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LightProbeGrid

Struct LightProbeGrid 

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pub struct LightProbeGrid {
    pub min: Vec3,
    pub max: Vec3,
    pub resolution: [u32; 3],
    pub probes: Vec<Sh3>,
}
Expand description

A regular 3D grid of SH3 irradiance probes.

At runtime, shaders can trilinearly interpolate between the 8 nearest probes to get smooth irradiance at any position within the grid bounds.

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§min: Vec3

World-space AABB minimum corner.

§max: Vec3

World-space AABB maximum corner.

§resolution: [u32; 3]

Number of probes along each axis.

§probes: Vec<Sh3>

Flat probe storage, in x-major order (x + yrx + zrx*ry).

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impl LightProbeGrid

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pub fn new(min: Vec3, max: Vec3, resolution: [u32; 3]) -> Self

Create a grid with all probes initialised to zero.

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pub fn cell_size(&self) -> Vec3

Cell size along each axis.

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pub fn probe_at(&self, ix: usize, iy: usize, iz: usize) -> &Sh3

Get a reference to the probe at grid coordinates.

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pub fn probe_at_mut(&mut self, ix: usize, iy: usize, iz: usize) -> &mut Sh3

Get a mutable reference to the probe at grid coordinates.

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pub fn sample(&self, pos: Vec3) -> Sh3

Trilinearly interpolate SH3 at world-space position pos.

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pub fn compute_ambient(&self, pos: Vec3, normal: Vec3) -> Vec3

Compute ambient irradiance at pos for a surface with normal.

Trait Implementations§

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impl Clone for LightProbeGrid

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fn clone(&self) -> LightProbeGrid

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 LightProbeGrid

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

Formats the value using the given formatter. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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