Struct Renderer

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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

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§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§

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impl Renderer

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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.

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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

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pub fn build_texture( &mut self, name: impl AsRef<str>, texture_data: TextureData, texture_mode: TextureMode, ) -> Result<BindGroup, Error>

Creates a new texture data

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pub fn build_uniform_buffer_part<T>( &self, name: impl AsRef<str>, value: T, ) -> Buffer
where T: Zeroable + Pod,

Creates a new uniform buffer part

This function doesn’t build the entire uniform buffers list, but rather only one of them

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pub fn build_uniform_buffer( &mut self, uniforms: &[Buffer], ) -> (BindGroup, BindGroupLayout)

Creates a new uniform buffer group, according to a list of types

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pub fn build_vertex_buffer( &mut self, vertices: &Vec<Vertex>, indices: &Vec<u16>, ) -> VertexBuffers

Creates a new vertex buffer and indices

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pub fn build_instance(&self, instance_data: Vec<InstanceRaw>) -> Buffer

Creates a new instance buffer for the object

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impl Renderer

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pub fn set_clear_color(&mut self, r: f64, g: f64, b: f64, a: f64)

Sets the background color

Trait Implementations§

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impl Debug for Renderer

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

Formats the value using the given formatter. Read more
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impl Send for Renderer

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impl Sync for Renderer

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