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Configure the environment settings in a local scene to change the lighting conditions and background appearance.

screenshot

Use case

The scene environment defines the appearance of a scene. This includes sky and background color settings, whether objects in the scene cast shadows, and the lighting used to illuminate the scene.

For an exploration scenario, like a city planning app, a developer might decide to enable sun lighting and direct shadows so the user can see how buildings and trees cast shadows at a given date and time.

For an analytic scenario, like examining a building scene layer, the developer may choose to use a virtual light source with shadows disabled and a solid background color instead of the atmosphere.

How to use the sample

At start-up, you will see a local scene with a set of scene environment controls. Adjusting the controls will change the scene's environment altering the presentation of the scene.

Sky and Background color settings

Toggling the "Stars" and "Atmosphere" buttons will enable or disable those features.

Selecting a color from the dropdown will set a solid color for the background color. Selecting a new background color will disable the stars and atmosphere so you can see the new color.

Some notes about the behavior of the sky and background:

  • The atmosphere is rendered in front of the stars and the stars are rendered in front of the background color.
  • Stars are not rendered when using virtual lighting.
  • To fully see the background color, atmosphere and stars must be deactivated.
  • The background color shows in the night sky if the atmosphere is enabled and the stars are disabled.

Lighting settings

The lighting buttons switch between sun lighting and virtual lighting. Switching to virtual lighting disables the "Stars" button since stars do not exist in a virtually lit scene. The time slider is also disabled under virtual lighting since time does not have an effect on the virtual light.

The "Direct Shadows" button will enable or disable the rendering of shadows for 3d objects in the scene. Shadows are not rendered for surface terrain.

If sun lighting is active, the slider under the buttons will set the hour of the day ranging from midnight to 11pm (23:00). Dragging the bar will change the position of the simulated sun causing changes to shading and direct shadows.

How it works

  1. Create a Scene from an online resource and add it to the LocalSceneView. The sample's controls are updated to reflect the web scene's initial environment.
  2. Changes to the sky and background color settings will set values directly on the SceneEnvironment object.
    • IsAtmosphereEnabled and AreStarsEnabled are boolean properties dictating whether the atmosphere and star field are visible.
    • Colors selected from the dropdown are set to the BackgroundColor.
  3. Changes to the settings in the lighting controls manipulate the SceneLighting object in the SceneEnvironment.Lighting property.
    • Switching between "Sun" and "Virtual" lighting assigns a new SunLighting or VirtualLighting object to the lighting property.
      • Sun lighting simulates the position of the sun based on a given date and time. This includes lighting conditions for day, twilight, and night.
      • For virtual lighting, the light source is always on and is slightly offset from the camera. As the scene rotated or panned, the light source stays in the same position relative to the camera.
    • The "Direct Shadows" button sets the AreDirectShadowsEnabled boolean property on the lighting object. This toggles the shadows cast by objects in the scene.
    • If SunLighting is active, manipulating the slider changes the hour of the SimulatedDate property on the lighting object. VirtualLighting does not have a slider because the lighting is always the same regardless of time.

Relevant API

  • LocalSceneView
  • Scene
  • SceneEnvironment
  • SceneLighting
  • SunLighting
  • VirtualLighting

About the data

The WebM Open 3D Esri Local Scene used for this sample contains a clipped local scene consisting of a surface and 3D objects representing the buildings. The scene is located in Santa Fe, New Mexico, USA.

Tags

3D, environment, lighting, scene

Sample Code

ConfigureSceneEnvironment.cppConfigureSceneEnvironment.cppConfigureSceneEnvironment.hConfigureSceneEnvironment.qml
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// [WriteFile Name=ConfigureSceneEnvironment, Category=Scenes]
// [Legal]
// Copyright 2026 Esri.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// [Legal]

#ifdef PCH_BUILD
#include "pch.hpp"
#endif // PCH_BUILD

// sample headers
#include "ConfigureSceneEnvironment.h"

// ArcGIS Maps SDK headers
#include "LocalSceneQuickView.h"
#include "Scene.h"
#include "SceneEnvironment.h"
#include "SunLighting.h"
#include "TimeZoneOffset.h"
#include "VirtualLighting.h"

// Qt headers
#include <QColor>

using namespace Esri::ArcGISRuntime;

ConfigureSceneEnvironment::ConfigureSceneEnvironment(QObject* parent /* = nullptr */) :
  QObject(parent),
  m_scene(new Scene(QUrl("https://www.arcgis.com/home/item.html?id=fcebd77958634ac3874bbc0e6b0677a4"), this))
{
  // Read the initial environment state once the scene has loaded.
  connect(m_scene, &Scene::doneLoading, this, &ConfigureSceneEnvironment::readInitialEnvironmentState);
}

ConfigureSceneEnvironment::~ConfigureSceneEnvironment() = default;

void ConfigureSceneEnvironment::init()
{
  qmlRegisterType<LocalSceneQuickView>("Esri.Samples", 1, 0, "LocalSceneView");
  qmlRegisterType<ConfigureSceneEnvironment>("Esri.Samples", 1, 0, "ConfigureSceneEnvironmentSample");
}

LocalSceneQuickView* ConfigureSceneEnvironment::localSceneView() const
{
  return m_localSceneView;
}

void ConfigureSceneEnvironment::setLocalSceneView(LocalSceneQuickView* localSceneView)
{
  if (!localSceneView || localSceneView == m_localSceneView)
  {
    return;
  }

  m_localSceneView = localSceneView;
  m_localSceneView->setArcGISScene(m_scene);

  emit localSceneViewChanged();
}

void ConfigureSceneEnvironment::readInitialEnvironmentState()
{
  if (!m_scene || !m_scene->environment())
  {
    return;
  }

  SceneEnvironment* env = m_scene->environment();

  // Read sky state.
  m_starsEnabled = env->areStarsEnabled();
  emit starsEnabledChanged();

  m_atmosphereEnabled = env->isAtmosphereEnabled();
  emit atmosphereEnabledChanged();

  // Read lighting state.
  if (SunLighting* sun = qobject_cast<SunLighting*>(env->lighting()))
  {
    m_sunLighting = true;
    m_directShadowsEnabled = sun->areDirectShadowsEnabled();
    m_lightingDateTime = sun->simulatedDate();

    // Time zone offset
    double offsetHours = 0.0;
    if (TimeZoneOffset* tz = sun->displayTimeZone())
    {
      offsetHours = tz->hours();
    }

    m_lightingHour = m_lightingDateTime.addSecs(offsetHours * 3600LL).time().hour();
  }
  else
  {
    m_sunLighting = false;
    m_directShadowsEnabled = env->lighting()->areDirectShadowsEnabled();
  }

  emit sunLightingChanged();
  emit directShadowsEnabledChanged();
  emit lightingHourChanged();
}

bool ConfigureSceneEnvironment::starsEnabled() const
{
  return m_starsEnabled;
}

void ConfigureSceneEnvironment::setStarsEnabled(bool enabled)
{
  if (m_starsEnabled == enabled)
  {
    return;
  }

  if (!m_scene || !m_scene->environment())
  {
    return;
  }

  m_starsEnabled = enabled;
  m_scene->environment()->setStarsEnabled(enabled);
  emit starsEnabledChanged();
}

bool ConfigureSceneEnvironment::atmosphereEnabled() const
{
  return m_atmosphereEnabled;
}

void ConfigureSceneEnvironment::setAtmosphereEnabled(bool enabled)
{
  if (m_atmosphereEnabled == enabled)
  {
    return;
  }

  if (!m_scene || !m_scene->environment())
  {
    return;
  }

  m_atmosphereEnabled = enabled;
  m_scene->environment()->setAtmosphereEnabled(enabled);
  emit atmosphereEnabledChanged();
}

QString ConfigureSceneEnvironment::backgroundColor() const
{
  return m_backgroundColor;
}

void ConfigureSceneEnvironment::setBackgroundColor(const QString& color)
{
  if (m_backgroundColor == color)
  {
    return;
  }

  if (!m_scene || !m_scene->environment())
  {
    return;
  }

  m_backgroundColor = color;
  m_scene->environment()->setBackgroundColor(QColor(color));

  // Disable atmosphere and stars so the background color is visible.
  setAtmosphereEnabled(false);
  setStarsEnabled(false);

  emit backgroundColorChanged();
}

bool ConfigureSceneEnvironment::sunLighting() const
{
  return m_sunLighting;
}

void ConfigureSceneEnvironment::setSunLighting(bool isSun)
{
  if (m_sunLighting == isSun)
  {
    return;
  }

  if (!m_scene || !m_scene->environment())
  {
    return;
  }

  m_sunLighting = isSun;

  if (SceneLighting* currentLighting = m_scene->environment()->lighting())
  {
    currentLighting->deleteLater();
  }

  if (isSun)
  {
    SunLighting* sun = new SunLighting(m_lightingDateTime, m_directShadowsEnabled, this);
    m_scene->environment()->setLighting(sun);
  }
  else
  {
    VirtualLighting* virtualLight = new VirtualLighting(m_directShadowsEnabled, this);
    m_scene->environment()->setLighting(virtualLight);
  }

  emit sunLightingChanged();
}

bool ConfigureSceneEnvironment::directShadowsEnabled() const
{
  return m_directShadowsEnabled;
}

void ConfigureSceneEnvironment::setDirectShadowsEnabled(bool enabled)
{
  if (m_directShadowsEnabled == enabled)
  {
    return;
  }

  if (!m_scene || !m_scene->environment() || !m_scene->environment()->lighting())
  {
    return;
  }

  m_directShadowsEnabled = enabled;
  m_scene->environment()->lighting()->setDirectShadowsEnabled(enabled);
  emit directShadowsEnabledChanged();
}

int ConfigureSceneEnvironment::lightingHour() const
{
  return m_lightingHour;
}

void ConfigureSceneEnvironment::setLightingHour(int hour)
{
  if (m_lightingHour == hour)
  {
    return;
  }

  if (!m_scene || !m_scene->environment() || !m_scene->environment()->lighting())
  {
    return;
  }

  const int hourDiff = hour - m_lightingHour;
  m_lightingHour = hour;
  m_lightingDateTime = m_lightingDateTime.addSecs(hourDiff * 3600LL);

  if (SunLighting* sun = qobject_cast<SunLighting*>(m_scene->environment()->lighting()))
  {
    sun->setSimulatedDate(m_lightingDateTime);
  }

  emit lightingHourChanged();
}

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