Color

Struct Color 

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#[repr(C)]
pub struct Color { pub r: f32, pub g: f32, pub b: f32, pub a: f32, }
Expand description

Color represented as RGBA (0.0 - 1.0).

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§r: f32§g: f32§b: f32§a: f32

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impl Color

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pub const WHITE: Color

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pub const BLACK: Color

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pub const RED: Color

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pub const GREEN: Color

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pub const BLUE: Color

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pub const YELLOW: Color

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pub const CYAN: Color

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pub const MAGENTA: Color

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pub const TRANSPARENT: Color

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pub const fn rgb(r: f32, g: f32, b: f32) -> Self

Examples found in repository?
examples/textured_window.rs (line 266)
241    fn render(
242        &mut self,
243        _ctx: &mut astrelis_winit::app::AppCtx,
244        window_id: WindowId,
245        events: &mut astrelis_winit::event::EventBatch,
246    ) {
247        if window_id != self.window_id {
248            return;
249        }
250
251        // Handle window resize events
252        events.dispatch(|event| {
253            if let astrelis_winit::event::Event::WindowResized(size) = event {
254                self.window.resized(*size);
255                astrelis_winit::event::HandleStatus::consumed()
256            } else {
257                astrelis_winit::event::HandleStatus::ignored()
258            }
259        });
260
261        let mut frame = self.window.begin_drawing();
262
263        // Render with automatic scoping (no manual {} block needed)
264        frame.clear_and_render(
265            RenderTarget::Surface,
266            Color::rgb(0.1, 0.2, 0.3),
267            |pass| {
268                let pass = pass.descriptor();
269                pass.set_pipeline(&self.pipeline);
270                pass.set_bind_group(0, &self.bind_group, &[]);
271                pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
272                pass.draw(0..6, 0..1);
273            },
274        );
275
276        frame.finish();
277    }
More examples
Hide additional examples
examples/sprite_sheet.rs (line 411)
386    fn render(
387        &mut self,
388        _ctx: &mut astrelis_winit::app::AppCtx,
389        window_id: WindowId,
390        events: &mut astrelis_winit::event::EventBatch,
391    ) {
392        let Some(window) = self.windows.get_mut(&window_id) else {
393            return;
394        };
395
396        // Handle resize
397        events.dispatch(|event| {
398            if let astrelis_winit::event::Event::WindowResized(size) = event {
399                window.resized(*size);
400                astrelis_winit::event::HandleStatus::consumed()
401            } else {
402                astrelis_winit::event::HandleStatus::ignored()
403            }
404        });
405
406        let mut frame = window.begin_drawing();
407
408        // Render with automatic scoping (no manual {} block needed)
409        frame.clear_and_render(
410            RenderTarget::Surface,
411            Color::rgb(0.1, 0.1, 0.15),
412            |pass| {
413                let pass = pass.descriptor();
414                pass.set_pipeline(&self.pipeline);
415                pass.set_bind_group(0, &self.bind_group, &[]);
416                pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
417                pass.draw(0..6, 0..1);
418            },
419        );
420
421        frame.finish();
422    }
examples/image_blitting.rs (line 469)
444    fn render(
445        &mut self,
446        _ctx: &mut astrelis_winit::app::AppCtx,
447        window_id: WindowId,
448        events: &mut astrelis_winit::event::EventBatch,
449    ) {
450        let Some(window) = self.windows.get_mut(&window_id) else {
451            return;
452        };
453
454        // Handle resize
455        events.dispatch(|event| {
456            if let astrelis_winit::event::Event::WindowResized(size) = event {
457                window.resized(*size);
458                astrelis_winit::event::HandleStatus::consumed()
459            } else {
460                astrelis_winit::event::HandleStatus::ignored()
461            }
462        });
463
464        let mut frame = window.begin_drawing();
465
466        // Render with automatic scoping (no manual {} block needed)
467        frame.clear_and_render(
468            RenderTarget::Surface,
469            Color::rgb(0.05, 0.05, 0.08),
470            |pass| {
471                let pass = pass.descriptor();
472                pass.set_pipeline(&self.pipeline);
473                pass.set_bind_group(0, &self.bind_group, &[]);
474                pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
475                pass.draw(0..6, 0..1);
476            },
477        );
478
479        frame.finish();
480    }
examples/window_manager_demo.rs (line 43)
33fn main() {
34    logging::init();
35
36    run_app(|ctx| {
37        let graphics_ctx = GraphicsContext::new_owned_sync_or_panic();
38        let mut window_manager = WindowManager::new(graphics_ctx);
39        let mut window_colors = HashMap::new();
40
41        // Create 3 windows with different colors
42        let colors = [
43            Color::rgb(0.8, 0.2, 0.2), // Red
44            Color::rgb(0.2, 0.8, 0.2), // Green
45            Color::rgb(0.2, 0.2, 0.8), // Blue
46        ];
47
48        for (i, color) in colors.iter().enumerate() {
49            let window_id = window_manager.create_window_with_descriptor(
50                ctx,
51                WindowDescriptor {
52                    title: format!("Window {} - WindowManager Demo", i + 1),
53                    size: Some(WinitPhysicalSize::new(400.0, 300.0)),
54                    ..Default::default()
55                },
56                WindowContextDescriptor {
57                    format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
58                    ..Default::default()
59                },
60            ).expect("Failed to create window");
61
62            window_colors.insert(window_id, *color);
63        }
64
65        Box::new(WindowManagerApp {
66            window_manager,
67            window_colors,
68        })
69    });
70}
examples/renderer_api.rs (line 297)
277    fn render(&mut self, _ctx: &mut AppCtx, window_id: WindowId, events: &mut EventBatch) {
278        if window_id != self.window_id {
279            return;
280        }
281
282        // Handle window-specific resize events
283        events.dispatch(|event| {
284            if let astrelis_winit::event::Event::WindowResized(size) = event {
285                self.window.resized(*size);
286                astrelis_winit::event::HandleStatus::consumed()
287            } else {
288                astrelis_winit::event::HandleStatus::ignored()
289            }
290        });
291
292        let mut frame = self.window.begin_drawing();
293
294        // Pass 1: Render to offscreen framebuffer with automatic scoping
295        frame.clear_and_render(
296            RenderTarget::Framebuffer(&self.offscreen_fb),
297            Color::rgb(0.2, 0.1, 0.3),
298            |pass| {
299                let pass = pass.descriptor();
300                pass.set_pipeline(&self.pipeline);
301                pass.set_bind_group(0, &self.bind_group, &[]);
302                pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
303                pass.draw(0..6, 0..1);
304            },
305        );
306
307        // Pass 2: Blit framebuffer to surface with automatic scoping
308        frame.clear_and_render(
309            RenderTarget::Surface,
310            Color::rgb(0.1, 0.2, 0.3),
311            |pass| {
312                let pass = pass.descriptor();
313                pass.set_pipeline(&self.blit_pipeline);
314                pass.set_bind_group(0, &self.blit_bind_group, &[]);
315                // Draw fullscreen triangle
316                pass.draw(0..3, 0..1);
317            },
318        );
319
320        frame.finish();
321    }
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pub const fn rgba(r: f32, g: f32, b: f32, a: f32) -> Self

Examples found in repository?
examples/multi_window.rs (line 120)
93    fn render(
94        &mut self,
95        _ctx: &mut astrelis_winit::app::AppCtx,
96        window_id: WindowId,
97        events: &mut astrelis_winit::event::EventBatch,
98    ) {
99        // Get the window and color for this specific window
100        let Some((window, color)) = self.windows.get_mut(&window_id) else {
101            return;
102        };
103
104        // Handle window-specific resize events
105        events.dispatch(|event| {
106            if let astrelis_winit::event::Event::WindowResized(size) = event {
107                window.resized(*size);
108                astrelis_winit::event::HandleStatus::consumed()
109            } else {
110                astrelis_winit::event::HandleStatus::ignored()
111            }
112        });
113
114        // Render this specific window
115        let mut frame = window.begin_drawing();
116
117        // Render with automatic scoping (no manual {} block needed)
118        frame.clear_and_render(
119            RenderTarget::Surface,
120            astrelis_render::Color::rgba(color.r as f32, color.g as f32, color.b as f32, color.a as f32),
121            |_pass| {
122                // Just clearing - no rendering commands needed
123            },
124        );
125
126        frame.finish();
127    }
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pub fn from_rgba_u8(r: u8, g: u8, b: u8, a: u8) -> Self

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pub fn from_rgb_u8(r: u8, g: u8, b: u8) -> Self

Examples found in repository?
examples/camera_demo.rs (line 107)
90    fn render(&mut self, _ctx: &mut AppCtx, window_id: WindowId, events: &mut EventBatch) {
91        if window_id != self.window_id {
92            return;
93        }
94
95        events.dispatch(|event| {
96            if let astrelis_winit::event::Event::WindowResized(size) = event {
97                self.window.resized(*size);
98                astrelis_winit::event::HandleStatus::consumed()
99            } else {
100                astrelis_winit::event::HandleStatus::ignored()
101            }
102        });
103
104        let mut frame = self.window.begin_drawing();
105        frame.clear_and_render(
106            RenderTarget::Surface,
107            Color::from_rgb_u8(20, 30, 40),
108            |_pass| {},
109        );
110        frame.finish();
111    }
More examples
Hide additional examples
examples/mesh_primitives.rs (line 110)
93    fn render(&mut self, _ctx: &mut AppCtx, window_id: WindowId, events: &mut EventBatch) {
94        if window_id != self.window_id {
95            return;
96        }
97
98        events.dispatch(|event| {
99            if let astrelis_winit::event::Event::WindowResized(size) = event {
100                self.window.resized(*size);
101                astrelis_winit::event::HandleStatus::consumed()
102            } else {
103                astrelis_winit::event::HandleStatus::ignored()
104            }
105        });
106
107        let mut frame = self.window.begin_drawing();
108        frame.clear_and_render(
109            RenderTarget::Surface,
110            Color::from_rgb_u8(20, 30, 40),
111            |_pass| {},
112        );
113        frame.finish();
114    }
examples/render_graph_demo.rs (line 107)
90    fn render(&mut self, _ctx: &mut AppCtx, window_id: WindowId, events: &mut EventBatch) {
91        if window_id != self.window_id {
92            return;
93        }
94
95        events.dispatch(|event| {
96            if let astrelis_winit::event::Event::WindowResized(size) = event {
97                self.window.resized(*size);
98                astrelis_winit::event::HandleStatus::consumed()
99            } else {
100                astrelis_winit::event::HandleStatus::ignored()
101            }
102        });
103
104        let mut frame = self.window.begin_drawing();
105        frame.clear_and_render(
106            RenderTarget::Surface,
107            Color::from_rgb_u8(20, 30, 40),
108            |_pass| {},
109        );
110        frame.finish();
111    }
examples/material_system.rs (line 131)
107    fn render(&mut self, _ctx: &mut AppCtx, window_id: WindowId, events: &mut EventBatch) {
108        if window_id != self.window_id {
109            return;
110        }
111
112        // Handle resize
113        events.dispatch(|event| {
114            if let astrelis_winit::event::Event::WindowResized(size) = event {
115                self.window.resized(*size);
116                astrelis_winit::event::HandleStatus::consumed()
117            } else {
118                astrelis_winit::event::HandleStatus::ignored()
119            }
120        });
121
122        // In a real application, materials would be bound during rendering:
123        // material.bind(&mut render_pass);
124        // draw_mesh(&mesh);
125
126        // Begin frame
127        let mut frame = self.window.begin_drawing();
128
129        frame.clear_and_render(
130            RenderTarget::Surface,
131            Color::from_rgb_u8(20, 30, 40),
132            |_pass| {
133                // Materials would be applied here in actual rendering
134                // This is a conceptual demonstration
135            },
136        );
137
138        frame.finish();
139    }
examples/performance_benchmark.rs (line 160)
103    fn render(&mut self, _ctx: &mut AppCtx, window_id: WindowId, events: &mut EventBatch) {
104        if window_id != self.window_id {
105            return;
106        }
107
108        let frame_start = Instant::now();
109
110        // Handle resize
111        events.dispatch(|event| {
112            if let Event::WindowResized(size) = event {
113                self.window.resized(*size);
114                HandleStatus::consumed()
115            } else {
116                HandleStatus::ignored()
117            }
118        });
119
120        // Handle keyboard input
121        events.dispatch(|event| {
122            if let Event::KeyInput(key) = event {
123                if key.state == astrelis_winit::event::ElementState::Pressed {
124                    match &key.logical_key {
125                        Key::Named(NamedKey::Space) => {
126                            self.rendering = !self.rendering;
127                            println!("Rendering: {}", self.rendering);
128                            return HandleStatus::consumed();
129                        }
130                        Key::Character(c) if c == "+" || c == "=" => {
131                            self.object_count = (self.object_count + 500).min(50000);
132                            println!("Object count: {}", self.object_count);
133                            return HandleStatus::consumed();
134                        }
135                        Key::Character(c) if c == "-" => {
136                            self.object_count = self.object_count.saturating_sub(500).max(100);
137                            println!("Object count: {}", self.object_count);
138                            return HandleStatus::consumed();
139                        }
140                        _ => {}
141                    }
142                }
143            }
144            HandleStatus::ignored()
145        });
146
147        // Begin frame
148        let mut frame = self.window.begin_drawing();
149
150        if self.rendering {
151            // Simulate rendering thousands of objects
152            // In a real scenario, this would involve:
153            // - Instanced draw calls
154            // - Uniform buffer updates
155            // - Texture binding
156            // - Shader state changes
157
158            frame.clear_and_render(
159                RenderTarget::Surface,
160                Color::from_rgb_u8(10, 10, 15),
161                |_pass| {
162                    // Actual rendering would happen here
163                    // For benchmark purposes, we're measuring the overhead
164                    // of the render pass itself with clear operations
165                },
166            );
167        } else {
168            frame.clear_and_render(
169                RenderTarget::Surface,
170                Color::from_rgb_u8(10, 10, 15),
171                |_pass| {},
172            );
173        }
174
175        frame.finish();
176
177        let frame_end = Instant::now();
178        self.last_frame_time = frame_end.duration_since(frame_start).as_secs_f32() * 1000.0;
179    }
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pub fn from_hex(hex: u32) -> Self

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pub fn from_hex_alpha(hex: u32) -> Self

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pub fn to_wgpu(self) -> Color

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pub fn to_array(self) -> [f32; 4]

Trait Implementations§

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impl Clone for Color

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fn clone(&self) -> Color

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Color

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Color

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl From<[f32; 3]> for Color

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fn from(arr: [f32; 3]) -> Self

Converts to this type from the input type.
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impl From<[f32; 4]> for Color

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fn from(arr: [f32; 4]) -> Self

Converts to this type from the input type.
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impl From<Color> for [f32; 4]

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fn from(color: Color) -> Self

Converts to this type from the input type.
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impl From<Color> for ClearOp

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fn from(color: Color) -> Self

Converts to this type from the input type.
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impl PartialEq for Color

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fn eq(&self, other: &Color) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Zeroable for Color

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fn zeroed() -> Self

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impl Copy for Color

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impl Pod for Color

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impl StructuralPartialEq for Color

Auto Trait Implementations§

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impl Freeze for Color

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impl RefUnwindSafe for Color

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impl Send for Color

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impl Sync for Color

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impl Unpin for Color

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impl UnwindSafe for Color

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CheckedBitPattern for T
where T: AnyBitPattern,

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type Bits = T

Self must have the same layout as the specified Bits except for the possible invalid bit patterns being checked during is_valid_bit_pattern.
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fn is_valid_bit_pattern(_bits: &T) -> bool

If this function returns true, then it must be valid to reinterpret bits as &Self.
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> DowncastSync for T
where T: Any + Send + Sync,

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fn into_any_arc(self: Arc<T>) -> Arc<dyn Any + Sync + Send>

Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> AnyBitPattern for T
where T: Pod,

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impl<T> NoUninit for T
where T: Pod,

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impl<T> WasmNotSend for T
where T: Send,

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impl<T> WasmNotSendSync for T

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impl<T> WasmNotSync for T
where T: Sync,