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GfxState

Struct GfxState 

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pub struct GfxState {
Show 17 fields pub window: Option<Window>, pub buffer: Vec<u32>, pub width: usize, pub height: usize, pub color: u32, pub camera: Camera3D, pub lights: Vec<Light>, pub ambient: f32, pub depth_queue: DepthQueue, pub mouse_dx: f32, pub mouse_dy: f32, pub last_mx: f32, pub last_my: f32, pub mouse_captured: bool, pub shade_mode: u8, pub shade: ShadeParams, pub blend: u8,
}

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§window: Option<Window>§buffer: Vec<u32>§width: usize§height: usize§color: u32

Current pen colour (0x00RRGGBB) set by สีดินสอ / set_color.

§camera: Camera3D

3-D camera — set once per frame with set_camera.

§lights: Vec<Light>

Active point lights for this frame — cleared by clear_lights.

§ambient: f32

Ambient fill level [0..1]. Default 0.15.

§depth_queue: DepthQueue

Depth-sorted draw queue — flushed by แสดงผล / present.

§mouse_dx: f32

Mouse position delta since last frame (pixels).

§mouse_dy: f32§last_mx: f32

Previous mouse position for delta computation; NaN = no prior sample.

§last_my: f32§mouse_captured: bool

When true: cursor is hidden and reset to center every frame for infinite rotation.

§shade_mode: u8

Shading mode for 3-D shape meshes: 0 flat · 1 cel · 2 holo (default).

§shade: ShadeParams

Tunable cel/holo parameters (bands, shadow tint, rim, …).

§blend: u8

Blend mode for pixel writes: 0 = normal (overwrite), 1 = additive.

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impl GfxState

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pub fn emit_mesh(&mut self, m: &Mesh, mode: i32)

Render a world-space mesh through the depth queue. mode: 0 filled, 1 wireframe, 2 both.

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impl GfxState

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pub fn new() -> Self

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pub fn sync_projection(&mut self)

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