pub struct Environment {
pub irradiance_map: TextureCubeMap,
pub prefilter_map: TextureCubeMap,
pub brdf_map: Texture2D,
}
Expand description
Precalculations of light shining from an environment map (known as image based lighting - IBL). This allows for real-time rendering of ambient light from the environment (see AmbientLight).
Fields§
§irradiance_map: TextureCubeMap
A cube map used to calculate the diffuse contribution from the environment.
prefilter_map: TextureCubeMap
A cube map used to calculate the specular contribution from the environment. Each mip-map level contain the prefiltered color for a certain surface roughness.
brdf_map: Texture2D
A 2D texture that contain the BRDF lookup tables (LUT).
Implementations§
Source§impl Environment
impl Environment
Sourcepub fn new(context: &Context, environment_map: &TextureCubeMap) -> Self
pub fn new(context: &Context, environment_map: &TextureCubeMap) -> Self
Computes the maps needed for physically based rendering with lighting from an environment from the given environment map. A default Cook-Torrance lighting model is used.
Sourcepub fn new_with_lighting_model(
context: &Context,
environment_map: &TextureCubeMap,
lighting_model: LightingModel,
) -> Self
pub fn new_with_lighting_model( context: &Context, environment_map: &TextureCubeMap, lighting_model: LightingModel, ) -> Self
Computes the maps needed for physically based rendering with lighting from an environment from the given environment map and with the specified lighting model.