Lighting constructor
Lighting({
- required EnvironmentMap environmentMap,
- EnvironmentMap? environmentMapB,
- double environmentBlend = 0.0,
- double environmentIntensity = 1.0,
- Matrix3? environmentTransform,
- Texture? diffuseShTexture,
- DirectionalLight? directionalLight,
- Vector3? directionalLightDirection,
- Texture? punctualParamsTexture,
- Texture? punctualIndexTexture,
- int punctualParamsCount = 0,
- int punctualIndexWidth = 0,
- int punctualIndexHeight = 0,
- int spotShadowCount = 0,
- double spotShadowDepthBias = 0.0,
- double spotShadowNormalBias = 0.0,
- double spotShadowSoftness = 0.0,
- Texture? shadowMap,
- List<
ShadowCascade> cascades = const [], - Texture? ssaoMap,
- double specularOcclusionMode = 0.0,
- Size viewportSize = ui.Size.zero,
- Fog? fog,
- Texture? sceneDepthLinear,
- Vector3? cameraPosition,
- Vector3? cameraForward,
- double tanHalfFovX = 0.0,
- double tanHalfFovY = 0.0,
- double time = 0.0,
Implementation
Lighting({
required this.environmentMap,
this.environmentMapB,
this.environmentBlend = 0.0,
this.environmentIntensity = 1.0,
Matrix3? environmentTransform,
this.diffuseShTexture,
this.directionalLight,
this.directionalLightDirection,
this.punctualParamsTexture,
this.punctualIndexTexture,
this.punctualParamsCount = 0,
this.punctualIndexWidth = 0,
this.punctualIndexHeight = 0,
this.spotShadowCount = 0,
this.spotShadowDepthBias = 0.0,
this.spotShadowNormalBias = 0.0,
this.spotShadowSoftness = 0.0,
this.shadowMap,
this.cascades = const [],
this.ssaoMap,
this.specularOcclusionMode = 0.0,
this.viewportSize = ui.Size.zero,
this.fog,
this.sceneDepthLinear,
this.cameraPosition,
this.cameraForward,
this.tanHalfFovX = 0.0,
this.tanHalfFovY = 0.0,
this.time = 0.0,
}) : environmentTransform = environmentTransform ?? Matrix3.identity();