Struct amethyst_renderer::target::GeometryBuffer [] [src]

pub struct GeometryBuffer<R: Resources> {
    pub normal: RenderTargetView<R, [f32; 4]>,
    pub ka: RenderTargetView<R, ColorFormat>,
    pub kd: RenderTargetView<R, ColorFormat>,
    pub ks: RenderTargetView<R, ColorFormat>,
    pub depth: DepthStencilView<R, DepthFormat>,
    pub texture_normal: ShaderResourceView<R, [f32; 4]>,
    pub texture_ka: ShaderResourceView<R, [f32; 4]>,
    pub texture_kd: ShaderResourceView<R, [f32; 4]>,
    pub texture_ks: ShaderResourceView<R, [f32; 4]>,
    pub texture_depth: ShaderResourceView<R, f32>,
}

A geometry buffer that is used in a deferred pipeline. TODO: Why both ka and texture_ka, etc?

Fields

Contains the Normals as a f32x4

Contains the ambient color

Contains the diffuse color

Contains the specular color

Contains the depth buffer

The normal buffer as a texture

The ambient color as texture

The diffuse color as a texture

The specular color as a texture

The depth buffer as a texture

Methods

impl<R: Resources> GeometryBuffer<R>
[src]

Create a new GeometryBuffer with the supplied factory the buffer will be allocated to the supplied width and height

Trait Implementations

impl<R: Resources> Target for GeometryBuffer<R>
[src]