Vixen
02b45cc4
csharp
public record class GlobalDistanceFieldAsset

The camera-following signed-distance clipmap the frame's traces march.

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Remarks

[19](../../../docs/plan/19-lighting-and-global-illumination.md) § L1's node, and it was the one part of that document a project could not reach. Every renderer in the chain existed and none of them had an asset, so a game could have dynamic global illumination only by building its compositor in C# — which is precisely the thing docs/plan/06 § Compositor made an asset so that a game would not have to.

The field itself is the host's, on exactly the terms ClusterCullingAsset's traversal is. A GlobalDistanceField owns volume textures that outlive a frame and a residency the camera drives; a document cannot create one and should not try. What a document says is where in the frame the clipmap is composited, which is what a node is. A project that supplies no field gets a node that does nothing — the same answer the virtualized path gives a project with no virtualized meshes.

Fields and properties (5)

  • public string Name

    The node's name, for debug groups and for a human reading the file.

  • public bool Enabled

    Whether the node runs.

  • public string Shader

    The shader whose compose slot the clipmap's bindings are written under.

  • public string[] Passes

    Any further prefixes the same clipmap is written under.

  • public bool Parallel

    Whether the composite may use more than one thread.

Used by (3)

  • CompositorBuilderVixen.Rendering
  • TypeRegistrationVixen.Rendering
  • Vixen_Rendering_Compositor_GlobalDistanceFieldAssetSerializerVixen.Rendering