|
Sun Class Reference
[Atmosphere]
A global light affecting your entire scene and optionally renders a corona effect. More...
Public Attributes | |
void | animate |
animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation ) | |
void | apply |
Lighting | |
ColorF | ambient |
Color shading applied to surfaces not in direct contact with light source, such as in the shadows or interiors. | |
float | brightness |
Adjust the Sun's global contrast/intensity. | |
bool | castShadows |
Enables/disables shadows cast by objects due to Sun light. | |
ColorF | color |
Color shading applied to surfaces in direct contact with light source. | |
Advanced Lighting | |
Point3F | attenuationRatio |
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights. | |
filename | cookie |
A custom pattern texture which is projected from the light. | |
float | fadeStartDistance |
Start fading shadows out at this distance. 0 = auto calculate this distance. | |
bool | lastSplitTerrainOnly |
This toggles only terrain being rendered to the last split of a PSSM shadow map. | |
float | logWeight |
The logrithmic PSSM split distance factor. | |
int | numSplits |
The logrithmic PSSM split distance factor. | |
Point4F | overDarkFactor |
The ESM shadow darkening factor. | |
float | shadowDistance |
The distance from the camera to extend the PSSM shadow. | |
float | shadowSoftness |
ShadowType | shadowType |
The type of shadow to use on this light. | |
int | texSize |
The texture size of the shadow map. | |
Orbit | |
float | azimuth |
The horizontal angle of the sun measured clockwise from the positive Y world axis. | |
float | elevation |
The elevation angle of the sun above or below the horizon. | |
Corona | |
bool | coronaEnabled |
Enable or disable rendering of the corona sprite. | |
string | coronaMaterial |
Texture for the corona sprite. | |
float | coronaScale |
Controls size the corona sprite renders, specified as a fractional amount of the screen height. | |
ColorF | coronaTint |
Modulates the corona sprite color ( if coronaUseLightColor is false ). | |
bool | coronaUseLightColor |
Modulate the corona sprite color by the color of the light ( overrides coronaTint ). | |
Misc | |
float | flareScale |
Changes the size and intensity of the flare. | |
LightFlareData | flareType |
Datablock for the flare produced by the Sun. | |
Advanced Lighting Lightmap | |
bool | includeLightmappedGeometryInShadow |
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false). | |
bool | representedInLightmap |
This light is represented in lightmaps (static light, default: false). | |
ColorF | shadowDarkenColor |
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false). | |
Static Public Attributes | |
static bool | isRenderable |
Disables rendering of all instances of this type. | |
static bool | isSelectable |
Disables selection of all instances of this type. |
Detailed Description
A global light affecting your entire scene and optionally renders a corona effect.
Sun is both the directional and ambient light for your entire scene.
Member Data Documentation
ColorF Sun::ambient |
Color shading applied to surfaces not in direct contact with light source, such as in the shadows or interiors.
void Sun::animate |
animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )
void Sun::apply |
Point3F Sun::attenuationRatio |
The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.
float Sun::azimuth |
The horizontal angle of the sun measured clockwise from the positive Y world axis.
float Sun::brightness |
Adjust the Sun's global contrast/intensity.
bool Sun::castShadows |
Enables/disables shadows cast by objects due to Sun light.
ColorF Sun::color |
Color shading applied to surfaces in direct contact with light source.
filename Sun::cookie |
A custom pattern texture which is projected from the light.
bool Sun::coronaEnabled |
Enable or disable rendering of the corona sprite.
string Sun::coronaMaterial |
Texture for the corona sprite.
float Sun::coronaScale |
Controls size the corona sprite renders, specified as a fractional amount of the screen height.
ColorF Sun::coronaTint |
Modulates the corona sprite color ( if coronaUseLightColor is false ).
Modulate the corona sprite color by the color of the light ( overrides coronaTint ).
float Sun::elevation |
The elevation angle of the sun above or below the horizon.
float Sun::fadeStartDistance |
Start fading shadows out at this distance. 0 = auto calculate this distance.
float Sun::flareScale |
Changes the size and intensity of the flare.
Datablock for the flare produced by the Sun.
This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false).
This toggles only terrain being rendered to the last split of a PSSM shadow map.
float Sun::logWeight |
The logrithmic PSSM split distance factor.
int Sun::numSplits |
The logrithmic PSSM split distance factor.
Point4F Sun::overDarkFactor |
The ESM shadow darkening factor.
This light is represented in lightmaps (static light, default: false).
ColorF Sun::shadowDarkenColor |
The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false).
float Sun::shadowDistance |
The distance from the camera to extend the PSSM shadow.
float Sun::shadowSoftness |
The type of shadow to use on this light.
int Sun::texSize |
The texture size of the shadow map.