pub struct Renderer {Show 14 fields
pub surface: Option<Surface<'static>>,
pub instance: Instance,
pub adapter: Adapter,
pub device: Device,
pub queue: Queue,
pub config: SurfaceConfiguration,
pub size: WindowSize,
pub texture_bind_group_layout: BindGroupLayout,
pub default_uniform_bind_group_layout: BindGroupLayout,
pub depth_buffer: (Texture, TextureView, Sampler),
pub default_data: Option<(Textures, Shaders, UniformBuffers)>,
pub camera: Option<UniformBuffers>,
pub clear_color: Color,
pub scissor_rect: Option<(u32, u32, u32, u32)>,
}
Expand description
Main renderer class. this will contain all methods and data related to the renderer
Fields§
§surface: Option<Surface<'static>>
A wgpu::Surface
represents a platform-specific surface
(e.g. a window) onto which rendered images may be presented.
instance: Instance
Context for all of the gpu objects
adapter: Adapter
Handle to a physical graphics and/or compute device.
device: Device
Open connection to a graphics and/or compute device.
queue: Queue
Handle to a command queue on a device.
config: SurfaceConfiguration
Describes a wgpu::Surface
size: WindowSize
The size of the window
texture_bind_group_layout: BindGroupLayout
The texture bind group layout
default_uniform_bind_group_layout: BindGroupLayout
The uniform bind group layout
depth_buffer: (Texture, TextureView, Sampler)
The depth buffer, used to render object depth
default_data: Option<(Textures, Shaders, UniformBuffers)>
The default data used within the renderer
camera: Option<UniformBuffers>
The camera used in the engine
clear_color: Color
Background clear color
scissor_rect: Option<(u32, u32, u32, u32)>
Scissor cut section of the screen to render to (x, y, width, height)
Implementations§
Source§impl Renderer
impl Renderer
Sourcepub fn build_pipeline(
&mut self,
shader: Shaders,
vertex_buffer: VertexBuffers,
texture: Textures,
uniform: Option<UniformBuffers>,
) -> Pipeline
pub fn build_pipeline( &mut self, shader: Shaders, vertex_buffer: VertexBuffers, texture: Textures, uniform: Option<UniformBuffers>, ) -> Pipeline
Creates a new render pipeline. Could be thought of as like materials in game engines.
Sourcepub fn build_shader(
&mut self,
name: impl AsRef<str>,
shader_source: String,
uniform_layout: Option<&BindGroupLayout>,
settings: ShaderSettings,
) -> Shaders
pub fn build_shader( &mut self, name: impl AsRef<str>, shader_source: String, uniform_layout: Option<&BindGroupLayout>, settings: ShaderSettings, ) -> Shaders
Creates a shader group, the input must be spir-v compiled vertex and fragment shader
Sourcepub fn build_texture(
&mut self,
name: impl AsRef<str>,
texture_data: TextureData,
texture_mode: TextureMode,
) -> Result<Textures, Error>
pub fn build_texture( &mut self, name: impl AsRef<str>, texture_data: TextureData, texture_mode: TextureMode, ) -> Result<Textures, Error>
Creates a new texture data
Sourcepub fn build_uniform_buffer_part<T: Zeroable + Pod>(
&self,
name: impl AsRef<str>,
value: T,
) -> Buffer
pub fn build_uniform_buffer_part<T: Zeroable + Pod>( &self, name: impl AsRef<str>, value: T, ) -> Buffer
Creates a new uniform buffer part
This function doesn’t build the entire uniform buffers list, but rather only one of them
Sourcepub fn build_uniform_buffer(
&mut self,
uniforms: &[Buffer],
) -> (UniformBuffers, BindGroupLayout)
pub fn build_uniform_buffer( &mut self, uniforms: &[Buffer], ) -> (UniformBuffers, BindGroupLayout)
Creates a new uniform buffer group, according to a list of types
Sourcepub fn build_vertex_buffer(
&mut self,
vertices: &Vec<Vertex>,
indices: &Vec<UnsignedIntType>,
) -> VertexBuffers
pub fn build_vertex_buffer( &mut self, vertices: &Vec<Vertex>, indices: &Vec<UnsignedIntType>, ) -> VertexBuffers
Creates a new vertex buffer and indices
Sourcepub fn build_instance(&self, instance_data: Vec<InstanceRaw>) -> Buffer
pub fn build_instance(&self, instance_data: Vec<InstanceRaw>) -> Buffer
Creates a new instance buffer for the object
Trait Implementations§
Auto Trait Implementations§
impl !Freeze for Renderer
impl !RefUnwindSafe for Renderer
impl Unpin for Renderer
impl !UnwindSafe for Renderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
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 moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
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