use crate::elements::view::ColChar;
pub mod lighting;
use lighting::Light;
/// `DisplayMode` determines how the [`Viewport`](super::Viewport) renders our 3D objects. This is the Gemini equivalent of Blender's Viewport Shading options
#[derive(Debug, Clone, PartialEq)]
pub enum DisplayMode {
/// `DisplayMode::Debug` does the same thing, but shows the vertices as the indices that represent them (this is useful when you are constructing a mesh)
Debug,
/// `DisplayMode::Points` only renders the object's vertices as single pixels with the [`ColChar`] chosen with the [`fill_char`](DisplayMode::Points::fill_char) enum parameter
Points {
/// The desired appearance of the points
fill_char: ColChar,
},
/// `DisplayMode::Wireframe` renders the edges of the meshes, without filling in the shapes. You can choose whether you want to render with backface culling using the [`backface_culling`](DisplayMode::Wireframe::backface_culling) enum parameter
Wireframe {
/// Whether or not to enable backface culling (parts of the mesh with faces that are not facing towards the viewport will be removed)
backface_culling: bool,
},
/// `DisplayMode::Solid` renders the full faces of all the meshes. This is normally the final render
Solid,
/// `DisplayMode::Illuminated` will replace your faces' `text_char`s with a character of different size to emulate light, based on a given list of [`Light`]s
Illuminated {
/// The collection of lights used to illuminate the scene
lights: Vec<Light>,
},
}