int CScriptbind_Entity::LoadLight(IEntity *pEntity, int slot, SMonoLightParams params) { CDLight light; if(const char *spec = ToCryString(params.specularCubemap)) { if(strcmp(spec, "")) light.SetSpecularCubemap(gEnv->pRenderer->EF_LoadTexture(spec)); } if(const char *diff = ToCryString(params.diffuseCubemap)) { if(strcmp(diff, "")) light.SetDiffuseCubemap(gEnv->pRenderer->EF_LoadTexture(diff)); } if(const char *lightImage = ToCryString(params.lightImage)) { if(strcmp(lightImage, "")) light.m_pLightImage = gEnv->pRenderer->EF_LoadTexture(lightImage); } if(const char *lightAttenMap = ToCryString(params.lightAttenMap)) { if(strcmp(lightAttenMap, "")) light.SetLightAttenMap(gEnv->pRenderer->EF_LoadTexture(lightAttenMap)); } light.SetLightColor(params.color); light.SetPosition(params.origin); light.SetShadowBiasParams(params.shadowBias, params.shadowSlopeBias); light.m_fRadius = params.radius; light.SetSpecularMult(params.specularMultiplier); light.m_fHDRDynamic = params.hdrDynamic; light.m_fAnimSpeed = params.animSpeed; light.m_fCoronaScale = params.coronaScale; light.m_fCoronaIntensity = params.coronaIntensity; light.m_fCoronaDistSizeFactor = params.coronaDistSizeFactor; light.m_fCoronaDistIntensityFactor = params.coronaDistIntensityFactor; light.m_fShaftSrcSize = params.shaftSrcSize; light.m_fShaftLength = params.shaftLength; light.m_fShaftBrightness = params.shaftBrightness; light.m_fShaftBlendFactor = params.shaftBlendFactor; light.m_fShaftDecayFactor = params.shaftDecayFactor; light.m_fLightFrustumAngle = params.lightFrustumAngle; light.m_fShadowUpdateMinRadius = params.shadowUpdateMinRadius; light.m_nShadowUpdateRatio = params.shadowUpdateRatio; light.m_nLightStyle = params.lightStyle; light.m_nLightPhase = params.lightPhase; light.m_nPostEffect = params.postEffect; light.m_ShadowChanMask = params.shadowChanMask; return pEntity->LoadLight(slot, &light); }
int CScriptbind_Entity::LoadLight(IEntity *pEntity, int slot, SMonoLightParams params) { CDLight light; if(const char *spec = ToCryString(params.specularCubemap)) { if(strcmp(spec, "")) light.SetSpecularCubemap(gEnv->pRenderer->EF_LoadTexture(spec)); } if(const char *diff = ToCryString(params.diffuseCubemap)) { if(strcmp(diff, "")) light.SetDiffuseCubemap(gEnv->pRenderer->EF_LoadTexture(diff)); } if(const char *lightImage = ToCryString(params.lightImage)) { if(strcmp(lightImage, "")) light.m_pLightImage = gEnv->pRenderer->EF_LoadTexture(lightImage); } light.SetLightColor(params.color); light.SetPosition(params.origin); light.SetShadowBiasParams(params.shadowBias, params.shadowSlopeBias); light.m_fRadius = params.radius; light.SetSpecularMult(params.specularMultiplier); light.m_fHDRDynamic = params.hdrDynamic; light.m_fLightFrustumAngle = params.lightFrustumAngle; light.m_fShadowUpdateMinRadius = params.shadowUpdateMinRadius; light.m_nShadowUpdateRatio = params.shadowUpdateRatio; light.m_nLightStyle = params.lightStyle; light.m_nLightPhase = params.lightPhase; light.m_ShadowChanMask = params.shadowChanMask; return pEntity->LoadLight(slot, &light); }