Sky

package
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Published: Jan 30, 2025 License: MIT Imports: 18 Imported by: 0

Documentation

Overview

Package Sky provides methods for working with Sky object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsSky() Instance
}

type Instance

type Instance [1]gdclass.Sky

The [Sky] class uses a [Material] to render a 3D environment's background and the light it emits by updating the reflection/radiance cubemaps.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsSky

func (self Instance) AsSky() Instance

func (Instance) ProcessMode

func (self Instance) ProcessMode() gdclass.SkyProcessMode

func (Instance) RadianceSize

func (self Instance) RadianceSize() gdclass.SkyRadianceSize

func (Instance) SetProcessMode

func (self Instance) SetProcessMode(value gdclass.SkyProcessMode)

func (Instance) SetRadianceSize

func (self Instance) SetRadianceSize(value gdclass.SkyRadianceSize)

func (Instance) SetSkyMaterial

func (self Instance) SetSkyMaterial(value [1]gdclass.Material)

func (Instance) SkyMaterial

func (self Instance) SkyMaterial() [1]gdclass.Material

func (*Instance) UnsafePointer

func (self *Instance) UnsafePointer() unsafe.Pointer

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type ProcessMode

type ProcessMode = gdclass.SkyProcessMode //gd:Sky.ProcessMode
const (
	/*Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to [constant PROCESS_MODE_QUALITY].*/
	ProcessModeAutomatic ProcessMode = 0
	/*Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].*/
	ProcessModeQuality ProcessMode = 1
	/*Uses the same high quality importance sampling to process the radiance map as [constant PROCESS_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly.*/
	ProcessModeIncremental ProcessMode = 2
	/*Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
	  [b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]. Otherwise, a warning is printed and the overridden radiance size is ignored.*/
	ProcessModeRealtime ProcessMode = 3
)

type RadianceSize

type RadianceSize = gdclass.SkyRadianceSize //gd:Sky.RadianceSize
const (
	/*Radiance texture size is 32×32 pixels.*/
	RadianceSize32 RadianceSize = 0
	/*Radiance texture size is 64×64 pixels.*/
	RadianceSize64 RadianceSize = 1
	/*Radiance texture size is 128×128 pixels.*/
	RadianceSize128 RadianceSize = 2
	/*Radiance texture size is 256×256 pixels.*/
	RadianceSize256 RadianceSize = 3
	/*Radiance texture size is 512×512 pixels.*/
	RadianceSize512 RadianceSize = 4
	/*Radiance texture size is 1024×1024 pixels.*/
	RadianceSize1024 RadianceSize = 5
	/*Radiance texture size is 2048×2048 pixels.*/
	RadianceSize2048 RadianceSize = 6
	/*Represents the size of the [enum RadianceSize] enum.*/
	RadianceSizeMax RadianceSize = 7
)

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