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<Vec<TextureFormat>>,
pub size: (u32, u32),
pub texture_bind_group_layout: BindGroupLayout,
pub default_uniform_bind_group_layout: BindGroupLayout,
pub depth_buffer: (Texture, TextureView, Sampler),
pub default_data: Option<(BindGroup, RenderPipeline, BindGroup)>,
pub camera: Option<BindGroup>,
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<Vec<TextureFormat>>
Describes a wgpu::Surface
size: (u32, u32)
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<(BindGroup, RenderPipeline, BindGroup)>
The default data used within the renderer
camera: Option<BindGroup>
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: RenderPipeline,
vertex_buffer: VertexBuffers,
texture: BindGroup,
uniform: Option<BindGroup>,
) -> Pipeline
pub fn build_pipeline( &mut self, shader: RenderPipeline, vertex_buffer: VertexBuffers, texture: BindGroup, uniform: Option<BindGroup>, ) -> 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,
) -> RenderPipeline
pub fn build_shader( &mut self, name: impl AsRef<str>, shader_source: String, uniform_layout: Option<&BindGroupLayout>, settings: ShaderSettings, ) -> RenderPipeline
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<BindGroup, Error>
pub fn build_texture( &mut self, name: impl AsRef<str>, texture_data: TextureData, texture_mode: TextureMode, ) -> Result<BindGroup, Error>
Creates a new texture data
Sourcepub fn build_uniform_buffer_part<T>(
&self,
name: impl AsRef<str>,
value: T,
) -> Buffer
pub fn build_uniform_buffer_part<T>( &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],
) -> (BindGroup, BindGroupLayout)
pub fn build_uniform_buffer( &mut self, uniforms: &[Buffer], ) -> (BindGroup, 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<u16>,
) -> VertexBuffers
pub fn build_vertex_buffer( &mut self, vertices: &Vec<Vertex>, indices: &Vec<u16>, ) -> 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> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
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
.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
fn instrument(self, span: Span) -> Instrumented<Self> ⓘ
Source§fn in_current_span(self) -> Instrumented<Self> ⓘ
fn in_current_span(self) -> Instrumented<Self> ⓘ
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