Graphics::ILightingWorld class

A lighting world is a space with a specific lighting configuration.

Lighting worlds use configuration files stored in the lighting_properties~ folder, which specify information about the different lights and shadows, ambient lighting, etc.

The lighting in a world is not affected by and does not interact with other lighting worlds. For that reason, lighting worlds are usually paired with IModelWorld instances.

Constructors, destructors, conversion operators

~ILightingWorld() virtual

Public functions

auto AddRef() -> int pure virtual
auto Release() -> int pure virtual
auto func0Ch(int, int, int, int) -> int pure virtual
auto func10h(int, int) -> int pure virtual
void func14h(int) pure virtual
auto GetSunDirAndCelStrength(float boundingRadius, const Vector3& position) -> int pure virtual
void func1Ch(float, int, int) pure virtual
void func20h(int) pure virtual
void PrepareRender(App::cViewer*) pure virtual
void func28h(const Transform&) pure virtual
auto func2Ch() -> Transform pure virtual
void SetConfiguration(uint32_t configID) pure virtual
Sets this lighting world to use the given configuration.
auto GetConfigurationID() -> uint32_t pure virtual
Returns the instance ID of the configuration file used to define this lighting world.
auto GetPropertyList() -> App::PropertyList* pure virtual
Returns the configuration file (as a PropertyList) used to define this lighting world.
void func3Ch(int) pure virtual
void func40h(int, int) pure virtual

Function documentation

void Graphics::ILightingWorld::SetConfiguration(uint32_t configID) pure virtual

Sets this lighting world to use the given configuration.

Parameters
configID The instance ID of the configuration file.

The ID is the instance ID of a .prop lighting configuration file located in the 0x40200100 (lighting_properties~) folder.