This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine::RenderEnvironmentPreset Class

Header: #include <UnigineRender.h>

The class represents an environment preset. Each preset has settings that can be get/set by using methods of the class.

To get an instance of the class, use the Render::getEnvironmentPreset() method:

Source code (C++)
// get the second environment preset
RenderEnvironmentPresetPtr preset = Render::get()->getEnvironmentPreset(1);

RenderEnvironmentPreset Class

Members


int getNum( )

Returns the number of the preset.

Return value

Preset number. Available values: 0, 1, 2.

void setIntensity( float intensity )

Sets the intensity of the given preset. The preset intensity is used to blend the given environment preset with the other ones.
Notice
Presets overlay each other: the first preset overlays the zero one, the second overlays the first and the zero ones.

Arguments

  • float intensity - Intensity of the preset.

float getIntensity( )

Returns the intensity of the preset. The preset intensity is used to blend the environment preset with the other ones.
Notice
Presets overlay each other: the first preset overlays the zero one, the second overlays the first and the zero ones.

Return value

Intensity of the preset.

void setScatteringMieLUTName( const char * name )

Sets the path to the Mie LUT texture (the texture for setting the color of the light round the sun) for the preset. The Mie texture is used for both sun and moon.

Arguments

  • const char * name - Path to the texture.

const char * getScatteringMieLUTName( )

Returns the path to the Mie LUT texture (the texture for setting the color of the light round the sun) set for the preset. The Mie texture is used for both sun and moon.

Return value

Path to the texture.

void setScatteringLightColorLUTName( const char * name )

Sets the path to the light color texture (the texture defining the color of the LightWorld for different times of the day) for the preset.

Arguments

  • const char * name - Path to the texture.

const char * getScatteringLightColorLUTName( )

Returns the path to the light color texture (the texture defining the color of the LightWorld for different times of the day).

Return value

Path to the texture.

void setScatteringBaseLUTName( const char * name )

Sets the path to the base LUT texture (the texture defining the base color of the sky) for the preset.

Arguments

  • const char * name - Path to the texture.

const char * getScatteringBaseLUTName( )

Returns the path to the base LUT texture (the texture defining the base color of the sky) set for the preset.

Return value

Path to the texture.

void setHazeMaxDistance( float distance )

Sets the distance starting at which the haze becomes completely solid, so nothing will be seen behind. For large terrains it is recommended to the this parameter equal to your camera's Far parameter. This is required for distant objects to fade into the distance instead of being cut sharply.

Arguments

  • float distance - Haze maximum visibility distance.

float getHazeMaxDistance( )

Returns the distance starting at which the haze becomes completely solid, so nothing will be seen behind.

Return value

Haze maximum visibility distance.

void setHazeColor( const Math::vec4 & color )

Sets the color of the haze for the preset. This function will take effect only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().

Arguments

  • const Math::vec4 & color - Haze color.

Math::vec4 getHazeColor( )

Returns the haze color for the preset.
Notice
This function will return color only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().

Return value

Haze color.

void setHazeDensity( float density )

Sets the density of the haze for the preset.

Arguments

  • float density - Haze density.

float getHazeDensity( )

Returns the haze density set for the preset.

Return value

Haze density.

void setReflectionIntensity( float intensity )

Sets intensity of the environment reflection for the preset. 0 value means no environment reflection for the preset.
Notice
It is recommended to use the default value of the parameter to keep the image realistic.

Arguments

  • float intensity - Intensity value of the environment reflection.

float getReflectionIntensity( )

Returns the intensity of the environment reflections for the preset. 0 value means no environment reflections for the preset.

Return value

The intensity value of the environment reflections.

void setSkyIntensity( float intensity )

Sets intensity of the environment sky for the preset. 0.0f value means no environment sky for the preset.
Notice
It is recommended to use the default value of the parameter to keep the image realistic. If, for example, the sky looks too dark in contrast with lighting from it, you should check exposure and tone mapping settings before changing the environment intensity.

Arguments

  • float intensity - Intensity value of the environment sky.

float getSkyIntensity( )

Returns the intensity of the environment sky set for the preset.

Return value

Intensity value of the environment sky.

void setAmbientIntensity( float intensity )

Sets the intensity of the environment ambient lighting for the preset. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment.
Notice
It is recommended to use the default value of the parameter to keep the image realistic.

Arguments

  • float intensity - Intensity value of the environment ambient lighting. The value can be greater than 1.0f (useful for dark scenes).

float getAmbientIntensity( )

Returns the intensity of the environment ambient lighting for the preset. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment.

Return value

The intensity value of environment ambient lighting. The value can be greater than 1.0f.

void setTextureName( const char * name )

Sets the path to the cubemap defining the environment color for the preset. This texture is used for imitating landscape reflections and lighting in accordance with the ground mask.

Arguments

  • const char * name - Path to the cubemap defining the environment color.

const char * getTextureName( )

Returns the path to the cubemap defining the environment color set for the preset. This texture is used for imitating landscape reflections and lighting in accordance with the ground mask.

Return value

Path to the cubemap defining the environment color.

void setTextureColor( const Math::vec4 & color )

Sets the environment color multiplier for the preset. The alpha channel defines visibility of the environment cubemap above scattering. The color multiplier is required when you need to display a sky with a photo texture and dynamic gradients at the same time.

Arguments

  • const Math::vec4 & color - The environment color multiplier.

Math::vec4 getTextureColor( )

Returns the environment color multiplier set for the preset. The alpha channel defines visibility of the environment cubemap above scattering. The color multiplier is required when you need to display a sky with a photo texture and dynamic gradients at the same time.

Return value

The environment color multiplier.

void setTextureRotation( const Math::vec3 & rotation )

Sets rotation of the environment texture along three axes.

Arguments

  • const Math::vec3 & rotation - Rotation of the texture along X, Y, Z axes, in degrees.

Math::vec3 getTextureRotation( )

Returns rotation of the environment texture along three axes, in degrees.

Return value

Rotation of the texture along X, Y, Z axes, in degrees.

void setTextureBlur( float blur )

Sets the blur intensity for the environment texture. This value can be used to make blurred panorama at the background.
Notice
Reflections and ambient lighting aren't blurred.

Arguments

  • float blur - Blur intensity.

float getTextureBlur( )

Returns the blur intensity for the environment texture.
Notice
Reflections and ambient lighting aren't blurred.

Return value

Blur intensity.

float getMoonTextureIntensity( )

Returns the intensity multiplier of the Moon texture. It allows increasing/reducing brightness of the Moon.

Return value

Intensity of the Moon texture.

void setMoonTextureIntensity( float intensity )

Sets the intensity multiplier of the Moon texture. It allows increasing/reducing brightness of the Moon.

Arguments

  • float intensity - Intensity of the Moon texture.

void setSunTextureColor( const Math::vec4 & color )

Sets the color multiplier for the current Sun texture. By default, it is (1,1,1,1).

Arguments

  • const Math::vec4 & color - Color multiplier.

float getMoonAngularSize( )

Returns the current angular size of the Moon in degrees as seen from the Earth. By default, the size of the Moon is 0.5 degrees.

Return value

Angular size of the Moon.

float getSunTextureIntensity( )

Returns the intensity multiplier of the Sun texture. It allows increasing/reducing brightness of the Sun.

Return value

Intensity of the sun texture.

Math::vec4 getMoonTextureColor( )

Returns the color multiplier of the Moon texture.

Return value

Color multiplier.

void setSunTextureName( const char * name )

Sets the Sun texture with the given name.

Arguments

  • const char * name - Name of the Sun texture.

void setMoonTextureColor( const Math::vec4 & color )

Sets the color multiplier for the current Moon texture. By default, it is (1,1,1,1).

Arguments

  • const Math::vec4 & color - Color multiplier.

void setSunTextureIntensity( float intensity )

Sets the intensity multiplier of the Sun texture. It allows increasing/reducing brightness of the Sun.

Arguments

  • float intensity - Intensity of the Sun texture.

void setMoonAngularSize( float size )

Sets the angular size of the Moon in degrees. The value is set for an observer on the Earth. By default, the size of the Moon is 0.5 degrees as seen from the Earth..

Arguments

  • float size - Angular size of the Moon.

Math::vec4 getSunTextureColor( )

Returns the color multiplier of the Sun texture. By default, it is (1,1,1,1).

Return value

Color multiplier.

void setMoonTextureName( const char * name )

Sets a name of the Moon texture.

Arguments

  • const char * name - Name of the Moon texture.

void setSunAngularSize( float size )

Sets the angular size of the Sun in degrees. The value is set for an observer on the Earth. By default, the size of the Sun is 0.5 degrees as seen from the Earth.

Arguments

  • float size - Angular size of the Sun.

float getSunAngularSize( )

Returns the angular size of the Sun in degrees as seen from the Earth. By default, the size of the Sun is 0.5 degrees.

Return value

Angular size of the Sun.

const char * getSunTextureName( )

Returns the name of the Sun texture.

Return value

Name of the Sun texture.

const char * getMoonTextureName( )

Returns the name of the Moon texture.

Return value

Name of the Moon texure.
Last update: 2018-12-27
Build: ()