Expand description
A collection of lights implementing the Light trait.
Lights shines onto objects in the scene, note however that some materials are affected by lights, others are not.
Structs§
- Ambient
Light - A light which shines on all surfaces. Can be uniform (a light that shines equally on any surface) or calculated from an environment map using the Environment struct.
- Attenuation
- Specifies how the intensity of a light fades over distance.
The light intensity is scaled by
1 / max(1, constant + distance * linear + distance * distance * quadratic)
. - Directional
Light - A light which shines in the given direction. The light will cast shadows if you generate a shadow map.
- Environment
- Precalculations of light shining from an environment map (known as image based lighting - IBL). This allows for real-time rendering of ambient light from the environment (see AmbientLight).
- Point
Light - A light which shines from the given position in all directions.
- Spot
Light - A light which shines from the given position and in the given direction. The light will cast shadows if you generate a shadow map.
Traits§
- Light
- Represents a light source.
Functions§
- lights_
shader_ source - Returns shader source code with the function
calculate_lighting
which calculate the lighting contribution for the given lights and the given LightingModel. Use this if you want to implement a custom Material but use the default lighting calculations.