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RenderDataContainer

Struct RenderDataContainer 

Source
pub struct RenderDataContainer {
    pub environment_map_specular_convolution: Option<EnvironmentMapSpecularConvolution>,
    pub environment_map_irradiance_convolution: EnvironmentMapIrradianceConvolution,
    pub need_recalculate_convolution: bool,
    pub ssao_renderer: ScreenSpaceAmbientOcclusionRenderer,
    pub gbuffer: GBuffer,
    pub hdr_scene_framebuffer: GpuFrameBuffer,
    pub ldr_scene_framebuffer: GpuFrameBuffer,
    pub ldr_temp_framebuffer: [GpuFrameBuffer; 2],
    pub hdr_renderer: HighDynamicRangeRenderer,
    pub statistics: SceneStatistics,
}
Expand description

A set of frame buffers and renderers that can be used to render to.

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§environment_map_specular_convolution: Option<EnvironmentMapSpecularConvolution>

Prefiltered environment map that contains a specular component of the environment map with roughness encoded in mip levels.

§environment_map_irradiance_convolution: EnvironmentMapIrradianceConvolution

Irradiance cube map. Contains computed the irradiance computed from the environment map.

§need_recalculate_convolution: bool

A flag that defines whether the renderer must recalculate specular/irradiance convolution for environment maps.

§ssao_renderer: ScreenSpaceAmbientOcclusionRenderer

Screen space ambient occlusion renderer.

§gbuffer: GBuffer

G-Buffer of the container.

§hdr_scene_framebuffer: GpuFrameBuffer

Intermediate high dynamic range frame buffer.

§ldr_scene_framebuffer: GpuFrameBuffer

Final frame of the container. Tone mapped + gamma corrected.

§ldr_temp_framebuffer: [GpuFrameBuffer; 2]

Additional frame buffer for post-processing.

§hdr_renderer: HighDynamicRangeRenderer

HDR renderer has to be created per container, because it contains scene luminance.

§statistics: SceneStatistics

Rendering statistics for a container.

Implementations§

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impl RenderDataContainer

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pub fn new( server: &dyn GraphicsServer, frame_size: Vector2<f32>, final_frame_texture: FrameTextureKind, ) -> Result<Self, FrameworkError>

Creates a new container.

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pub fn hdr_scene_frame_texture(&self) -> &GpuTexture

Returns high-dynamic range frame buffer texture.

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pub fn ldr_scene_frame_texture(&self) -> &GpuTexture

Returns low-dynamic range frame buffer texture (final frame).

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pub fn ldr_temp_frame_texture(&self, i: usize) -> &GpuTexture

Returns low-dynamic range frame buffer texture (accumulation frame).

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pub fn set_quality_settings(&mut self, settings: &QualitySettings)

Sets the new quality settings.

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