Lighting class Lighting and environment

The lighting state handed to a Material when it binds for a draw.

Bundles the image-based-lighting EnvironmentMap (and the scene's environmentIntensity multiplier) with the analytic lights and shadow resources, so material code has everything it needs in one place.

Constructors

Lighting({required EnvironmentMap environmentMap, double environmentIntensity = 1.0, Matrix3? environmentTransform, DirectionalLight? directionalLight, Vector3? directionalLightDirection, Texture? shadowMap, List<ShadowCascade> cascades = const [], Texture? ssaoMap, double specularOcclusionMode = 0.0, Size viewportSize = ui.Size.zero})

Properties

cascades List<ShadowCascade>
The shadow cascades matching shadowMap, near-to-far, or empty when there is no shadow map this frame.
final
directionalLight DirectionalLight?
The scene's directional light, or null when there isn't one.
final
directionalLightDirection → Vector3?
The world-space travel direction of directionalLight, derived from the light node's transform. Null when there is no directional light; consumers fall back to DirectionalLight.direction in that case.
final
environmentIntensity double
Scalar multiplier applied to environmentMap's contribution (the scene's environmentIntensity).
final
environmentMap EnvironmentMap
The image-based-lighting environment in effect for this draw.
final
environmentTransform → Matrix3
Rotation applied to the image-based-lighting environment (the scene's environmentTransform). Identity leaves it unrotated.
final
hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
shadowMap Texture?
The cascaded shadow map atlas (a depth-in-.r texture holding the cascade tiles as a horizontal strip) for directionalLight, or null when shadows are off for this frame. Sampled with cascades.
final
specularOcclusionMode double
How indirect specular is occluded: 0 leaves it on the diffuse occlusion factor, 1 derives a dedicated specular occlusion. Mirrors SpecularAmbientOcclusionMode.index.
final
ssaoMap Texture?
The screen-space ambient-occlusion texture for this frame (occlusion factor in .r), or null when occlusion is off. When set, it modulates indirect lighting in the shader.
final
viewportSize Size
The color-pass render-target size, used to map gl_FragCoord into the occlusion texture's UV. Zero when occlusion is off.
final

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited