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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Points the scene's key light (findKeyLight) at the Environment's sun, or moon at night. More...
#include <sky_system.h>
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. | |
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.
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overridevirtual |
Execute this system for the current frame.
| ctx | This frame's services and the products published so far. |
Reimplemented from Vkm::Engine::System.