WorldEnvironment¶
WorldEnvironment is where you configure post-processing, sky, fog, and global rendering settings. Add one as a child of any node in your scene tree and set its properties: the renderer syncs them every frame. Never reach into the renderer directly.
Basic usage¶
from simvx.core import Node, WorldEnvironment, Camera3D
class Game(Node):
def on_ready(self):
env = self.add_child(WorldEnvironment())
env.bloom_enabled = True
env.bloom_threshold = 0.8
env.ssao_enabled = True
env.tonemap_mode = "aces"
env.tonemap_exposure = 1.2
self.add_child(Camera3D(position=(0, 3, 8)))
Only one WorldEnvironment should be active per scene; the renderer picks the first one it finds during scene submission.
Property groups¶
Every setting is a Property: visible in the inspector and saved with the scene.
Group |
Properties |
|---|---|
Ambient |
|
Sky |
|
Fog |
|
Volumetric Fog |
|
Tonemap |
|
Bloom |
|
SSAO |
|
Depth of Field |
|
Motion Blur |
|
Film Effects |
|
Anti-Aliasing |
|
Colour Grading |
|
Shadows |
|
Quality |
|
Quality tiers¶
quality_tier is one string dial resolved through the tier table in simvx.core.graphics_quality, so a tier means the same thing on the Vulkan and WebGPU backends. Two of its values are selectors rather than tiers. "auto" (the default) consults no table: the backend decides, and the per-dial properties below apply as they are. "custom" is the explicit pass-through, where the dials are entirely yours. "high" is pinned to the engine defaults, so it renders exactly like "auto" on desktop.
The table sets four dials:
Dial |
|
|
|
|
|---|---|---|---|---|
|
0.5 |
1.0 |
1.0 |
1.0 |
|
0 |
2 |
2 |
8 |
|
64 |
64 |
128 |
128 |
|
0 |
1 |
1 |
4 |
A tier never overrules a decision you made: a dial you explicitly moved off its default wins over the tier value, and "custom" (or "auto") keeps the table out of it altogether. That is the manual override; there is no separate opt-out.
render_scalesizes the whole main-view HDR chain; the tonemap draw upscales to the window. 1.0 is native and byte-identical to the unscaled path.probe_blend_countis how many reflection probes blend per fragment. 0 turns probe capture and blending off entirely, and ambient falls back to the sky IBL or the flat fill.probe_face_sizeis the per-face capture resolution of those probes.shadow_caster_countis how many point lights, and how many spot lights, may cast a shadow at once (Vulkan only: the web forward shader samples only the directional cascades). A shadow map is redrawn only when its light or a casting mesh changes, so a still scene costs almost nothing per frame however many casters it has. Lights past the budget still light the scene without a shadow;shadow_priorityonPointLight3DandSpotLight3D(higher wins), then each light’s importance to the camera, decides which keep one.
env.quality_tier = "ultra" # four positional casters, 8-probe blend
env.shadow_caster_count = 2 # explicit: wins over the tier
2D and post-processing¶
When post-processing is on, world-space 2D (sprites, shapes, particles, text) is composited inside the HDR pass before tonemapping, so it gets the same exposure, tonemap and bloom as the 3D scene: a bright 2D shape blooms like an emissive surface. Screen-space 2D (anything on a screen-pinned CanvasLayer) is drawn after tonemapping, at its authored colour.
A node’s or CanvasLayer’s post_processed property overrides that: None (the default) follows where it is drawn, True puts it through the post chain (a HUD element that blooms), False keeps it at its authored colour.
sprite.post_processed = False # ignore tonemap and bloom for this sprite
See examples/features/3d/world_2d_in_hdr.py.
Effects in a pure-2D game¶
A 2D game gets post effects by adding a WorldEnvironment and enabling one. Post-processing is opt-in: with no WorldEnvironment, or none of its effects enabled, 2D renders directly at no extra cost. With an effect on, 2D goes through the HDR path with a linear tonemap, so flat art keeps its colour while bright shapes glow.
env = self.add_child(WorldEnvironment())
env.bloom_enabled = True
env.bloom_threshold = 0.6 # below 1.0, ordinary bright sprites glow
env.crt_enabled = True # scanlines (crt_intensity)
env.pixelate_enabled = True # mosaic (pixelate_size, in pixels)
Screen-space effects (bloom, vignette, film grain, chromatic aberration, colour grading, FXAA, CRT, pixelate, blur) apply to 2D; depth-based ones (SSAO, depth of field, motion blur, fog) do not. Both work on desktop and web. See examples/features/2d/bloom.py and examples/features/2d/screen_effects.py.
Custom post-processing¶
PostProcessEffect wraps a fragment shader as a fullscreen pass:
from simvx.core import PostProcessEffect
grayscale = PostProcessEffect(
shader_code="""
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
vec3 c = texture(u_colour_tex, uv).rgb;
frag_colour = vec4(vec3(dot(c, vec3(0.299, 0.587, 0.114))), 1.0);
}
""",
order=10,
)
grayscale.set_uniform("intensity", 0.5)
env.add_post_process(grayscale)
Standard uniforms wired automatically: u_time (float), u_resolution (vec2), u_colour_tex (sampler2D), u_depth_tex (sampler2D). Effects run in order ascending after the built-in post chain.
API reference¶
See simvx.core.WorldEnvironment, simvx.core.Environment, and simvx.core.PostProcessEffect.