class
ILightingManagerThis manager handles the lighting configurations in the game.
It stores a map of ILightingWorld instances.
Public static functions
- static auto Get() -> ILightingManager*
- Returns the active lighting manager.
Constructors, destructors, conversion operators
- ~ILightingManager() virtual
Public functions
- auto AddRef() -> int pure virtual
- auto Release() -> int pure virtual
- auto Initialize() -> bool pure virtual
- auto Dispose() -> bool pure virtual
- auto Update(int) -> void pure virtual
-
auto CreateLightingWorld(uint32_
t worldID, const char* pName = nullptr, uint32_ t configID = 0) -> ILightingWorld* pure virtual - Creates a new ILightingWorld and maps it to the specified ID.
-
auto GetLightingWorld(uint32_
t worldID) -> ILightingWorld* pure virtual - Returns the ILightingWorld previously mapped with the given ID, or nullptr if the ID is not mapped.
-
auto RemoveLightingWorld(uint32_
t worldID) -> void pure virtual - Disposes the lighting world with the given ID, and removes it from this manager.
-
auto GetSunDir() -> Math::
Vector3 pure virtual -
auto SetAtmosphereModel(const Math::
Vector3&, int, const Math:: Vector4*) -> void pure virtual - auto SetExtendedFogging(int) -> void pure virtual
Function documentation
ILightingWorld* Graphics:: ILightingManager:: CreateLightingWorld(uint32_ t worldID,
const char* pName = nullptr,
uint32_ t configID = 0) pure virtual
Creates a new ILightingWorld and maps it to the specified ID.
Parameters | |
---|---|
worldID | The ID the lighting world will be mapped to. |
pName | [Optional] The name of the world, it might be ignored. |
configID | [Optional] The instance ID of the configuration file of the lighting. |
The instance ID of the configuration file can optionally be specified, to load the lighting configuration.
ILightingWorld* Graphics:: ILightingManager:: GetLightingWorld(uint32_ t worldID) pure virtual
Returns the ILightingWorld previously mapped with the given ID, or nullptr if the ID is not mapped.
Parameters | |
---|---|
worldID | The ID of the world mapped. |
void Graphics:: ILightingManager:: RemoveLightingWorld(uint32_ t worldID) pure virtual
Disposes the lighting world with the given ID, and removes it from this manager.
Parameters | |
---|---|
worldID | The ID the lighting world was mapped to. |
This method should be paired with the CreateWorld() method; call it when the model world won't be used anymore.