LightingParameters

Description

sealed class Tinman.Engine.Rendering.Effects.Shared.LightingParameters

Derived from

RenderEffectParameters abstract

Shared render effect parameters for the scene lighting.

The following low-level render effect parameter slots are always defined:

The following low-level render effect parameter slots are omitted if FlagNoShading is present:

Public / Constants

Changed​Edge​Fixup


public constant ChangedEdgeFixup → (1 << 0:int32)

Changed flag for EdgeFixup.

Changed​Enabled


public constant ChangedEnabled → (1 << 1:int32)

Changed flag for Enabled.

Changed​Environment​Map


public constant ChangedEnvironmentMap → (1 << 2:int32)

Changed flag for EnvironmentMap.

Changed​Environment​Scale


public constant ChangedEnvironmentScale → (1 << 3:int32)

Changed flag for EnvironmentScale.

Changed​Fog​Distance


public constant ChangedFogDistance → (1 << 4:int32)

Changed flag for FogDistance.

Changed​Horizon


public constant ChangedHorizon → (1 << 5:int32)

Changed flag for Horizon.

Changed​Lighting


public constant ChangedLighting → (1 << 6:int32)

Changed flag for Lighting.

Changed​Light​Space


public constant ChangedLightSpace → (1 << 7:int32)

Changed flag for LightSpace.

Changed​Light​Vector


public constant ChangedLightVector → (1 << 8:int32)

Changed flag for LightVector.

Changed​Mipmap


public constant ChangedMipmap → (1 << 9:int32)

Changed flag for Mipmap.

Changed​Unlit​Shade


public constant ChangedUnlitShade → (1 << 10:int32)

Changed flag for UnlitShade.

Flag​No​Shading


public constant FlagNoShading → (1:int32)

When present, low-level render effect parameter slots that are related to shading will be omitted.

Public / Constructors

Lighting​Parameters


public constructor LightingParameters → ()

Creates a new instance of LightingParameters.

Public / Attributes

Edge​Fixup


public attribute EdgeFixup → (get,set)

value : bool

The fixup value.

The cubemap edge fixup (coordinate warp during cubemap creation and before sampling).

1            := disabled
1 - 0.5 / nh := enabled

where nh is the cubemap size, divided by two.

Defaults to false.

Enabled


public attribute Enabled → (get,set)

value : int32

=0 : to disable lighting and shadows,
>1 : to enable lighting and shadows,
<1 : to enable lighting and disable shadows.

Flag used to enable/disable lighting and/or shadows.

Defaults to 0.

Environment​Map


public attribute EnvironmentMap → (get,set)

value : ITextureCube

The cubemap texture.

The environment map.

Defaults to null.

Environment​Scale


public attribute EnvironmentScale → (get,set)

value : float32

The scale factor.

The scale factor for samples of the environment map.

Tone-mapping will be performed only if the scale factor is different to 1. Defaults to 0.

Fog​Distance


public attribute FogDistance → (get,set)

value : float32

The distance value, in terrain-space units.

Camera distance of maximum fog density.

Defaults to 0.

Horizon


public attribute Horizon → (get,set)

value : float32

The latitude warp, in radians.

Warp for the horizon of the sky.

Defaults to 0.

Lighting


public attribute Lighting → (get,set)

Coefficients for high-dynamic range lighting.

Defaults to (1,1,1,1).

Light​Space


public attribute LightSpace → (get,set)

value : Mat3F

The light-space matrix.

The orthogonal matrix that transforms from light-space to world-space.

Defaults to Mat3F.Identity.

Light​Vector


public attribute LightVector → (get,set)

value : Vec3F

The unit-length diffuse light vector.

Unit-length direction vector of prominent light source, in light-space (see LightSpace).

Defaults to (0,-1,0).

Mipmap


public attribute Mipmap → (get,set)

value : Vec3F

The mipmap level for:
Vec4F.X : mipmap count minus one
Vec4F.Y : directional light
Vec4F.Z : scene fog

The environment mipmap levels to use.

Unlit​Shade


public attribute UnlitShade → (get,set)

value : float32

The fake shading factor.

The amount of fake shading to apply when lighting is disabled.

When the surface normal and eye vectors are collinear, colors are output unscaled. When the vectors are perpendicular, colors are scaled by this factor. Defaults to 1, i.e. no fake shading.