RenderHandle

Struct RenderHandle 

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pub struct RenderHandle<'a> { /* private fields */ }
Expand description

The renderer is used to create render passes or Renderers

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impl<'a> RenderHandle<'a>

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pub fn begin_pass<'p>(&mut self, clear_colour: Colour) -> Renderer<'_, 'p>

Creates a render pass that will render onto the windows surface.

Examples found in repository?
examples/input.rs (line 29)
28    fn render<'o>(&'o mut self, mut render: RenderHandle<'o>) {
29        let mut render_handle = render.begin_pass(Colour::BLACK);
30        self.text_mat
31            .add_instance(vec2! { 0.0 }, Colour::WHITE, &render_handle);
32
33        self.text_mat.draw(&mut render_handle);
34    }
More examples
Hide additional examples
examples/texture.rs (line 43)
42    fn render<'o>(&'o mut self, mut render: RenderHandle<'o>) {
43        let mut render_handle = render.begin_pass(Colour::BLACK);
44
45        self.current.add_rectangle(
46            vec2! { 0.0 },
47            vec2! { 400.0 },
48            Colour::WHITE,
49            &render_handle,
50        );
51        self.current.draw(&mut render_handle);
52    }
examples/ngon.rs (line 66)
65    fn render<'o>(&'o mut self, mut render: RenderHandle<'o>) {
66        let mut render_handle = render.begin_pass(Colour::BLACK);
67
68        self.regular_material.add_regular_n_gon(
69            120,
70            200.0,
71            vec2! { 250.0 },
72            Colour::BLUE,
73            &render_handle,
74        );
75
76        self.regular_material.draw(&mut render_handle);
77    }
examples/text.rs (line 34)
33    fn render<'o>(&'o mut self, mut render: RenderHandle<'o>) {
34        let mut render_handle = render.begin_pass(Colour::BLACK);
35
36        self.text_mat
37            .add_instance(vec2! { 0.0 }, Colour::WHITE, &render_handle);
38        self.text_mat.add_instance_with_rotation(
39            Vec2 { x: 100.0, y: 0.0 },
40            Colour::WHITE,
41            45.0,
42            &render_handle,
43        );
44
45        self.text_mat.draw(&mut render_handle);
46    }
examples/lightmap.rs (line 83)
80    fn render<'o>(&'o mut self, mut render_handle: RenderHandle<'o>) {
81        self.create_shadow_map(&mut render_handle);
82
83        let mut p2 = render_handle.begin_pass(Colour::BLACK);
84        let size = p2.get_size();
85        let size = Vec2 {
86            x: size.x as f32,
87            y: size.y as f32,
88        };
89
90        self.material
91            .add_rectangle(Vec2 { x: 0.0, y: 0.0 }, size, Colour::WHITE, &p2);
92        self.material.draw(&mut p2);
93    }
examples/line.rs (line 27)
26    fn render<'o>(&'o mut self, mut render: RenderHandle<'o>) {
27        let mut render_handle = render.begin_pass(Colour::BLACK);
28
29        self.material.add_line(
30            vec2! { 0.0, 0.0 },
31            vec2! { 100.0, 100.0 },
32            Colour::WHITE,
33            &render_handle,
34        );
35
36        self.material.add_screenspace_line(
37            vec2!(-1.0, 1.0),
38            vec2!(1.0, -1.0),
39            Colour::RED,
40            &render_handle,
41        );
42
43        self.material.draw(&mut render_handle);
44    }
Source

pub fn begin_texture_pass<'o, 'p>( &'o mut self, texture: &'o mut UniformTexture, clear_colour: Colour, ) -> Renderer<'o, 'p>

Creates a render pass that can be used to render to a texture. This is usefull for lightmaps, or generating heightmaps. Any advanced graphics techique that requires uniform textures.

Examples found in repository?
examples/lightmap.rs (line 140)
139    fn create_shadow_map<'o>(&mut self, render_handle: &mut RenderHandle<'o>) {
140        let mut p1 = render_handle.begin_texture_pass(&mut self.uniform_texture, Colour::WHITE);
141
142        let light_pos = self.mouse_pos;
143
144        for rect in self.rectangles.iter() {
145            for (segment_1, segment_2) in rect.create_segments() {
146                let vert_1 = segment_1;
147                let vert_2 = segment_1
148                    + Vec2 {
149                        x: 300.0 * (segment_1.x - light_pos.x),
150                        y: 300.0 * (segment_1.y - light_pos.y),
151                    };
152                let vert_3 = segment_2;
153                let vert_4 = segment_2
154                    + Vec2 {
155                        x: 300.0 * (segment_2.x - light_pos.x),
156                        y: 300.0 * (segment_2.y - light_pos.y),
157                    };
158
159                let mut arr = [vert_1, vert_2, vert_3, vert_4];
160
161                let center_point = Vec2 {
162                    x: (vert_1.x + vert_2.x + vert_3.x + vert_4.x) / 4.0,
163                    y: (vert_1.y + vert_2.y + vert_3.y + vert_4.y) / 4.0,
164                };
165
166                for point in arr.iter_mut() {
167                    *point = *point - center_point;
168                }
169                arr.sort_by(|left, right| compare_points(left, right));
170                for point in arr.iter_mut() {
171                    *point = *point + center_point;
172                }
173
174                self.ocluder_material
175                    .add_custom(arr, [ZEROS; 4], 0.0, Colour::BLACK, &p1);
176            }
177        }
178
179        // makes sure there is not light in the squares
180        self.rectangles.iter().for_each(|rect| {
181            self.ocluder_material
182                .add_rectangle(rect.pos, rect.size, Colour::BLACK, &mut p1)
183        });
184
185        self.ocluder_material.draw(&mut p1);
186    }

Trait Implementations§

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impl Drop for RenderHandle<'_>

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fn drop(&mut self)

Executes the destructor for this type. Read more
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impl<'a> From<&'a mut Engine> for RenderHandle<'a>

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fn from(value: &'a mut Engine) -> Self

Converts to this type from the input type.

Auto Trait Implementations§

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impl<'a> Freeze for RenderHandle<'a>

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impl<'a> !RefUnwindSafe for RenderHandle<'a>

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impl<'a> Send for RenderHandle<'a>

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impl<'a> Sync for RenderHandle<'a>

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impl<'a> Unpin for RenderHandle<'a>

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impl<'a> !UnwindSafe for RenderHandle<'a>

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

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