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LightingPass

Struct LightingPass 

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pub struct LightingPass {
Show 16 fields pub enabled: bool, pub shader_handle: u64, pub lights: Vec<LightType>, pub max_lights_per_pixel: u32, pub use_light_volumes: bool, pub time_us: u64, pub lights_evaluated: u32, pub ambient_color: [f32; 3], pub ambient_intensity: f32, pub ssao_enabled: bool, pub ssao_radius: f32, pub ssao_bias: f32, pub ssao_kernel_size: u32, pub environment_map: u64, pub ibl_enabled: bool, pub ibl_intensity: f32,
}
Expand description

The lighting pass reads from the G-Buffer and evaluates all lights to produce an HDR color result.

Fields§

§enabled: bool

Whether this pass is enabled.

§shader_handle: u64

Shader program handle.

§lights: Vec<LightType>

All lights in the scene.

§max_lights_per_pixel: u32

Maximum number of lights to evaluate per pixel.

§use_light_volumes: bool

Whether to use light volumes (render spheres/cones for point/spot lights).

§time_us: u64

Time taken (microseconds).

§lights_evaluated: u32

Number of lights evaluated this frame.

§ambient_color: [f32; 3]

Ambient color (added to all pixels).

§ambient_intensity: f32

Ambient intensity.

§ssao_enabled: bool

Whether to apply SSAO (screen-space ambient occlusion).

§ssao_radius: f32

SSAO radius.

§ssao_bias: f32

SSAO bias.

§ssao_kernel_size: u32

SSAO kernel size.

§environment_map: u64

Environment map handle (for IBL).

§ibl_enabled: bool

Whether image-based lighting is enabled.

§ibl_intensity: f32

IBL intensity multiplier.

Implementations§

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impl LightingPass

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pub fn new() -> Self

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pub fn add_light(&mut self, light: LightType)

Add a light to the scene.

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pub fn clear_lights(&mut self)

Remove all lights.

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pub fn execute( &mut self, gbuffer: &GBuffer, hdr_fb: &HdrFramebuffer, view_matrix: &Mat4, projection_matrix: &Mat4, camera_pos: [f32; 3], )

Execute the lighting pass.

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pub fn evaluate_pbr( &self, position: [f32; 3], normal: [f32; 3], albedo: [f32; 3], roughness: f32, metallic: f32, camera_pos: [f32; 3], ) -> [f32; 3]

Evaluate PBR lighting at a single point (for CPU-side validation).

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pub fn fragment_shader() -> &'static str

Generate the lighting pass fragment shader.

Trait Implementations§

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impl Debug for LightingPass

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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 LightingPass

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fn default() -> Self

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

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