Resource:Dynamic lighting: Difference between revisions

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<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
This function creates a pixel shader pointlight.
This function creates a pixel shader pointlight.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:createPointLight(float posX,posY,posZ,colorR,colorG,colorB,colorA,attenuation,[bool normalShadow = true])</syntaxhighlight>  
<syntaxhighlight lang="lua">lightElement exports.dynamic_lighting:createPointLight(float posX,posY,posZ,colorR,colorG,colorB,colorA,attenuation,[bool normalShadow = true])</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''float posX, posY, posZ:''' Light position in world.
*'''float posX, posY, posZ:''' Light position in world.
*'''float colorR,colorG,colorB,colorA:''' Light RGBA color emitted by the light (0 - 1 instead of 0-255).
*'''float colorR,colorG,colorB,colorA:''' RGBA color emitted by the light (0 - 1 instead of 0-255).
*'''float attenuation:''' Value specifying how the light intensity changes over distance.
*'''float attenuation:''' Value specifying how the light intensity changes over distance.
===Optional Arguments===
===Optional Arguments===
*'''bool normalShadow:''' Determine if the light source should be obscured when lighting a surface on opposite angles.
*'''bool normalShadow:''' Determine if the light source should be obscured when lighting a surface on opposite angles.
===Returns===
===Returns===
The function returns true if set successfully, false otherwise.
The function returns lightElement if set successfully, false otherwise.
</section>
</section>
====createSpotLight====
====createSpotLight====
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
This function creates a pixel shader spotlight.
This function creates a pixel shader spotlight.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:createSpottLight(float posX,posY,posZ,colorR,colorG,colorB,colorA,dirX,dirY,dirZ, bool isEuler,float falloff,theta,phi,attenuation,[bool normalShadowing = true])</syntaxhighlight>  
<syntaxhighlight lang="lua">lightElement exports.dynamic_lighting:createSpotLight(float posX,posY,posZ,colorR,colorG,colorB,colorA,dirX,dirY,dirZ, bool isEuler,float falloff,theta,phi,attenuation,[bool normalShadowing = true])</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''float posX, posY, posZ:''' Light position in world space.
*'''float posX, posY, posZ:''' Light position in world space.
*'''float colorR,colorG,colorB,colorA:''' Light RGBA color emitted by the light (0 - 1 instead of 0-255).
*'''float colorR,colorG,colorB,colorA:''' RGBA color emitted by the light (0 - 1 instead of 0-255).
*'''float dirX,dirY,dirZ:''' Direction that the light is pointing in world space. It's a vector as default.
*'''float dirX,dirY,dirZ:''' Direction that the light is pointing in world space. It's a vector as default.
*'''bool isEuler:''' Is the angle set as an "ZXY" euler andgle or a vector.
*'''bool isEuler:''' Is the angle set as an "ZXY" euler andgle or a vector.
*'''float dirX,dirY,dirZ:''' Direction that the light is pointing in world space. It's a vector as default.
*'''float falloff:''' Decrease in illumination between a spotlight's inner cone (the angle specified by Theta) and the outer edge of the outer cone (the angle specified by Phi).  
*'''float falloff:''' Decrease in illumination between a spotlight's inner cone (the angle specified by Theta) and the outer edge of the outer cone (the angle specified by Phi).  
*'''float theta: (radians)''' Angle, in radians, of a spotlight's inner cone - that is, the fully illuminated spotlight cone. This value must be in the range from 0 through the value specified by Phi.
*'''float theta: (radians)''' Angle, in radians, of a spotlight's inner cone - that is, the fully illuminated spotlight cone. This value must be in the range from 0 through the value specified by Phi.
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*'''bool normalShadow:''' Determine if the light source should be obscured when lighting a surface on opposite angles.
*'''bool normalShadow:''' Determine if the light source should be obscured when lighting a surface on opposite angles.
===Returns===
===Returns===
The function returns true if set successfully, false otherwise.
The function returns lightElement if set successfully, false otherwise.
</section>
</section>


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<syntaxhighlight lang="lua">bool exports.dynamic_lighting:destroyLight(element lightElement)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:destroyLight(element lightElement)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
===Returns===
===Returns===
The function returns true if set successfully, false otherwise.
The function returns true if set successfully, false otherwise.
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====setLightDirection====
====setLightDirection====
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
This function destroys a light element.
This function setd light direction values for both a pointlight and a spotlight.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightDirection(element lightElement,float dirX,dirY,dirZ,[bool isEuler = false])</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightDirection(element lightElement,float dirX,dirY,dirZ,[bool isEuler = false])</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
*'''float dirX,dirY,dirZ:''' Direction that the light is pointing in world space. It's a vector as default.
*'''float dirX,dirY,dirZ:''' Direction that the light is pointing in world space. It's a vector as default.
===Optional Arguments===
===Optional Arguments===
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====setLightPosition====
====setLightPosition====
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
This function sets light position value for both a pointlight and a spotlight.
This function sets light position values for both a pointlight and a spotlight.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightPosition(element lightElement,float posX,posY,posZ)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightPosition(element lightElement,float posX,posY,posZ)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
*'''float posX, posY, posZ:''' Light position in world space.
*'''float posX, posY, posZ:''' Light position in world space.
===Returns===
===Returns===
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====setLightColor====
====setLightColor====
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
This function sets light color value for both a pointlight and a spotlight.
This function sets light color values for both a pointlight and a spotlight.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightColor(element lightElement,float colorR,colorG,colorB,colorA)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightColor(element lightElement,float colorR,colorG,colorB,colorA)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
*'''float colorR,colorG,colorB,colorA:''' Light RGBA color emitted by the light (0 - 1 instead of 0-255).
*'''float colorR,colorG,colorB,colorA:''' RGBA color emitted by the light (0 - 1 instead of 0-255).
===Returns===
===Returns===
The function returns true if set successfully, false otherwise.
The function returns true if set successfully, false otherwise.
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<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightAttenuation(element lightElement,float attenuation)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightAttenuation(element lightElement,float attenuation)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
*'''float attenuation:''' Value specifying how the light intensity changes over distance.
*'''float attenuation:''' Value specifying how the light intensity changes over distance.
===Returns===
===Returns===
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<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightFalloff(element lightElement,float falloff)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightFalloff(element lightElement,float falloff)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
*'''float falloff (radians):''' Decrease in illumination between a spotlight's inner cone (the angle specified by Theta) and the outer edge of the outer cone (the angle specified by Phi).  
*'''float falloff (radians):''' Decrease in illumination between a spotlight's inner cone (the angle specified by Theta) and the outer edge of the outer cone (the angle specified by Phi).  
===Returns===
===Returns===
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<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightTheta(element lightElement,float theta)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightTheta(element lightElement,float theta)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
*'''float theta (radians):''' Angle, in radians, of a spotlight's inner cone - that is, the fully illuminated spotlight cone. This value must be in the range from 0 through the value specified by Phi.
*'''float theta (radians):''' Angle, in radians, of a spotlight's inner cone - that is, the fully illuminated spotlight cone. This value must be in the range from 0 through the value specified by Phi.
===Returns===
===Returns===
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<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightPhi(element lightElement,float phi)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightPhi(element lightElement,float phi)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
*'''float phi (radians):''' Angle, in radians, defining the outer edge of the spotlight's outer cone. Points outside this cone are not lit by the spotlight. This value must be between 0 and pi.
*'''float phi (radians):''' Angle, in radians, defining the outer edge of the spotlight's outer cone. Points outside this cone are not lit by the spotlight. This value must be between 0 and pi.
===Returns===
===Returns===
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<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightNormalShadowing(element lightElement,bool normalShadow)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightNormalShadowing(element lightElement,bool normalShadow)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''element lightElement:''' A previously declared light element.
*'''bool normalShadow:''' Determine if the light source should be obscured when lighting a surface on opposite angles.
*'''bool normalShadow:''' Determine if the light source should be obscured when lighting a surface on opposite angles.
===Returns===
===Returns===
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</section>
</section>


====setNormalShadowingAmount====
====setShadersLayered====
<section name="Client" class="client" show="true">
Should the main shader effects be created in a separate render pass ? As default only the vehicle effect is layered.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setShadersLayered(bool isWorld, isVeh, isPed)</syntaxhighlight>
===Required Arguments===
*'''bool isWorld, isVeh, isPed:''' Should the shader effects be created in a separate render pass.
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setGenerateBumpNormals====
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
Determine global shadowing value ( for all lights).
Should the shader effect generate bump normals from texture0. Doesn't work when normal shadowing is set to false.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setNormalShadowingAmount(element lightElement,float normalShadowAmmount)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setGenerateBumpNormals(bool isTrue,[int textureSize = 512, float normalStrength.x = 1, float normalStrength.y = 1, float normalStrength.z = 1])</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''element lightElement:''' A previously declaired light element.
*'''bool isTrue:''' Turn on or off bump mapping.
*'''float normalShadowAmmount:''' Determine global shadowing value (1-full 0-nil).
===Optional Arguments===
*'''int textureSize:''' The size of the input texture.
*'''float normalStrength.xyz:''' How bumpy should the surface be ?
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setLightsDistFade====
<section name="Client" class="client" show="true">
Set the Max distance of the light to sync and the distance on which the light starts to fade out.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightsDistFade(int MaxEffectFade,int MinEffectFade)</syntaxhighlight>
===Required Arguments===
*'''int MaxEffectFade:''' Set the Max distance of the light to sync.(Must be greater than MinEffectFade and lower than maxEffectRange).
*'''int MinEffectFade:''' Set the distance on which the light starts to fade out.
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setLightsEffectRange====
<section name="Client" class="client" show="true">
Set the Max distance from the camera the shader effects are applied to.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setLightsEffectRange(int maxEffectRange)</syntaxhighlight>
===Required Arguments===
*'''int maxEffectRange:''' If non-zero, the shaders will be applied to textures nearer than maxDistance only.
===Returns===
===Returns===
The function returns true if set successfully, false otherwise.
The function returns true if set successfully, false otherwise.
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<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
Should the shader effect turn off after number of seconds (when no lightsources)
Should the shader effect turn off after number of seconds (when no lightsources)
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setShaderTimeOut(integer timeOut)</syntaxhighlight>  
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setShaderTimeOut(int timeOut)</syntaxhighlight>
===Required Arguments===
*'''int timeOut:''' Should the shader effect turn off after number of seconds (when no lightsources)
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setShaderNightMod====
<section name="Client" class="client" show="true">
Enable nightMod effect - requires proper manipulation of setTextureBrightness and SetShaderDayTime, also some additional shaders.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setShaderNightMod(bool enable)</syntaxhighlight>
===Required Arguments===
*'''bool enable:''' Enable or disable nightMod effect
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setShaderDayTime====
<section name="Client" class="client" show="true">
Another additional variable to control texture colors - requires setShaderNightMod(true)
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setShaderDayTime(float dayTime)</syntaxhighlight>
===Required Arguments===
*'''float dayTime:''' Another additional variable to control texture colors - requires setShaderNightMod(true) set 1 as default
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setShaderPedDiffuse====
<section name="Client" class="client" show="true">
Enable or disable gta directional lights for ped.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setShaderPedDiffuse(bool enable)</syntaxhighlight>
===Required Arguments===
*'''bool enable:''' Enable or disable gta directional lights for ped (enabled as default)
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setDirLightEnable====
<section name="Client" class="client" show="true">
This function creates a vertex shader directional light. NOTE: Forcing the effects on or using any other lights is required for directional light to work.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setDirLightEnable(bool enable = false)</syntaxhighlight>
===Required Arguments===
*'''bool enable:''' Enable or disable the directional light.
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setDirLightDirection====
<section name="Client" class="client" show="true">
This function sets the directional light direction.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setDirLightDirection(float dirX,dirY,dirZ,[bool isEuler = false])</syntaxhighlight>
===Required Arguments===
*'''float dirX,dirY,dirZ:''' Direction that the light is pointing in world space. It's a vector as default.
===Optional Arguments===
*'''bool isEuler:'''Is the angle set as an "ZXY" euler andgle or a vector.
===Returns===
The function returns true if set successfully, false otherwise.
</section>
 
====setDirLightColor====
<section name="Client" class="client" show="true">
This function sets the directional light color value.
<syntaxhighlight lang="lua">bool exports.dynamic_lighting:setDirLightColor(float colorR,colorG,colorB,colorA)</syntaxhighlight>  
===Required Arguments===  
===Required Arguments===  
*'''integer timeOut:''' Should the shader effect turn off after number of seconds (when no lightsources)
*'''float colorR,colorG,colorB,colorA:''' RGBA color emitted by the light (0 - 1 instead of 0-255).
===Returns===
===Returns===
The function returns true if set successfully, false otherwise.
The function returns true if set successfully, false otherwise.

Latest revision as of 21:19, 29 July 2015

This resource lets You create dynamic lights in MTA. It gives you a list of exported functions that You can use to create per pixel pointlights and spotlights. It should be considered a preview of what MTA:Eir will offer. The future solution should be more FPS friendly. Yet i see that resource as an example of what the future holds.

Overview

It is easy to use, gives a few options to create per pixel lights in gtasa.

The resource itself adds exported clientside functions:

Exported functions

createPointLight

Click to collapse [-]
Client

This function creates a pixel shader pointlight.

lightElement exports.dynamic_lighting:createPointLight(float posX,posY,posZ,colorR,colorG,colorB,colorA,attenuation,[bool normalShadow = true])

Required Arguments

  • float posX, posY, posZ: Light position in world.
  • float colorR,colorG,colorB,colorA: RGBA color emitted by the light (0 - 1 instead of 0-255).
  • float attenuation: Value specifying how the light intensity changes over distance.

Optional Arguments

  • bool normalShadow: Determine if the light source should be obscured when lighting a surface on opposite angles.

Returns

The function returns lightElement if set successfully, false otherwise.

createSpotLight

Click to collapse [-]
Client

This function creates a pixel shader spotlight.

lightElement exports.dynamic_lighting:createSpotLight(float posX,posY,posZ,colorR,colorG,colorB,colorA,dirX,dirY,dirZ, bool isEuler,float falloff,theta,phi,attenuation,[bool normalShadowing = true])

Required Arguments

  • float posX, posY, posZ: Light position in world space.
  • float colorR,colorG,colorB,colorA: RGBA color emitted by the light (0 - 1 instead of 0-255).
  • float dirX,dirY,dirZ: Direction that the light is pointing in world space. It's a vector as default.
  • bool isEuler: Is the angle set as an "ZXY" euler andgle or a vector.
  • float falloff: Decrease in illumination between a spotlight's inner cone (the angle specified by Theta) and the outer edge of the outer cone (the angle specified by Phi).
  • float theta: (radians) Angle, in radians, of a spotlight's inner cone - that is, the fully illuminated spotlight cone. This value must be in the range from 0 through the value specified by Phi.
  • float phi: (radians) Angle, in radians, defining the outer edge of the spotlight's outer cone. Points outside this cone are not lit by the spotlight. This value must be between 0 and pi.
  • float attenuation: Value specifying how the light intensity changes over distance.

Optional Arguments

  • bool normalShadow: Determine if the light source should be obscured when lighting a surface on opposite angles.

Returns

The function returns lightElement if set successfully, false otherwise.

destroyLight

Click to collapse [-]
Client

This function destroys a light element.

bool exports.dynamic_lighting:destroyLight(element lightElement)

Required Arguments

  • element lightElement: A previously declared light element.

Returns

The function returns true if set successfully, false otherwise.

setLightDirection

Click to collapse [-]
Client

This function setd light direction values for both a pointlight and a spotlight.

bool exports.dynamic_lighting:setLightDirection(element lightElement,float dirX,dirY,dirZ,[bool isEuler = false])

Required Arguments

  • element lightElement: A previously declared light element.
  • float dirX,dirY,dirZ: Direction that the light is pointing in world space. It's a vector as default.

Optional Arguments

  • bool isEuler:Is the angle set as an "ZXY" euler andgle or a vector.

Returns

The function returns true if set successfully, false otherwise.

setLightPosition

Click to collapse [-]
Client

This function sets light position values for both a pointlight and a spotlight.

bool exports.dynamic_lighting:setLightPosition(element lightElement,float posX,posY,posZ)

Required Arguments

  • element lightElement: A previously declared light element.
  • float posX, posY, posZ: Light position in world space.

Returns

The function returns true if set successfully, false otherwise.

setLightColor

Click to collapse [-]
Client

This function sets light color values for both a pointlight and a spotlight.

bool exports.dynamic_lighting:setLightColor(element lightElement,float colorR,colorG,colorB,colorA)

Required Arguments

  • element lightElement: A previously declared light element.
  • float colorR,colorG,colorB,colorA: RGBA color emitted by the light (0 - 1 instead of 0-255).

Returns

The function returns true if set successfully, false otherwise.

setLightAttenuation

Click to collapse [-]
Client

This function sets setLightAttenuation value for both a pointlight and a spotlight.

bool exports.dynamic_lighting:setLightAttenuation(element lightElement,float attenuation)

Required Arguments

  • element lightElement: A previously declared light element.
  • float attenuation: Value specifying how the light intensity changes over distance.

Returns

The function returns true if set successfully, false otherwise.

setLightFalloff

Click to collapse [-]
Client

This function sets falloff value for a spotlight.

bool exports.dynamic_lighting:setLightFalloff(element lightElement,float falloff)

Required Arguments

  • element lightElement: A previously declared light element.
  • float falloff (radians): Decrease in illumination between a spotlight's inner cone (the angle specified by Theta) and the outer edge of the outer cone (the angle specified by Phi).

Returns

The function returns true if set successfully, false otherwise.

setLightTheta

Click to collapse [-]
Client

This function sets theta value for a spotlight.

bool exports.dynamic_lighting:setLightTheta(element lightElement,float theta)

Required Arguments

  • element lightElement: A previously declared light element.
  • float theta (radians): Angle, in radians, of a spotlight's inner cone - that is, the fully illuminated spotlight cone. This value must be in the range from 0 through the value specified by Phi.

Returns

The function returns true if set successfully, false otherwise.

setLightPhi

Click to collapse [-]
Client

This function sets phi value for a spotlight.

bool exports.dynamic_lighting:setLightPhi(element lightElement,float phi)

Required Arguments

  • element lightElement: A previously declared light element.
  • float phi (radians): Angle, in radians, defining the outer edge of the spotlight's outer cone. Points outside this cone are not lit by the spotlight. This value must be between 0 and pi.

Returns

The function returns true if set successfully, false otherwise.

setLightNormalShadowing

Click to collapse [-]
Client

Determine if the light source should be obscured when lighting a surface on opposite angles.

bool exports.dynamic_lighting:setLightNormalShadowing(element lightElement,bool normalShadow)

Required Arguments

  • element lightElement: A previously declared light element.
  • bool normalShadow: Determine if the light source should be obscured when lighting a surface on opposite angles.

Returns

The function returns true if set successfully, false otherwise.

setShadersLayered

Click to collapse [-]
Client

Should the main shader effects be created in a separate render pass ? As default only the vehicle effect is layered.

bool exports.dynamic_lighting:setShadersLayered(bool isWorld, isVeh, isPed)

Required Arguments

  • bool isWorld, isVeh, isPed: Should the shader effects be created in a separate render pass.

Returns

The function returns true if set successfully, false otherwise.

setGenerateBumpNormals

Click to collapse [-]
Client

Should the shader effect generate bump normals from texture0. Doesn't work when normal shadowing is set to false.

bool exports.dynamic_lighting:setGenerateBumpNormals(bool isTrue,[int textureSize = 512, float normalStrength.x = 1, float normalStrength.y = 1, float normalStrength.z = 1])

Required Arguments

  • bool isTrue: Turn on or off bump mapping.

Optional Arguments

  • int textureSize: The size of the input texture.
  • float normalStrength.xyz: How bumpy should the surface be ?

Returns

The function returns true if set successfully, false otherwise.

setLightsDistFade

Click to collapse [-]
Client

Set the Max distance of the light to sync and the distance on which the light starts to fade out.

bool exports.dynamic_lighting:setLightsDistFade(int MaxEffectFade,int MinEffectFade)

Required Arguments

  • int MaxEffectFade: Set the Max distance of the light to sync.(Must be greater than MinEffectFade and lower than maxEffectRange).
  • int MinEffectFade: Set the distance on which the light starts to fade out.

Returns

The function returns true if set successfully, false otherwise.

setLightsEffectRange

Click to collapse [-]
Client

Set the Max distance from the camera the shader effects are applied to.

bool exports.dynamic_lighting:setLightsEffectRange(int maxEffectRange)

Required Arguments

  • int maxEffectRange: If non-zero, the shaders will be applied to textures nearer than maxDistance only.

Returns

The function returns true if set successfully, false otherwise.

setShaderForcedOn

Click to collapse [-]
Client

Should the shader effect turn off when no lightsources.

bool exports.dynamic_lighting:setShaderForcedOn(bool isShaderForcedOn)

Required Arguments

  • bool isShaderForcedOn: Should the shader effect turn off when no lightsources.

Returns

The function returns true if set successfully, false otherwise.

setShaderTimeOut

Click to collapse [-]
Client

Should the shader effect turn off after number of seconds (when no lightsources)

bool exports.dynamic_lighting:setShaderTimeOut(int timeOut)

Required Arguments

  • int timeOut: Should the shader effect turn off after number of seconds (when no lightsources)

Returns

The function returns true if set successfully, false otherwise.

setShaderNightMod

Click to collapse [-]
Client

Enable nightMod effect - requires proper manipulation of setTextureBrightness and SetShaderDayTime, also some additional shaders.

bool exports.dynamic_lighting:setShaderNightMod(bool enable)

Required Arguments

  • bool enable: Enable or disable nightMod effect

Returns

The function returns true if set successfully, false otherwise.

setShaderDayTime

Click to collapse [-]
Client

Another additional variable to control texture colors - requires setShaderNightMod(true)

bool exports.dynamic_lighting:setShaderDayTime(float dayTime)

Required Arguments

  • float dayTime: Another additional variable to control texture colors - requires setShaderNightMod(true) set 1 as default

Returns

The function returns true if set successfully, false otherwise.

setShaderPedDiffuse

Click to collapse [-]
Client

Enable or disable gta directional lights for ped.

bool exports.dynamic_lighting:setShaderPedDiffuse(bool enable)

Required Arguments

  • bool enable: Enable or disable gta directional lights for ped (enabled as default)

Returns

The function returns true if set successfully, false otherwise.

setDirLightEnable

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Client

This function creates a vertex shader directional light. NOTE: Forcing the effects on or using any other lights is required for directional light to work.

bool exports.dynamic_lighting:setDirLightEnable(bool enable = false)

Required Arguments

  • bool enable: Enable or disable the directional light.

Returns

The function returns true if set successfully, false otherwise.

setDirLightDirection

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Client

This function sets the directional light direction.

bool exports.dynamic_lighting:setDirLightDirection(float dirX,dirY,dirZ,[bool isEuler = false])

Required Arguments

  • float dirX,dirY,dirZ: Direction that the light is pointing in world space. It's a vector as default.

Optional Arguments

  • bool isEuler:Is the angle set as an "ZXY" euler andgle or a vector.

Returns

The function returns true if set successfully, false otherwise.

setDirLightColor

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Client

This function sets the directional light color value.

bool exports.dynamic_lighting:setDirLightColor(float colorR,colorG,colorB,colorA)

Required Arguments

  • float colorR,colorG,colorB,colorA: RGBA color emitted by the light (0 - 1 instead of 0-255).

Returns

The function returns true if set successfully, false otherwise.

Examples

exports.dynamic_lighting:createPointLight(0,0,5,1,0,0,1,15)

This creates a red pointlight in world position (0,0,5)

Of course when you want to use these functions in your resources you have to include the dynamic_lighting resource in meta.

See Also

Dynamic Lighting resource on MTA Community

Light Types (Direct3D 9)

Vehicle lights video