TerrainSky

Description

sealed class Tinman.Engine.Components.TerrainSky

Represents the settings for rendering the sky background of the terrain.

The sky background is rendered in three passes:

  1. Uniform background color (see BackgroundColor)

  2. Custom background texture (see TextureMap)

  3. Environment map of terrain (see EnvironmentMap)

Alpha-blending is performed by passes 2 and 3.

Public / Constructors

Terrain​Sky


public constructor TerrainSky → ()

Creates a new instance of TerrainSky.

Public / Attributes

Background​Color


public attribute BackgroundColor → (get,set)

value : int64

The color value, see Colors.

The uniform background color to use for render pass 1.

Set to 0 to disable render pass 1. Defaults to 0.

Environment​Color


public attribute EnvironmentColor → (get,set)

value : int64

The modulation color.

The modulation color to use for EnvironmentMap.

Defaults to Colors.White.

Environment​Map


public attribute EnvironmentMap → (get,set)

value : bool

true to enable render pass 3, false to disable it.

Enable render pass 3?

Defaults to true.

Environment​Matrix


public attribute EnvironmentMatrix → (get,set)

value : Mat3F

The affine transformation matrix to use for render pass 3.

Optional affine transformation matrix to use for render pass 3.

The matrix is applied after the transformation from light space to terrain space (see TerrainView.LightingMatrix). Defaults to Mat3F.Identity.

Mode


public attribute Mode → (get,set)

value : SkyMode

The sky mode.

The current sky mode.

Defaults to SkyMode.Local.

Texture​Color


public attribute TextureColor → (get,set)

value : int64

The modulation color.

The modulation color to use for TextureMap.

Defaults to Colors.White.

Texture​Map


public attribute TextureMap → (get,set)

value : IResourceHandle

The cubemap texture handle or null for none.

The cubemap texture to use for render pass 2.

Set to null to disable render pass 2. Defaults to null.

Texture​Matrix


public attribute TextureMatrix → (get,set)

value : Mat3F

The affine transformation matrix to use for render pass 2.

Optional affine transformation matrix to use for render pass 2.

The matrix is applied after the transformation from light space to terrain space (see TerrainView.LightingMatrix). Defaults to Mat3F.Identity.