pub struct Renderer {Show 23 fields
pub gpu: GpuContext,
pub sprites: SpritePipeline,
pub geometry: GeometryBatch,
pub shaders: ShaderStore,
pub postprocess: PostProcessPipeline,
pub textures: TextureStore,
pub camera: Camera2D,
pub lighting: LightingState,
pub radiance: RadiancePipeline,
pub radiance_state: RadianceState,
pub render_targets: RenderTargetStore,
pub frame_commands: Vec<SpriteCommand>,
pub geo_commands: Vec<GeoCommand>,
pub sdf_commands: Vec<SdfCommand>,
pub sdf_pipeline: SdfPipelineStore,
pub scale_factor: f32,
pub clear_color: [f32; 4],
pub elapsed_time: f32,
pub delta_time: f32,
pub mouse_pos: [f32; 2],
pub capture_pending: bool,
pub capture_options: CaptureFrameOptions,
pub capture_result: Option<Vec<u8>>,
}Expand description
Top-level renderer that owns the GPU context, sprite pipeline, and textures.
Fields§
§gpu: GpuContext§sprites: SpritePipeline§geometry: GeometryBatch§shaders: ShaderStore§postprocess: PostProcessPipeline§textures: TextureStore§camera: Camera2D§lighting: LightingState§radiance: RadiancePipeline§radiance_state: RadianceState§render_targets: RenderTargetStoreOff-screen render targets (owns the GPU textures; bind groups in TextureStore).
frame_commands: Vec<SpriteCommand>Sprite commands queued for the current frame.
geo_commands: Vec<GeoCommand>Geometry commands queued for the current frame (drained from GeoState).
sdf_commands: Vec<SdfCommand>SDF commands queued for the current frame (drained from SdfState).
sdf_pipeline: SdfPipelineStoreSDF pipeline store for rendering signed distance field shapes.
scale_factor: f32Display scale factor (e.g. 2.0 on Retina). Used to convert physical → logical pixels.
clear_color: [f32; 4]Clear color for the render pass background. Default: dark blue-gray.
elapsed_time: f32Elapsed time in seconds (accumulated, for shader built-ins).
delta_time: f32Frame delta time in seconds (for shader built-ins).
mouse_pos: [f32; 2]Mouse position in screen pixels (for shader built-ins).
capture_pending: boolWhen true, the next render_frame() will capture the surface to a PNG.
capture_options: CaptureFrameOptionsOptions for the pending frame capture (scale, region, etc.).
capture_result: Option<Vec<u8>>PNG bytes from the last capture (taken by the frame callback).
Implementations§
Source§impl Renderer
impl Renderer
Sourcepub fn new(window: Arc<Window>) -> Result<Self>
pub fn new(window: Arc<Window>) -> Result<Self>
Create a new renderer attached to a winit window.
Sourcepub fn set_geo_commands(&mut self, cmds: Vec<GeoCommand>)
pub fn set_geo_commands(&mut self, cmds: Vec<GeoCommand>)
Set geometry commands for the current frame (drained from GeoState in dev.rs).
Sourcepub fn set_sdf_commands(&mut self, cmds: Vec<SdfDrawCommand>)
pub fn set_sdf_commands(&mut self, cmds: Vec<SdfDrawCommand>)
Set SDF commands for the current frame. Converts SdfDrawCommand (from scripting ops) to SdfCommand (for rendering).
Sourcepub fn render_frame(&mut self) -> Result<()>
pub fn render_frame(&mut self) -> Result<()>
Render the current frame’s sprite, geometry, and SDF commands, interleaved by layer.
Sourcepub fn resize(
&mut self,
physical_width: u32,
physical_height: u32,
scale_factor: f32,
)
pub fn resize( &mut self, physical_width: u32, physical_height: u32, scale_factor: f32, )
Resize the surface when the window size changes. GPU surface uses physical pixels; camera viewport uses logical pixels.
Sourcepub fn create_render_target(&mut self, id: u32, width: u32, height: u32)
pub fn create_render_target(&mut self, id: u32, width: u32, height: u32)
Allocate a new off-screen render target and register it as a samplable texture.
Sourcepub fn destroy_render_target(&mut self, id: u32)
pub fn destroy_render_target(&mut self, id: u32)
Free a render target’s GPU resources and remove it from the texture store.
Sourcepub fn render_targets_prepass(
&mut self,
target_queues: HashMap<u32, Vec<SpriteCommand>>,
)
pub fn render_targets_prepass( &mut self, target_queues: HashMap<u32, Vec<SpriteCommand>>, )
Render sprite commands into each queued render target (off-screen pre-pass).
Call this BEFORE render_frame() so targets are ready as sprite inputs.
Uses a separate command encoder + GPU submit to avoid ordering conflicts.
Auto Trait Implementations§
impl !Freeze for Renderer
impl !RefUnwindSafe for Renderer
impl Send for Renderer
impl Sync for Renderer
impl Unpin for Renderer
impl UnsafeUnpin for Renderer
impl !UnwindSafe for Renderer
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