pub struct VoxelRenderConfig<'a> {
pub image_size: VoxelSize,
pub world_to_model: Matrix4<f32>,
pub tile_sizes: TileSizes,
pub threads: Option<&'a ThreadPool>,
pub cancel: CancelToken,
}
Expand description
Settings for 3D rendering
Fields§
§image_size: VoxelSize
Render size
The resulting image will have the given width and height; depth sets the number of voxels to evaluate within each pixel of the image (stacked into a column going into the screen).
world_to_model: Matrix4<f32>
World-to-model transform
tile_sizes: TileSizes
Tile sizes to use during evaluation.
You’ll likely want to use
RenderHints::tile_sizes_3d
to select this based on evaluator type.
threads: Option<&'a ThreadPool>
Thread pool to use for rendering
If this is None
, then rendering is done in a single thread; otherwise,
the provided pool is used.
cancel: CancelToken
Token to cancel rendering
Implementations§
Source§impl VoxelRenderConfig<'_>
impl VoxelRenderConfig<'_>
Sourcepub fn run<F: Function>(&self, shape: Shape<F>) -> Option<GeometryBuffer>
pub fn run<F: Function>(&self, shape: Shape<F>) -> Option<GeometryBuffer>
Render a shape in 3D using this configuration
Returns a GeometryBuffer
of pixel data, or None
if rendering was
cancelled.
In the resulting image, saturated pixels (i.e. pixels in the image which
are fully occupied up to the camera) are represented with depth = self.image_size.depth()
and a normal of [0, 0, 1]
.
Sourcepub fn run_with_vars<F: Function>(
&self,
shape: Shape<F>,
vars: &ShapeVars<f32>,
) -> Option<GeometryBuffer>
pub fn run_with_vars<F: Function>( &self, shape: Shape<F>, vars: &ShapeVars<f32>, ) -> Option<GeometryBuffer>
Render a shape in 3D using this configuration and variables
Trait Implementations§
Auto Trait Implementations§
impl<'a> Freeze for VoxelRenderConfig<'a>
impl<'a> !RefUnwindSafe for VoxelRenderConfig<'a>
impl<'a> Send for VoxelRenderConfig<'a>
impl<'a> Sync for VoxelRenderConfig<'a>
impl<'a> Unpin for VoxelRenderConfig<'a>
impl<'a> !UnwindSafe for VoxelRenderConfig<'a>
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