vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::SkySystem Class Reference

Points the scene's key light (findKeyLight) at the Environment's sun, or moon at night. More...

#include <sky_system.h>

Inheritance diagram for Vkm::Engine::SkySystem:
Vkm::Engine::System

Public Member Functions

void update (FrameContext &ctx) override
 Execute this system for the current frame.
Public Member Functions inherited from Vkm::Engine::System
virtual bool isReplayed () const
 Whether this system may be re-run over a tick that already happened.
virtual void init (FrameContext &ctx)
 Called once after all systems are registered, before the first update.
virtual void shutdown ()
 Called once on engine shutdown.
virtual void fixedUpdate (FrameContext &ctx)
 Execute this system at the fixed simulation rate.

Detailed Description

Points the scene's key light (findKeyLight) at the Environment's sun, or moon at night.

With sky.procedural on, the key light's rotation, colour and intensity are overwritten every frame from sky.lightColor / sky.lightIntensity (through Atmosphere::sunlight) by day and night.moonlight* after dark; author those, not the Light. Shadow settings stay the light's.

Runs before HierarchySystem, so world transforms see the rotation it writes.

Member Function Documentation

◆ update()

void Vkm::Engine::SkySystem::update ( FrameContext & ctx)
overridevirtual

Execute this system for the current frame.

Parameters
ctxThis frame's services and the products published so far.

Reimplemented from Vkm::Engine::System.


The documentation for this class was generated from the following file: