pub struct RenderGraphConfig<'a> {Show 17 fields
pub has_glass: bool,
pub has_bloom: bool,
pub has_accessibility: bool,
pub has_ibl: 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 transparent_meshes_3d: Vec<GpuMesh3d>,
pub cascade_splits: [f32; 4],
pub camera_view_proj: Mat4,
pub camera_pos: Vec3,
}Expand description
Render graph configuration parameters.
Fields§
§has_glass: bool§has_bloom: bool§has_accessibility: bool§has_ibl: bool§has_volumetric: boolWhether 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.
transparent_meshes_3d: Vec<GpuMesh3d>Transparent 3D mesh instances (sorted by view_depth for back-to-front rendering).
cascade_splits: [f32; 4]Cascade splits for shadow frustum division.
camera_view_proj: Mat4Camera view projection matrix.
camera_pos: Vec3Camera position for view_depth calculation.
Auto Trait Implementations§
impl<'a> !RefUnwindSafe for RenderGraphConfig<'a>
impl<'a> !UnwindSafe for RenderGraphConfig<'a>
impl<'a> Freeze for RenderGraphConfig<'a>
impl<'a> Send for RenderGraphConfig<'a>
impl<'a> Sync for RenderGraphConfig<'a>
impl<'a> Unpin for RenderGraphConfig<'a>
impl<'a> UnsafeUnpin for RenderGraphConfig<'a>
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