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BackgroundMode

Enum BackgroundMode 

Source
pub enum BackgroundMode {
    Color(Vec4),
    Gradient {
        top: Vec4,
        bottom: Vec4,
    },
    Texture {
        source: TextureSource,
        rotation: f32,
        intensity: f32,
        mapping: BackgroundMapping,
    },
}
Expand description

Background rendering mode.

Determines how the scene background is rendered. Each variant maps to a different shader pipeline variant for optimal performance.

§Performance

  • Color: Uses GPU hardware clear — zero draw calls, maximum throughput.
  • Gradient: Renders a fullscreen triangle with per-vertex interpolation.
  • Texture: Renders a fullscreen triangle with texture sampling + ray reconstruction.

Variants§

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Color(Vec4)

Solid color clear (most efficient).

Uses the GPU’s hardware clear operation — no draw calls needed. Alpha channel can be used for post-composition (typically 1.0).

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Gradient

Vertical gradient (sky color → ground color).

Renders a fullscreen triangle with smooth interpolation based on view direction’s Y component.

Fields

§top: Vec4

Color at the top of the sky (Y = +1)

§bottom: Vec4

Color at the bottom/ground (Y = -1)

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Texture

Texture-based background (skybox / panorama / planar).

Renders a fullscreen triangle with ray reconstruction from the depth buffer, sampling the background texture along the view direction.

Fields

§source: TextureSource

Texture source (asset handle or attachment)

§rotation: f32

Y-axis rotation in radians

§intensity: f32

Brightness/exposure multiplier

§mapping: BackgroundMapping

Texture mapping method

Implementations§

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impl BackgroundMode

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pub fn color(r: f32, g: f32, b: f32) -> BackgroundMode

Creates a solid color background.

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pub fn color_with_alpha(r: f32, g: f32, b: f32, a: f32) -> BackgroundMode

Creates a solid color background with alpha.

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pub fn gradient(top: Vec4, bottom: Vec4) -> BackgroundMode

Creates a vertical gradient background.

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pub fn cubemap( source: impl Into<TextureSource>, intensity: f32, ) -> BackgroundMode

Creates a cubemap skybox background.

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pub fn equirectangular( source: impl Into<TextureSource>, intensity: f32, ) -> BackgroundMode

Creates an equirectangular panorama background.

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pub fn planar( source: impl Into<TextureSource>, intensity: f32, ) -> BackgroundMode

Creates a planar (screen-space) background.

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pub fn clear_color(&self) -> Color

Returns the clear color for the RenderPass.

  • Color mode: returns the specified color (hardware clear).
  • Other modes: returns black (skybox pass will overdraw).
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pub fn needs_skybox_pass(&self) -> bool

Returns true if this mode requires a skybox draw call.

Color mode uses hardware clear and needs no draw call.

Trait Implementations§

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impl Clone for BackgroundMode

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fn clone(&self) -> BackgroundMode

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for BackgroundMode

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for BackgroundMode

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fn default() -> BackgroundMode

Returns the “default value” for a type. Read more

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