[][src]Struct duku::Target

pub struct Target {
    pub clear_color: Color,
    pub transform: Transform,
    pub shadow_split_coef: f32,
    pub shadow_depth: f32,
    pub shadow_pcf: Pcf,
    pub shadows: bool,
    pub lights: [Light; 4],
    pub max_white_point: f32,
    pub ambient_color: Color,
    pub line_color: Color,
    pub line_width: f32,
    pub shape_color: Color,
    pub shape_mode: ShapeMode,
    pub border_color: Color,
    pub border_mode: BorderMode,
    pub border_width: f32,
    pub font_size: u32,
    pub text_color: Color,
    pub texture_filter: Filter,
    pub texture_wrap: Wrap,
    pub texture_mipmaps: bool,
    // some fields omitted
}

Active render target.

Records rendering commands and settings. Received from the draw or draw_on_window functions.

Fields

clear_color: Color

the clear color of the framebuffer (background)

transform: Transform

the current transform used when doing a render command

shadow_split_coef: f32

coefficient used to calculate shadow map splits (0 - 1). use smaller number to achieve better shadow detail up close.

shadow_depth: f32

maximum shadow distance in the scene. the smaller the value, the better the shadow quality.

shadow_pcf: Pcf

setting for shadow softening

shadows: bool

controlls whether to use the PBR shader

lights: [Light; 4]

the lights used in the scene

max_white_point: f32

maximum white value for HDR tone mapping

ambient_color: Color

the ambient color of the scene

line_color: Color

color used for lines

line_width: f32

width used for non-debug lines

shape_color: Color

color used for shapes

shape_mode: ShapeMode

shape positioning mode

border_color: Color

color used for shape borders

border_mode: BorderMode

border positioning mode

border_width: f32

width used for shape borders

font_size: u32

font size used for text

text_color: Color

color used for text

texture_filter: Filter

filter used for texture sampling

texture_wrap: Wrap

wrap mode used for texture sampling

texture_mipmaps: bool

whether to use mipmaps in texture sampling

Implementations

impl Target[src]

pub fn push(&mut self)[src]

Save target settings to stack

pub fn pop(&mut self)[src]

Restore target settings from stack

pub fn set_material(&mut self, material: &Handle<Material>)[src]

Set currently used material for mesh rendering

pub fn unset_material(&mut self)[src]

Set material to default for mesh rendering

pub fn set_shader(&mut self, shader: &Handle<Shader>)[src]

Set currently used shader for mesh rendering

pub fn unset_shader(&mut self)[src]

Set shader to default for mesh rendering

pub fn set_skybox(&mut self, cubemap: &Handle<Cubemap>)[src]

Set cubemap to be used as a skybox

pub fn draw_mesh(&mut self, mesh: &Handle<Mesh>)[src]

Draw custom mesh

pub fn draw_mesh_wireframe(&mut self, mesh: &Handle<Mesh>)[src]

Draw wireframes for custom mesh

pub fn draw_cube(&mut self)[src]

Draw a cube

pub fn draw_sphere_ico(&mut self)[src]

Draw an ico-sphere

pub fn draw_sphere_uv(&mut self)[src]

Draw a uv-sphere

pub fn draw_surface(&mut self)[src]

Draw a flat surface

pub fn draw_fullscreen(&mut self)[src]

Draw a fullscreen quad

pub fn draw_grid(&mut self)[src]

Draw a XY line grid

pub fn draw_text(&mut self, text: impl AsRef<str>)[src]

Draw a string of text

pub fn new_line(&mut self)[src]

Move transform down one line's heigth for the current font

pub fn draw_line_debug(
    &mut self,
    point_1: impl Into<Vector3>,
    point_2: impl Into<Vector3>
)
[src]

Draw a debug 1-pixel wide line

pub fn draw_shape(&mut self, points: &[Vector2])[src]

Draw a custom shape from points

pub fn draw_lines(&mut self, points: &[Vector2], closed: bool)[src]

Draw mitered line from points

pub fn draw_rectangle(&mut self, size: impl Into<Vector2>)[src]

Draw a rectangle

pub fn draw_square(&mut self, size: f32)[src]

Draw a square

pub fn draw_ellipse(&mut self, size: impl Into<Vector2>)[src]

Draw an ellipse

pub fn draw_circle(&mut self, size: f32)[src]

Draw a circle

pub fn draw_texture(
    &mut self,
    texture: &Handle<Texture>,
    size: impl Into<Vector2>
)
[src]

Draw a textured quad

pub fn draw_model(&mut self, model: &Handle<Model>)[src]

Draw all of the meshes of a model

Auto Trait Implementations

impl RefUnwindSafe for Target

impl !Send for Target

impl !Sync for Target

impl Unpin for Target

impl UnwindSafe for Target

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.