pub enum RenderMode {
Points,
Lines,
Solid,
SolidLightDir(Vector3<f32>),
BlinnPhong {
light_dir: Vector3<f32>,
specular_intensity: f32,
shininess: f32,
},
GouraudLightDir(Vector3<f32>),
SectorBright(u8),
Textured,
TexturedGouraud(Vector3<f32>),
MatCap,
Toon(Vector3<f32>, u8),
}Variants§
Points
Lines
Solid
SolidLightDir(Vector3<f32>)
BlinnPhong
GouraudLightDir(Vector3<f32>)
SectorBright(u8)
Flat-shaded with a uniform brightness level (0=black, 255=full color). Used for Doom-style sector-based lighting.
Textured
Flat, unlit, texture-sampled – the Solid mode’s texture-mapped
counterpart. Requires geometry.uvs (one per vertex) and
geometry.texture_id; faces are silently skipped if either is
missing. Must be drawn via crate::K3dengine::execute_with_textures
(plain crate::K3dengine::execute can’t resolve texture_id
without a crate::texture::TextureManager).
TexturedGouraud(Vector3<f32>)
Textured surface combined with Gouraud lighting.
MatCap
Spherical Environment Mapping (MatCap) shading. Procedurally generates
UV coordinates based on camera-space normals. Uses the mesh’s
geometry.texture_id as the MatCap sphere map.
Toon(Vector3<f32>, u8)
Toon cel-shading with a light direction and number of discrete shading bands.
Trait Implementations§
Source§impl Clone for RenderMode
impl Clone for RenderMode
Source§fn clone(&self) -> RenderMode
fn clone(&self) -> RenderMode
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for RenderMode
impl Debug for RenderMode
Source§impl PartialEq for RenderMode
impl PartialEq for RenderMode
impl StructuralPartialEq for RenderMode
Auto Trait Implementations§
impl Freeze for RenderMode
impl RefUnwindSafe for RenderMode
impl Send for RenderMode
impl Sync for RenderMode
impl Unpin for RenderMode
impl UnsafeUnpin for RenderMode
impl UnwindSafe for RenderMode
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