Class EnvLightingVolume
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
The baked lighting volumes: cubemaps and light probe volumes. Each registers what it baked with Scene.LightingInfo, which binds them to the objects they light.
public abstract class EnvLightingVolume : BaseEntityInheritance
object ← BaseEntity ← EnvLightingVolume
Derived
EnvCubemap, EnvLightProbeVolume
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.KeyValues, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsShown, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.CreateRootNode(), BaseEntity.CreateEditorNode(ObjectTypeFlags), BaseEntity.CreateEffect(string?, ParticleSnapshot?, bool), BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.AcceptsTouchFrom(BaseEntity), BaseEntity.OnStartTouch(BaseEntity), BaseEntity.OnTouch(BaseEntity), BaseEntity.OnEndTouch(BaseEntity), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.JumpTo(Vector3, Vector3), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.InputKill(EntityInputData), BaseEntity.InputFireUser1(EntityInputData), BaseEntity.InputFireUser2(EntityInputData), BaseEntity.InputFireUser3(EntityInputData), BaseEntity.InputFireUser4(EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.PhysicsSimulate(float), BaseEntity.TurnsByAngleComponents, BaseEntity.IsPusher, BaseEntity.IsUnblockableByPlayer, BaseEntity.MovesWithoutPushing, BaseEntity.PushesPlayerAsTrain, BaseEntity.HasVPhysicsSolid, BaseEntity.OnStartBlocked(BaseEntity), BaseEntity.OnBlocked(BaseEntity), BaseEntity.OnEndBlocked(), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.TurnBody(Vector3, Vector3), BaseEntity.SetOriginAndAngles(Vector3, Vector3), BaseEntity.SetWorldOriginAndAngles(Vector3, Vector3), BaseEntity.AddNode(SceneNode, bool), BaseEntity.OnRemove(), BaseEntity.UpdateTransform(), BaseEntity.UpdateColliderTransform(), BaseEntity.UpdateRenderTransform(float), BaseEntity.SnapInterpolation(), BaseEntity.AngleMod(float)
Remarks
They have to spawn before anything with a model: whether a scene has cubemaps, and which kind, is compiled into every mesh's shaders as it is built.
Entity scale does not resize a volume, see SceneLightingVolume.
Constructors
EnvLightingVolume(EntitySystem, EntitySpawnInfo, bool)
Initializes a lighting volume from its keyvalues.
protected EnvLightingVolume(EntitySystem system, EntitySpawnInfo spawnInfo, bool isSphere)Parameters
system EntitySystem
The entity system the volume belongs to.
spawnInfo EntitySpawnInfo
The volume's keyvalues and placement.
isSphere bool
Whether the volume is a sphere of influenceradius rather than a box.
Methods
AddEnvironmentMap()
Registers the cubemap the volume baked, if it has one and it is not a custom texture.
protected void AddEnvironmentMap()AddLightProbe(bool)
Registers the light probe the volume baked.
protected void AddLightProbe(bool fadesAtEdges)Parameters
fadesAtEdges bool
Whether the probe fades out over the edge fade distances, otherwise it ends at its box.

