pub enum FocusRule {
One,
Shared,
}Expand description
How many viewers LightPool serves: one focus, or several that share its lights.
A game with one camera has one focus, and the pool measures “near” from it. A game with several
(local split-screen co-op, a map camera beside the player’s, a cutscene camera while the player stands
elsewhere) cannot name one point that is near for all of them, and the craft is the multi-camera
cinematographer’s: the lighting is a compromise, and the question is who pays for it
(docs/research/pool-foci.md).
The pool is shared, not multiplied: LightPool::size is the total for every viewer, so a host
whose budget is per view raises it itself (two views at 16 lights each is size: 32).
It is a setting and not a behaviour change because a host that spawns two foci by mistake should be
told, which FocusRule::One still does.
Variants§
One
Exactly one entity carries the focus marker. With none the pool is dark; with more than one it is
dark and a warning names the setting that serves several. The rule before FocusRule::Shared
existed.
Any number of entities carry the focus marker, one for each viewer, and the pool’s lights are shared between them.
Each focus is entitled to focus_quota(size, foci) lights, ceil(size / foci), and ranks the
candidates within LightPool::reach of it by LightPool::rank; a candidate’s place in the
pool’s one ordering is its best place among the viewers it is near, measured against each viewer’s
own share (shared_value). So a viewer standing among twenty fires cannot take the lights of one
standing by three: both keep their nearest, and what a viewer does not use goes to the other. A
fixture near two viewers holds one light. The hand-off, the reserve cross-fade, the shadow budget
and PoolBudget work as for one focus, on that one ordering; a focus that appears or goes (a
player joining or dropping out) re-divides the lights through the ordinary hand-off, a reserve
light cross-fading each light that changes owner as LightPool::reserve allows.
With exactly one focus this is FocusRule::One, to the bit.
Trait Implementations§
impl Copy for FocusRule
Source§impl<'de> Deserialize<'de> for FocusRule
impl<'de> Deserialize<'de> for FocusRule
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Source§impl Enum for FocusRule
impl Enum for FocusRule
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impl Eq for FocusRule
Source§impl FromReflect for FocusRule
impl FromReflect for FocusRule
Source§fn from_reflect(__param0: &dyn PartialReflect) -> Option<Self>
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Self from a reflected value.Source§fn take_from_reflect(
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Self using,
constructing the value using from_reflect if that fails. Read moreSource§impl GetTypeRegistration for FocusRule
impl GetTypeRegistration for FocusRule
Source§fn get_type_registration() -> TypeRegistration
fn get_type_registration() -> TypeRegistration
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fn register_type_dependencies(registry: &mut TypeRegistry)
Source§impl PartialReflect for FocusRule
impl PartialReflect for FocusRule
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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>
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Source§impl Reflect for FocusRule
impl Reflect for FocusRule
Source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
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impl StructuralPartialEq for FocusRule
Source§impl TypePath for FocusRule
impl TypePath for FocusRule
Source§fn type_path() -> &'static str
fn type_path() -> &'static str
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Auto Trait Implementations§
impl Freeze for FocusRule
impl RefUnwindSafe for FocusRule
impl Send for FocusRule
impl Sync for FocusRule
impl Unpin for FocusRule
impl UnsafeUnpin for FocusRule
impl UnwindSafe for FocusRule
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