d_shadow_depth; shadow_active = false; shadow_map = noone; shadow_map_size = 1024; shadow_map_scale = 4; shadow_map_camera = camera_create(); shadow_map_view = array_create(16, 0); shadow_map_proj = array_create(16, 0); shadow_bias = 0.001; static getCenter = function() { return noone; } static getBBOX = function() { return noone; } static submit = function(scene = {}, shader = noone) {} static setShadow = function(active, shadowMapSize, shadowMapScale = shadow_map_scale) { #region shadow_active = active; shadow_map_size = shadowMapSize; shadow_map_scale = shadowMapScale; return self; } #endregion static shadowProjectBegin = function() {} static shadowProjectEnd = function() {} static submitShadow = function(scene, objects) { #region if(!shadow_active) return; shadowProjectBegin(); for( var i = 0, n = array_length(objects); i < n; i++ ) { var _prev = objects[i]; if(_prev == noone) continue; _prev.submit(scene, shadow_mapper); } shadowProjectEnd(); } #endregion }