68 ::World *prev_original_world =
nullptr;
71 ::World *default_world_ =
nullptr;
74 bool has_volume_ =
false;
76 bool has_volume_absorption_ =
false;
78 bool has_volume_scatter_ =
false;
80 bool is_ready_ =
false;
98 return has_volume_absorption_;
103 return has_volume_scatter_;
115 return scene_world_get()->sun_angle;
120 return scene_world_get()->sun_shadow_maximum_resolution;
125 return scene_world_get()->sun_shadow_filter_radius;
130 return scene_world_get()->sun_shadow_jitter_overblur;
144 void sync_volume(
const WorldHandle &world_handle,
bool wait_ready);
@ WO_USE_SUN_SHADOW_JITTER
bNodeTree * nodetree_get(::World *world)
A running instance of the engine.
UniformBuffer< LightData > sunlight
bool use_sun_shadow_jitter()
float sun_shadow_filter_radius()
bool has_volume_absorption() const
float sun_shadow_jitter_overblur()
float sun_shadow_max_resolution()
bool has_volume_scatter() const