pub struct Lighting { /* private fields */ }
Expand description
Manages lighting for an entire scene.
Implementations§
Source§impl Lighting
impl Lighting
pub fn slab_allocator(&self) -> &SlabAllocator<WgpuRuntime>
Sourcepub fn add_light<T>(&self, bundle: &AnalyticalLight<T>)
pub fn add_light<T>(&self, bundle: &AnalyticalLight<T>)
Add an AnalyticalLight
to the internal list of lights.
This is called implicitly by:
This can be used to add the light back to the scene after using
Lighting::remove_light
.
Sourcepub fn remove_light<T: IsLight>(&self, bundle: &AnalyticalLight<T>)
pub fn remove_light<T: IsLight>(&self, bundle: &AnalyticalLight<T>)
Remove an AnalyticalLight
from the internal list of lights.
Use this to exclude a light from rendering, without dropping the light.
After calling this function you can include the light again using Lighting::add_light
.
Sourcepub fn lights(&self) -> Vec<AnalyticalLight>
pub fn lights(&self) -> Vec<AnalyticalLight>
Return an iterator over all lights.
Sourcepub fn new_directional_light(&self) -> AnalyticalLight<DirectionalLight>
pub fn new_directional_light(&self) -> AnalyticalLight<DirectionalLight>
Create a new AnalyticalLight<DirectionalLight>
.
The light is automatically added with Lighting::add_light
.
Sourcepub fn new_point_light(&self) -> AnalyticalLight<PointLight>
pub fn new_point_light(&self) -> AnalyticalLight<PointLight>
Create a new AnalyticalLight<PointLight>
.
The light is automatically added with Lighting::add_light
.
Sourcepub fn new_spot_light(&self) -> AnalyticalLight<SpotLight>
pub fn new_spot_light(&self) -> AnalyticalLight<SpotLight>
Create a new AnalyticalLight<SpotLight>
.
The light is automatically added with Lighting::add_light
.
Sourcepub fn new_shadow_map<T>(
&self,
analytical_light_bundle: &AnalyticalLight<T>,
size: UVec2,
z_near: f32,
z_far: f32,
) -> Result<ShadowMap, LightingError>
pub fn new_shadow_map<T>( &self, analytical_light_bundle: &AnalyticalLight<T>, size: UVec2, z_near: f32, z_far: f32, ) -> Result<ShadowMap, LightingError>
Enable shadow mapping for the given AnalyticalLight
, creating
a new ShadowMap
.
pub fn commit(&self) -> SlabBuffer<Buffer>
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Lighting
impl !RefUnwindSafe for Lighting
impl Send for Lighting
impl Sync for Lighting
impl Unpin for Lighting
impl !UnwindSafe for Lighting
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