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Demoniak3D/LUA API: Lights Management library

The HYP_Lighting allows to control the light parameters.
HYP_Lighting.GetAmbient
HYP_Lighting.GetDiffuse
HYP_Lighting.GetSpecular
HYP_Lighting.SetAmbient
HYP_Lighting.SetDiffuse
HYP_Lighting.SetSpecular
HYP_Lighting.SetConstantAttFactor
HYP_Lighting.SetLinearAttFactor
HYP_Lighting.SetQuadraticAttFactor
HYP_Lighting.Create
HYP_Lighting.Destroy
HYP_Lighting.SetType
HYP_Lighting.SetSpotCutOff
HYP_Lighting.GetSpotCutOff
HYP_Lighting.GetNumLights
HYP_Lighting.GetIdByIndex
HYP_Lighting.GetNameByIndex
HYP_Lighting.GetId
HYP_Lighting.GetName
HYP_Lighting.SetShadowEmitterState

SetAmbient

SetAmbient allows to change the value of the light ambient component passed as parameter.
Syntax
HYP_Lighting.SetAmbient( name, r, g, b );
  • name - [STR127] - name of the light as specified in the XML script by the name attribute.
  • r - [CLAMPED_REAL] - red component of the color.
  • g - [CLAMPED_REAL] - green component of the color.
  • b - [CLAMPED_REAL] - blue component of the color.
  • a - [CLAMPED_REAL] - alpha component of the color.

SetDiffuse

SetDiffuse allows to change the value of the light diffuse component passed as parameter.
Syntax
HYP_Lighting.SetDiffuse( name, r, g, b );
  • name - [STR127] - name of the light as specified in the XML script by the name attribute.
  • r - [CLAMPED_REAL] - red component of the color.
  • g - [CLAMPED_REAL] - green component of the color.
  • b - [CLAMPED_REAL] - blue component of the color.
  • a - [CLAMPED_REAL] - alpha component of the color.

SetSpecular

SetSpecular allows to change the value of the light specular component passed as parameter.
Syntax
HYP_Lighting.SetSpecular( name, r, g, b );
  • name - [STR127] - name of the light as specified in the XML script by the "name" attribute
  • r - [CLAMPED_REAL] - red component of the color.
  • g - [CLAMPED_REAL] - green component of the color.
  • b - [CLAMPED_REAL] - blue component of the color.
  • a - [CLAMPED_REAL] - alpha component of the color.

GetAmbient

GetAmbient allows to get back the value of the light ambient component passed as parameter.
Syntax
 r, g, b = HYP_Lighting.GetAmbient( name );
  • name - [STR127] - name of the light as specified in the XML script by the "name" attribute
  • r - [CLAMPED_REAL] - red component of the color.
  • g - [CLAMPED_REAL] - green component of the color.
  • b - [CLAMPED_REAL] - blue component of the color.

GetDiffuse

GetDiffuse allows to get back the value of the light diffuse component passed as parameter.
Syntax
 r, g, b = HYP_Lighting.GetDiffuse( name );
  • name - [STR127] - name of the light as specified in the XML script by the "name" attribute
  • r - [CLAMPED_REAL] - red component of the color.
  • g - [CLAMPED_REAL] - green component of the color.
  • b - [CLAMPED_REAL] - blue component of the color.

GetSpecular

GetSpecular allows to get back the value of the light specular component passed as parameter.
Syntax
 r, g, b = HYP_Lighting.GetSpecular( name );
  • name - [STR127] - name of the light as specified in the XML script by the "name" attribute
  • r - [CLAMPED_REAL] - red component of the color.
  • g - [CLAMPED_REAL] - green component of the color.
  • b - [CLAMPED_REAL] - blue component of the color.

SetConstantAttFactor

SetConstantAttFactor allows to change the value of the light constant attenuation factor proportionately to the distance from the vertex being currently processed.
Syntax
HYP_Lighting.SetConstantAttFactor( name, f );
  • name - [STR127] - name of the light as specified in the XML script by the "name" attribute
  • f - [REAL] - constant attenuation factor - default value: 1.0.

SetLinearAttFactor

SetLinearAttFactor allows to change the value of the light linear attenuation factor proportionately to the distance from the vertex being currently processed.
Syntax
HYP_Lighting.SetLinearAttFactor( name, f );
  • name - [STR127] - name of the light as specified in the XML script by the "name" attribute
  • f - [REAL] - linear attenuation factor - default value: 0.0.

SetQuadraticAttFactor

SetQuadraticAttFactor allows to change the value of the light quadratic attenuation factor proportionately the distance from the vertex being currently processed.
Syntax
HYP_Lighting.SetQuadraticAttFactor( name, f );
  • name - [STR127] - name of the light as specified in the XML script by the "name" attribute
  • f - [REAL] - quadratic attenuation factor - default value: 0.0.

Create

Create will generate a dynamic light.
Syntax
id = HYP_Lighting.Create( [name] );
  • name - [STR127] - string character representing the name of the light. Optional.
  • id - [INTEGER] - numerical identifier of the created light.

Destroy

Destroy allows to destroy a dynamic une light.
Syntax
HYP_Lighting.Destroy( name|id );
  • name - [STR127] - character string representing the name of the light.
  • id - [INTEGER] - numerical identifier of the light.

SetType

SetType allows to set the type of a dynamic light.
Syntax
HYP_Lighting.SetType( name|id, type );
  • name - [STR127] - character string representing the name of the light. Optional.
  • id - [INTEGER] - numerical identifier of the created light.
  • type - [INTEGER] - type of the light: POINT=1, SPOT=2 or DIRECTIONAL=3.

SetSpotCutOff

SetSpotCutOff allows to set the aperture angle of the light cone in case of a SPOT type light.
Syntax
HYP_Lighting.SetSpotCutOff( name|id, angle );
  • name - [STR127] - character string representing the name of the light. Optional.
  • id - [INTEGER] - numerical identifier of the created light.
  • angle - [REAL] - angle in degrees of the light cone aperture.

GetSpotCutOff

GetSpotCutOff allows to get the angle of the light cone aperture in case of a SPOT type light.
Syntax
angle = HYP_Lighting.GetSpotCutOff( name|id );
  • name - [STR127] - character string representing the name of the light. Optional.
  • id - [INTEGER] - numerical identifier of the created light.
  • angle - [REAL] - angle in degrees of the light cone aperture.

GetNumLights

GetNumLights returns the number of dynamic lights listed among the lights list of the scene at a given time.
Syntax
n = HYP_Lighting.GetNumLights();
  • n - [INTEGER] - number of lights in the scene.

GetIdByIndex

GetIdByIndex allows to know the identifier of a light according to its position in the lights list of the scene.
Syntax
id = HYP_Lighting.GetIdByIndex( index );
  • index - [INTEGER] - index of the light in the lights list of the scene.
  • id - [INTEGER] - identifier of the light.

GetNameByIndex

GetNameByIndex allows to know the name of a light according to its position in the lights list of the scene.
Syntax
name = HYP_Lighting.GetNameByIndex( index );
  • index - [INTEGER] - index of the light in the lights list of the scene.
  • name - [STR64] - name of the light.

GetId

GetId allows to know the identifier of a light according to its name.
Syntax
id = HYP_Lighting.GetId( name );
  • name - [STR64] - name of the light.
  • id - [INTEGER] - identifier of the light.

GetName

GetName allows to know the name of a light according to its identifier.
Syntax
name = HYP_Lighting.GetName( id );
  • id - [INTEGER] - identifier of the light.
  • name - [STR64] - name of the light.

SetShadowEmitterState

SetShadowEmitterState allows to specify whether a light is a source for shadow or not.
Syntax
HYP_Lighting.SetShadowEmitterState( id|name, state );
  • id - [INTEGER] - identifier of the light.
  • name - [STR64] - name of the light.
  • state - [INTEGER] - state: 1 or 0.


GeeXLab demos


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Raymarching in GLSL



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