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VolumetricFog

Struct VolumetricFog 

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pub struct VolumetricFog {
    pub density_field: FogDensityField,
    pub scattering: f32,
    pub absorption: f32,
    pub fog_color: Color,
    pub hg_asymmetry: f32,
    pub step_count: u32,
    pub max_distance: f32,
    pub enabled: bool,
    pub ambient_contribution: f32,
    pub jitter_offset: f32,
}
Expand description

Volumetric fog with ray marching, scattering, absorption, and the Henyey-Greenstein phase function.

Fields§

§density_field: FogDensityField

Fog density field.

§scattering: f32

Scattering coefficient (how much light is scattered per unit distance).

§absorption: f32

Absorption coefficient (how much light is absorbed per unit distance).

§fog_color: Color

Fog color.

§hg_asymmetry: f32

Henyey-Greenstein asymmetry parameter (-1 = back scatter, 0 = isotropic, 1 = forward).

§step_count: u32

Number of ray marching steps.

§max_distance: f32

Maximum ray marching distance.

§enabled: bool

Whether fog is enabled.

§ambient_contribution: f32

Ambient fog contribution (light scattered from the environment).

§jitter_offset: f32

Temporal reprojection jitter offset (for temporal anti-aliasing of fog).

Implementations§

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impl VolumetricFog

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pub fn new(density_field: FogDensityField) -> Self

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pub fn henyey_greenstein(cos_theta: f32, g: f32) -> f32

Henyey-Greenstein phase function. Evaluates the probability of light scattering at angle cos_theta.

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pub fn ray_march( &self, ray_origin: Vec3, ray_dir: Vec3, max_dist: f32, light_dir: Vec3, light_color: Color, light_intensity: f32, ) -> (Color, f32)

Ray march through the fog volume from a camera ray. Returns (accumulated fog color, transmittance).

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pub fn ray_march_multi_light( &self, ray_origin: Vec3, ray_dir: Vec3, max_dist: f32, lights: &[(Vec3, Color, f32)], ) -> (Color, f32)

Ray march with multiple light contributions.

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pub fn apply_to_pixel( &self, scene_color: Color, fog_color: Color, transmittance: f32, ) -> Color

Apply fog to a final pixel color given scene depth.

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pub fn optical_depth(&self, origin: Vec3, direction: Vec3, distance: f32) -> f32

Compute the optical depth along a ray (integral of extinction).

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pub fn transmittance(&self, origin: Vec3, direction: Vec3, distance: f32) -> f32

Compute transmittance along a ray.

Trait Implementations§

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impl Clone for VolumetricFog

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

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

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

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

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

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fn default() -> Self

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

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