pub struct DdaEnv<'a> {
pub sky: Option<&'a Sky>,
pub fog_color: u32,
pub fog_max_dist: f32,
pub side_shades: [i8; 6],
pub materials: Option<&'a MaterialTable>,
pub terrain_materials: &'a [(Rgb, u8)],
pub lights: CpuLights<'a>,
pub world_shadow: Option<WorldShadowCtx<'a>>,
pub z_clip: Option<i32>,
pub cutout: Option<CpuCutout>,
pub fow: Option<&'a dyn FowStyler>,
}Expand description
Per-frame environment for DDA shading (Substage DDA.5): a textured sky panorama, distance fog, and per-face side shading.
DdaEnv::default disables all three — flat baked-brightness hits
and a caller-pre-filled solid sky — so the brickmap/dense equivalence
tests run against an unchanged pipeline.
Fields§
§sky: Option<&'a Sky>Textured sky sampled per-ray-direction on a miss. None leaves
the destination untouched (caller’s solid sky pre-fill shows).
fog_color: u32Fog target colour (0x__RRGGBB); hits blend toward it with
distance. Typically the sky colour so terrain fades into the sky.
fog_max_dist: f32Depth at which fog is fully opaque. <= 0 disables fog.
side_shades: [i8; 6]Per-face brightness reduction [x-, x+, y-, y+, z-, z+], applied
to the hit face (voxlap setsideshades). All-zero = off.
materials: Option<&'a MaterialTable>TV: global voxel-material palette (id → opacity + blend mode). None
keeps terrain fully opaque (the first-hit path, bit-identical).
terrain_materials: &'a [(Rgb, u8)]TV: terrain colour→material map ((rgb, material_id)). A hit voxel’s
colour is looked up here for its material. Empty (the default) ⇒
every voxel is opaque, so the march returns the first hit unchanged.
lights: CpuLights<'a>CPU.1 — dynamic lighting (stage DL on the CPU): sun + point lights +
stylized cel/ramp, evaluated flat per voxel. Disabled by default ⇒ the
hit uses the baked-byte shade path, byte-identical to pre-DL. Lights
here are already in the grid’s local frame (the scene renderer
transforms them per grid). Shadows: see Self::world_shadow.
world_shadow: Option<WorldShadowCtx<'a>>XS.1 — when set, shadow rays test the whole scene (all grids +
sprites) via this world-space occluder + the current grid’s
local→world transform, instead of the single-grid SamplerShadow.
None ⇒ single-grid shadows (the direct render_dda path / tests).
z_clip: Option<i32>CA.0 — per-grid cutaway clip (stage CA), grid-local absolute
voxel z (the same space as GridView::voxel_bounds, spanning
stacked chz chunks; z-down). Some(z) makes the renderer treat
every cell with z < z_clip as air — the isometric “deck view”
cut; z_clip itself is the first visible layer, whose top face
renders as the cut surface (colour = the existing
GridView::surface_color_mip run-top fallback). Render-only:
simulation / collision / audio are untouched. None (the
default) disables clipping — byte-identical to pre-CA renders.
cutout: Option<CpuCutout>OC.0 — per-grid derived view cutout (stage OC): the screen-space
“keyhole” through front walls for third-person play. Unlike
Self::z_clip (grid state, “world as if removed”) this is
transient per-frame VIEW state: primary rays only — shadow
marches, occluders, collision and gameplay raycasts never see
it. None (the default) is byte-identical to pre-OC renders.
fow: Option<&'a dyn FowStyler>FW.2 — per-hit fog-of-war styling (stage FW). When set, each
solid hit is classified by grid-local voxel into a
FowVerdict: Hide cells read as air (the observer never saw
them — the marcher continues, like Self::cutout); Show
cells are dimmed / desaturated and may suppress the dynamic-light
rig (memory renders the frozen BAKED look). Applied to the
fog-of-war twin grid only (the scene renderer sets it per grid).
None (the default) is byte-identical to pre-FW renders. See
FowStyler.
Trait Implementations§
Auto Trait Implementations§
impl<'a> !RefUnwindSafe for DdaEnv<'a>
impl<'a> !UnwindSafe for DdaEnv<'a>
impl<'a> Freeze for DdaEnv<'a>
impl<'a> Send for DdaEnv<'a>
impl<'a> Sync for DdaEnv<'a>
impl<'a> Unpin for DdaEnv<'a>
impl<'a> UnsafeUnpin for DdaEnv<'a>
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self into a Left variant of Either<Self, Self>
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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