Renderer

Struct Renderer 

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pub struct Renderer {
    pub meshes: HashMap<MeshHandle, Mesh>,
    pub lights: HashMap<LightHandle, Light>,
    pub textures: HashMap<TextureHandle, GLuint>,
    pub models: HashMap<ModelHandle, Model>,
    pub skeletal_meshes: HashMap<SkeletalMeshHandle, SkeletalMesh>,
    pub camera: Camera,
}

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§meshes: HashMap<MeshHandle, Mesh>§lights: HashMap<LightHandle, Light>§textures: HashMap<TextureHandle, GLuint>§models: HashMap<ModelHandle, Model>§skeletal_meshes: HashMap<SkeletalMeshHandle, SkeletalMesh>§camera: Camera

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impl Renderer

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pub fn new() -> Self

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pub fn update(&mut self)

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pub unsafe fn draw(&self)

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impl Renderer

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pub fn add_mesh_from_vertices_and_indices( &mut self, vertices: Vec<Vertex>, indices: Vec<u32>, ) -> Option<MeshHandle>

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pub fn add_mesh(&mut self, mesh: Mesh) -> Option<MeshHandle>

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pub fn get_mesh_mut(&mut self, handle: MeshHandle) -> Option<&mut Mesh>

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pub fn get_mesh(&self, handle: MeshHandle) -> Option<&Mesh>

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pub fn destroy_mesh(&mut self, handle: MeshHandle)

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impl Renderer

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pub fn add_texture(&mut self, path: &str) -> Option<TextureHandle>

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pub fn destroy_texture(&mut self, handle: TextureHandle)

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impl Renderer

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pub unsafe fn send_light_uniforms(&self, shader: &Shader)

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pub fn add_light(&mut self, light: Light) -> Option<LightHandle>

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pub fn destroy_light(&mut self, handle: LightHandle)

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impl Renderer

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pub fn add_model(&mut self, model: Model) -> Option<ModelHandle>

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pub fn destroy_model(&mut self, handle: ModelHandle)

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impl Renderer

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