pub struct DecalPassDesc {
pub width: u32,
pub height: u32,
pub output_albedo: ResourceId,
pub output_normal: ResourceId,
pub input_depth: ResourceId,
pub max_decals: u32,
pub blend: ColorBlendAttachment,
pub depth_stencil: DepthStencilState,
}Fields§
§width: u32§height: u32§output_albedo: ResourceId§output_normal: ResourceId§input_depth: ResourceId§max_decals: u32§blend: ColorBlendAttachment§depth_stencil: DepthStencilStateImplementations§
Source§impl DecalPassDesc
impl DecalPassDesc
pub fn default(width: u32, height: u32) -> Self
Sourcepub fn decal_clip_bounds(
decal_world_to_local: Mat4,
view_proj: Mat4,
) -> (Vec3, Vec3)
pub fn decal_clip_bounds( decal_world_to_local: Mat4, view_proj: Mat4, ) -> (Vec3, Vec3)
A decal is rendered as a unit cube in world-space; the projection back to screen-space uses the GBuffer depth to compute the world position of each fragment. This function computes the OBB (oriented bounding box) of a decal in clip space.
Trait Implementations§
Source§impl Clone for DecalPassDesc
impl Clone for DecalPassDesc
Auto Trait Implementations§
impl Freeze for DecalPassDesc
impl RefUnwindSafe for DecalPassDesc
impl Send for DecalPassDesc
impl Sync for DecalPassDesc
impl Unpin for DecalPassDesc
impl UnsafeUnpin for DecalPassDesc
impl UnwindSafe for DecalPassDesc
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