Client API. The Codename One framework your app is built on: this runs on the device, not in a backend.
public final class Sky
- Object
- Sky
Sky domes: draw an inside-out sphere (Primitives.sphere(r, 24, 32, true))
around the camera with a Material.Type.UNLIT material and setFogged(false). The
colour depends only on the direction from the camera, so the dome’s size
and position do not matter. The sun follows the scene’s light.
For the sky to light the scene as well, give the Environment matching
hemisphere colours; ScenePresets does both.
Fields
public static final String ZENITH = "skyZenith" | VEC3 the colour straight up. |
public static final String HORIZON = "skyHorizon" | VEC3 the colour at the horizon. |
public static final String GROUND = "skyGround" | VEC3 the colour below the horizon. |
public static final String GLOW = "skyGlow" | VEC3 the glow around the sun, scattered into the haze. |
public static final String CLOUDS = "skyClouds" | FLOAT cloud cover, 0 to 1. |
public static final String STARS = "skyStars" | FLOAT star brightness, 0 for none. |
Methods
public static ShaderMaterial gradient() | A clear or hazy sky with a sun disc, a wide glow around it, the horizon band and drifting clouds. |
public static ShaderMaterial day(ShaderMaterial sky) | Sets a gradient sky to a clear midday. |
public static ShaderMaterial dusk(ShaderMaterial sky) | Sets a gradient sky to a warm dusk: deep blue overhead, apricot at the horizon, a big rose glow around a low sun, first stars. |
public static ShaderMaterial night(ShaderMaterial sky) | Sets a gradient sky to night: dark blue, a cold moon glow, stars. |
public static ShaderMaterial overcast(ShaderMaterial sky) | Sets a gradient sky to a grey overcast. |
Inherited methods
Field details
ZENITH
public static final String ZENITH = "skyZenith"VEC3 the colour straight up.HORIZON
public static final String HORIZON = "skyHorizon"VEC3 the colour at the horizon.GROUND
public static final String GROUND = "skyGround"VEC3 the colour below the horizon.GLOW
public static final String GLOW = "skyGlow"VEC3 the glow around the sun, scattered into the haze.CLOUDS
public static final String CLOUDS = "skyClouds"FLOAT cloud cover, 0 to 1.STARS
public static final String STARS = "skyStars"FLOAT star brightness, 0 for none.Method details
gradient
public static ShaderMaterial gradient()A clear or hazy sky with a sun disc, a wide glow around it, the
horizon band and drifting clouds.
Returns
a new shader material
day
public static ShaderMaterial day(ShaderMaterial sky)Sets a
gradient sky to a clear midday.Parameters
skyShaderMaterial- a material from
gradient
Returns
the material
dusk
public static ShaderMaterial dusk(ShaderMaterial sky)Sets a
gradient sky to a warm dusk: deep blue overhead, apricot at
the horizon, a big rose glow around a low sun, first stars.Parameters
skyShaderMaterial- a material from
gradient
Returns
the material
night
public static ShaderMaterial night(ShaderMaterial sky)Sets a
gradient sky to night: dark blue, a cold moon glow, stars.Parameters
skyShaderMaterial- a material from
gradient
Returns
the material
overcast
public static ShaderMaterial overcast(ShaderMaterial sky)Sets a
gradient sky to a grey overcast.Parameters
skyShaderMaterial- a material from
gradient
Returns
the material