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RenderGraphConfig

Struct RenderGraphConfig 

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pub struct RenderGraphConfig<'a> {
Show 13 fields pub has_glass: bool, pub has_bloom: bool, pub has_accessibility: bool, pub has_volumetric: bool, pub active_offscreens: &'a [OffscreenEffectConfig], pub portal_regions: &'a [Rect], pub world_space_panels: &'a [(u64, WorldSpacePanel)], pub width: u32, pub height: u32, pub scale: f32, pub directional_light: Option<DirectionalLight>, pub mesh_instances_3d: Vec<GpuMesh3d>, pub scene_radius: f32,
}
Expand description

Render graph configuration parameters.

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§has_glass: bool§has_bloom: bool§has_accessibility: bool§has_volumetric: bool

Whether volumetric raymarching pass is active for fog/light shaft effects.

§active_offscreens: &'a [OffscreenEffectConfig]§portal_regions: &'a [Rect]§world_space_panels: &'a [(u64, WorldSpacePanel)]

World-space UI panels that render to offscreen textures for 3D compositing.

§width: u32§height: u32§scale: f32§directional_light: Option<DirectionalLight>

Active directional light for shadow pass (if set, shadow map is allocated).

§mesh_instances_3d: Vec<GpuMesh3d>

GPU-ready 3D mesh instances for shadow map and opaque pass rendering.

§scene_radius: f32

Scene radius for shadow frustum computation.

Auto Trait Implementations§

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impl<'a> !RefUnwindSafe for RenderGraphConfig<'a>

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impl<'a> !UnwindSafe for RenderGraphConfig<'a>

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impl<'a> Freeze for RenderGraphConfig<'a>

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impl<'a> Send for RenderGraphConfig<'a>

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impl<'a> Sync for RenderGraphConfig<'a>

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impl<'a> Unpin for RenderGraphConfig<'a>

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impl<'a> UnsafeUnpin for RenderGraphConfig<'a>

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