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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. | |
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.
| 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).
bool Sun::isRenderable [static] |
Disables rendering of all instances of this type.
Reimplemented from SceneObject.
bool Sun::isSelectable [static] |
Disables selection of all instances of this type.
Reimplemented from SceneObject.
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.