Enables/disables radiance effect system (screen-space brightness near quad ray sources, lazy resource creation).
Takes enabled (1 = enable radiance, 0 = disable).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
enabledInt
Returns
Void
Quick Summary
Enables/disables radiance effect system (screen-space brightness near quad ray sources, lazy resource creation).
Takes enabled (1 = enable radiance, 0 = disable).
Returns nothing.
Technical Exegesis...
Enables/disables radiance effect system (screen-space brightness near quad ray sources, lazy resource creation). Takes enabled (1 = enable radiance, 0 = disable). Returns nothing. Sets g_radianceEnabled flag (activates radiance post-processing, lazy resource creation when first needed).
Enables/disables radiance effect system (screen-space brightness near quad ray sources, lazy resource creation). Takes enabled (1 = enable radiance, 0 = disable). Returns nothing. Sets g_radianceEnabled flag (activates radiance post-processing, lazy resource creation when first needed). Use to toggle radiance effect (enable for scenes with quad ray radiance sources, disable when no radiance), control performance (disable radiance to save GPU cost when not needed), or integrate with graphics settings (user graphics quality toggle). Enable behavior: sets g_radianceEnabled = true (activates radiance system), resources created lazily (on first BBR_Shaders3D_ApplyRadiance call, creates shaders and buffers as needed), radiance post-processing active (screen brightens near quad ray sources with quadRayRadianceDistance configured). Disable behavior: sets g_radianceEnabled = false (deactivates radiance system), skips radiance post-processing (no screen brightening, no GPU cost), resources persist (textures and shaders remain allocated, quick re-enable). Use cases: (1) Toggle effect (enable in outdoor scenes with sun radiance, disable in indoor caves), (2) Performance control (disable on low-end hardware, enable on high-end), (3) Graphics settings (user option to toggle radiance effect), (4) Dynamic scenes (enable when approaching radiance sources, disable when far away), (5) Conditional effect (enable during sunrise/sunset, disable at night). Common patterns: scene-based = If outdoor Then b3dEnableRadianceEffect(1) Else b3dEnableRadianceEffect(0); performance = If lowQuality Then b3dEnableRadianceEffect(0) disable for low-end; startup = b3dEnableRadianceEffect(1) enable once at initialization. Enable/disable workflow: define radiance sources (b3dSetQuadRayRadianceDistance configures per-entity radiance settings), enable radiance (this function, activates system), configure brightness/color (b3dSetRadianceBrightness and b3dSetRadianceColor set global parameters), radiance applies automatically (engine brightens screen near sources each frame). Lazy resource creation: resources allocated on first use (BBR_Shaders3D_ApplyRadiance creates shaders and buffers when enabled and first called), no upfront cost (enable doesn't immediately allocate, waits until needed), fast enable/disable (flag toggle only, instant operation). Radiance effect: screen-space brightness post-processing (applied after 3D rendering, multiplicative brightening), distance-based (camera distance to quad ray source determines fade), per-entity settings (each source has quadRayRadianceStart/End/Level), global settings (brightness and color multiply per-entity levels). Interaction with quad rays: radiance uses quad ray sources (entities with isQuadRaySource and quadRayRadiance configured), independent of volumetric rays (radiance screen brightening separate from ray tracing), typically used together (rays show volumetric light, radiance shows proximity glow). Performance: enabled cost ~0.1ms (screen-space post-processing, per-pixel brightness multiply), disabled cost zero (skipped entirely, no GPU work), lazy creation cost ~1ms first enable (shader compilation and buffer allocation, one-time). Automatic management: renderer automatically calls this function (based on hasRadianceSources, enables when sources present, disables when none), user can override (manual enable/disable persists, engine respects user setting), prevents flickering (keeps enabled when transitioning in/out of radiance zones). Validation: enabled treated as boolean (non-zero = true, zero = false), no error checking (always succeeds, flag toggle), immediate effect (applies next frame). Related: b3dSetRadianceBrightness sets brightness (global multiplier, affects radiance intensity), b3dIsRadianceEffectEnabled queries state (check if radiance active), b3dSetRadianceColor sets color tint (RGB color multiplied with brightness), b3dSetQuadRayRadianceDistance configures sources (per-entity radiance distance and level settings), b3dLoadQuadRayMesh creates sources (marks entities as quad ray sources, can have radiance).