GpuScatteringMedium

Struct GpuScatteringMedium 

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pub struct GpuScatteringMedium {
    pub terms: SmallVec<[ScatteringTerm; 1]>,
    pub falloff_resolution: u32,
    pub phase_resolution: u32,
    pub density_lut: Texture,
    pub density_lut_view: TextureView,
    pub scattering_lut: Texture,
    pub scattering_lut_view: TextureView,
}
Expand description

The GPU representation of a ScatteringMedium.

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§terms: SmallVec<[ScatteringTerm; 1]>

The terms of the scattering medium.

§falloff_resolution: u32

The resolution at which to sample the falloff distribution of each scattering term.

§phase_resolution: u32

The resolution at which to sample the phase function of each scattering term.

§density_lut: Texture

The density_lut, a 2D falloff_resolution x 2 LUT which contains the medium’s optical density with respect to the atmosphere’s “falloff parameter”, a linear value which is 1.0 at the planet’s surface and 0.0 at the edge of space. The first and second rows correspond to absorption density and scattering density respectively.

§density_lut_view: TextureView

The default TextureView of the density_lut

§scattering_lut: Texture

The scattering_lut, a 2D falloff_resolution x phase_resolution LUT which contains the medium’s scattering density multiplied by the phase function, with the U axis corresponding to the falloff parameter and the V axis corresponding to neg_LdotV * 0.5 + 0.5, where neg_LdotV is the dot product of the light direction and the incoming view vector.

§scattering_lut_view: TextureView

The default TextureView of the scattering_lut

Trait Implementations§

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impl RenderAsset for GpuScatteringMedium

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type SourceAsset = ScatteringMedium

The representation of the asset in the “main world”.
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type Param = (Res<'static, RenderDevice>, Res<'static, RenderQueue>)

Specifies all ECS data required by RenderAsset::prepare_asset. Read more
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fn prepare_asset( source_asset: <GpuScatteringMedium as RenderAsset>::SourceAsset, _asset_id: AssetId<<GpuScatteringMedium as RenderAsset>::SourceAsset>, _: &mut <<GpuScatteringMedium as RenderAsset>::Param as SystemParam>::Item<'_, '_>, _previous_asset: Option<&GpuScatteringMedium>, ) -> Result<GpuScatteringMedium, PrepareAssetError<<GpuScatteringMedium as RenderAsset>::SourceAsset>>

Prepares the RenderAsset::SourceAsset for the GPU by transforming it into a RenderAsset. Read more
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fn asset_usage(_source_asset: &Self::SourceAsset) -> RenderAssetUsages

Whether or not to unload the asset after extracting it to the render world.
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fn byte_len(source_asset: &Self::SourceAsset) -> Option<usize>

Size of the data the asset will upload to the gpu. Specifying a return value will allow the asset to be throttled via RenderAssetBytesPerFrame.
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fn unload_asset( _source_asset: AssetId<Self::SourceAsset>, _param: &mut <Self::Param as SystemParam>::Item<'_, '_>, )

Called whenever the RenderAsset::SourceAsset has been removed. Read more
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fn take_gpu_data( _source: &mut Self::SourceAsset, _previous_gpu_asset: Option<&Self>, ) -> Result<Self::SourceAsset, AssetExtractionError>

Make a copy of the asset to be moved to the RenderWorld / gpu. Heavy internal data (pixels, vertex attributes) should be moved into the copy, leaving this asset with only metadata. An error may be returned to indicate that the asset has already been extracted, and should not have been modified on the CPU side (as it cannot be transferred to GPU again). The previous GPU asset is also provided, which can be used to check if the modification is valid.

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