pub struct GeometryBatch { /* private fields */ }Implementations§
Source§impl GeometryBatch
impl GeometryBatch
Sourcepub fn new_headless(device: &Device, format: TextureFormat) -> Self
pub fn new_headless(device: &Device, format: TextureFormat) -> Self
Create a geometry batch for headless testing.
Sourcepub fn new(gpu: &GpuContext) -> Self
pub fn new(gpu: &GpuContext) -> Self
Create a new geometry batch renderer.
Shares the sprite pipeline’s camera bind group at flush time so both pipelines use the same view-projection matrix without duplicating the uniform buffer.
Sourcepub fn add_triangle(
&mut self,
x1: f32,
y1: f32,
x2: f32,
y2: f32,
x3: f32,
y3: f32,
r: f32,
g: f32,
b: f32,
a: f32,
)
pub fn add_triangle( &mut self, x1: f32, y1: f32, x2: f32, y2: f32, x3: f32, y3: f32, r: f32, g: f32, b: f32, a: f32, )
Push a single colored triangle (3 vertices).
Sourcepub fn add_line(
&mut self,
x1: f32,
y1: f32,
x2: f32,
y2: f32,
thickness: f32,
r: f32,
g: f32,
b: f32,
a: f32,
)
pub fn add_line( &mut self, x1: f32, y1: f32, x2: f32, y2: f32, thickness: f32, r: f32, g: f32, b: f32, a: f32, )
Push a thick line segment as two triangles forming a quad.
The quad extends thickness/2 on each side of the line.
Sourcepub fn flush(
&mut self,
device: &Device,
encoder: &mut CommandEncoder,
target: &TextureView,
camera_bind_group: &BindGroup,
)
pub fn flush( &mut self, device: &Device, encoder: &mut CommandEncoder, target: &TextureView, camera_bind_group: &BindGroup, )
Upload vertices and draw. Call after all add_triangle/add_line for this frame. Does NOT clear the render target (uses LoadOp::Load to layer over sprites).
Sourcepub fn flush_commands(
&mut self,
device: &Device,
encoder: &mut CommandEncoder,
target: &TextureView,
camera_bind_group: &BindGroup,
commands: &[GeoCommand],
clear_color: Option<Color>,
)
pub fn flush_commands( &mut self, device: &Device, encoder: &mut CommandEncoder, target: &TextureView, camera_bind_group: &BindGroup, commands: &[GeoCommand], clear_color: Option<Color>, )
Render a slice of GeoCommands with configurable load op.
clear_color: Some(color) → LoadOp::Clear(color) (first pass),
None → LoadOp::Load (subsequent passes).
Auto Trait Implementations§
impl Freeze for GeometryBatch
impl !RefUnwindSafe for GeometryBatch
impl Send for GeometryBatch
impl Sync for GeometryBatch
impl Unpin for GeometryBatch
impl UnsafeUnpin for GeometryBatch
impl !UnwindSafe for GeometryBatch
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