The object of data which configures how the source is rendered
The vision mode linked to this VisionSource
The vision mode activation flag for handlers
The unconstrained LOS polygon.
The animation configuration applied to this source
The polygonal shape of the point source, generated from its origin, radius, and other data.
Track the status of rendering layers
The color of the source as a RGB vector.
A collection of boolean flags which control rendering and refresh behavior for the source.
PIXI Geometry generated to draw meshes.
The type of source represented by this data structure. Each subclass must implement this attribute.
The offset in pixels applied to create soft edges.
An alias for the shape of the vision source.
If this vision source background is rendered into the lighting container.
A convenience accessor to the background layer mesh.
A convenience accessor to the coloration layer mesh.
A convenience accessor to the illumination layer mesh.
Has the rendered source at least one active layer?
Is this RenderedPointSource a temporary preview?
Returns the update ID associated with this point source. The update ID is increased whenever the source is initialized.
Is this point source currently active? Returns false if the source is disabled, temporarily suppressed, or not initialized.
Is this source currently disabled? Returns false if the source hasn't been initialized yet.
Has this point source been initialized?
The x-coordinate of the point source origin.
The y-coordinate of the point source origin.
The elevation bound to this source.
A convenience reference to the radius of the source.
Render the containers used to represent this light source within the LightingLayer
Test whether this source should be active under current conditions?
Animate the PointSource, if an animation is enabled and if it currently has rendered containers.
Delta time.
Generic time-based animation used for Rendered Point Sources.
Delta time.
Options which affect the time animation
Initialize and configure the PointSource using provided data.
Provided data for configuration
The configured source
Refresh the state and uniforms of the PointSource.
Steps that must be performed when the base source is destroyed.
Responsible for assigning the Vision Mode and handling exceptions based on vision special status.
Create a restricted FOV polygon by limiting the radius of the unrestricted LOS polygon.
Update shader uniforms by providing data from this VisionSource.
Update shader uniforms by providing data from this VisionSource.
Decide whether to render soft edges with a blur.
Configure the derived color attributes and associated flag.
The color to configure (usually a color coming for the rendered point source data) or null if no color is configured for this rendered source.
Initialize the blend mode and vertical sorting of this source relative to others in the container.
Create the polygon shape for this source using configured data.
Update shader uniforms by providing data from this PointSource
Update shader uniforms shared by all shader types
The shader being updated
Update layer uniforms according to vision mode uniforms, if any.
The shader being updated.
The targeted layer.
Initialize the shaders used for this source, swapping to a different shader if the animation has changed.
Create or update the source geometry and create meshes if necessary
True if the shaders need to be initialized.
Create meshes for each layer of the RenderedPointSource that is drawn to the canvas.
Create a new Mesh for this source using a provided shader class
The shader class used for this mesh
The created Mesh
Create the geometry for the source shape that is used in shaders and compute its bounds for culling purpose. Triangulate the form and create buffers.
Create a Mesh for the background component of this source which will be added to CanvasBackgroundEffects.
The layer key in layers to draw
The drawn mesh for this layer, or null if no mesh is required
Update uniforms for all rendered layers.
Update the visible state of the component channels of this RenderedPointSource.
A specialized subclass of the PointSource abstraction which is used to control the rendering of vision sources.
{VisionSourceData} data