Sun

consoledoc.h

A global light affecting your entire scene and optionally renders a corona effect.

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Orbit

float

The horizontal angle of the sun measured clockwise from the positive Y world axis.

float

The elevation angle of the sun above or below the horizon.

Lighting

LinearColorF

Color shading applied to surfaces in direct contact with light source.

LinearColorF

Color shading applied to surfaces not in direct contact with light source, such as in the shadows or interiors.

float

Adjust the Sun's global contrast/intensity.

bool

Enables/disables shadows cast by objects due to Sun light.

Corona

bool

Enable or disable rendering of the corona sprite.

string

Texture for the corona sprite.

float

Controls size the corona sprite renders, specified as a fractional amount of the screen height.

LinearColorF

Modulates the corona sprite color ( if coronaUseLightColor is false ).

bool

Modulate the corona sprite color by the color of the light ( overrides coronaTint ).

Misc

Datablock for the flare produced by the Sun.

float

Changes the size and intensity of the flare.

Advanced Lighting

Point3F

The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.

The type of shadow to use on this light.

filename

A custom pattern texture which is projected from the light.

int

The texture size of the shadow map.

Point4F

The ESM shadow darkening factor.

float

The distance from the camera to extend the PSSM shadow.

int

The logrithmic PSSM split distance factor.

float

The logrithmic PSSM split distance factor.

float

Start fading shadows out at this distance. 0 = auto calculate this distance.

bool

This toggles only terrain being rendered to the last split of a PSSM shadow map.

Advanced Lighting Lightmap

bool

This light is represented in lightmaps (static light, default: false)

LinearColorF

The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)

bool

This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)

Public Static Attributes

bool

Disables rendering of all instances of this type.

bool

Disables selection of all instances of this type.

Public Functions

void
animate(float duration, float startAzimuth, float endAzimuth, float startElevation, float endElevation)

animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )

void

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.

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.

Lighting

LinearColorF color 

Color shading applied to surfaces in direct contact with light source.

LinearColorF 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.

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.

LinearColorF 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

LightFlareData flareType 

Datablock for the flare produced by the Sun.

float flareScale 

Changes the size and intensity of the flare.

Advanced Lighting

Point3F attenuationRatio 

The proportions of constant, linear, and quadratic attenuation to use for the falloff for point and spot lights.

ShadowType shadowType 

The type of shadow to use on this light.

filename cookie 

A custom pattern texture which is projected from the light.

int texSize 

The texture size of the shadow map.

Point4F overDarkFactor 

The ESM shadow darkening factor.

float shadowDistance 

The distance from the camera to extend the PSSM shadow.

float shadowSoftness 
int numSplits 

The logrithmic PSSM split distance factor.

float logWeight 

The logrithmic PSSM split distance factor.

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.

Advanced Lighting Lightmap

bool representedInLightmap 

This light is represented in lightmaps (static light, default: false)

LinearColorF shadowDarkenColor 

The color that should be used to multiply-blend dynamic shadows onto lightmapped geometry (ignored if 'representedInLightmap' is false)

bool includeLightmappedGeometryInShadow 

This light should render lightmapped geometry during its shadow-map update (ignored if 'representedInLightmap' is false)

Public Static Attributes

bool isRenderable 

Disables rendering of all instances of this type.

bool isSelectable 

Disables selection of all instances of this type.

Public Functions

animate(float duration, float startAzimuth, float endAzimuth, float startElevation, float endElevation)

animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation )

apply()