pub struct LightTiling<Ct: IsContainer = GpuArrayContainer> { /* private fields */ }Expand description
Shaders and resources for conducting light tiling.
This struct takes a container type variable in order to allow
tests to read and write LightTile values on the GPU.
For info on what light tiling is, see https://renderling.xyz/articles/live/light_tiling.html.
Implementations§
Source§impl<Ct: IsContainer> LightTiling<Ct>
impl<Ct: IsContainer> LightTiling<Ct>
Sourcepub fn get_bindgroup(
&self,
device: &Device,
geometry_slab: &SlabBuffer<Buffer>,
lighting_slab: &SlabBuffer<Buffer>,
depth_texture: &Texture,
) -> Arc<BindGroup>
pub fn get_bindgroup( &self, device: &Device, geometry_slab: &SlabBuffer<Buffer>, lighting_slab: &SlabBuffer<Buffer>, depth_texture: &Texture, ) -> Arc<BindGroup>
Get the bindgroup.
Sourcepub fn set_minimum_illuminance(&self, minimum_illuminance_lux: f32)
pub fn set_minimum_illuminance(&self, minimum_illuminance_lux: f32)
Set the minimum illuminance, in lux, to determine if a light illuminates a tile.
pub fn tiles(&self) -> &Ct::Container<LightTile>
Source§impl LightTiling
impl LightTiling
Sourcepub fn new(
lighting: &Lighting,
multisampled: bool,
depth_texture_size: UVec2,
config: LightTilingConfig,
) -> Self
pub fn new( lighting: &Lighting, multisampled: bool, depth_texture_size: UVec2, config: LightTilingConfig, ) -> Self
Creates a new LightTiling struct.
Auto Trait Implementations§
impl<Ct> Freeze for LightTiling<Ct>
impl<Ct = GpuArrayContainer> !RefUnwindSafe for LightTiling<Ct>
impl<Ct> Send for LightTiling<Ct>
impl<Ct> Sync for LightTiling<Ct>
impl<Ct> Unpin for LightTiling<Ct>
impl<Ct = GpuArrayContainer> !UnwindSafe for LightTiling<Ct>
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