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State

Struct State 

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pub struct State {
Show 14 fields pub window_surface: Surface<'static>, pub device: Arc<Device>, pub queue: Arc<Queue>, pub config: SurfaceConfiguration, pub is_surface_configuration: bool, pub render_pipeline: RenderPipeline, pub texture_bind_group_layout: Arc<BindGroupLayout>, pub depth_texture: Texture, pub last_render_time: Instant, pub camera: CameraRig, pub light: LightRig, pub wind: WindRig, pub shadow: ShadowRig, pub sky: SkyRig, /* private fields */
}

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§window_surface: Surface<'static>§device: Arc<Device>§queue: Arc<Queue>§config: SurfaceConfiguration§is_surface_configuration: bool§render_pipeline: RenderPipeline§texture_bind_group_layout: Arc<BindGroupLayout>§depth_texture: Texture§last_render_time: Instant§camera: CameraRig§light: LightRig§wind: WindRig§shadow: ShadowRig§sky: SkyRig

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impl State

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pub async fn new( target: impl HasWindowHandle + HasDisplayHandle + WasmNotSendSync + 'static, window_size: WindowSize, ) -> Result<Self>

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pub fn resize(&mut self, height: u32, width: u32)

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pub fn render(&mut self) -> Result<(), SurfaceError>

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pub fn render_with_overlay( &mut self, overlay: &mut dyn FnMut(&Device, &Queue, &mut CommandEncoder, &TextureView), ) -> Result<(), SurfaceError>

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pub fn spawn_model(&mut self, model_desc: ModelDesc<'_>) -> Ingot<Model>

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pub fn light_handle(&mut self) -> Light

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pub fn set_wind(&mut self, direction: [f32; 2], intensity: f32)

See [WindRig::set]: stores the wind direction/intensity that animates the foliage; the GPU upload happens once per frame in evolbe.

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pub fn evolbe(&mut self)

Per-frame engine tick: integrates freshly loaded models and updates the camera, light and wind uniforms on the GPU.

Auto Trait Implementations§

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impl !Freeze for State

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impl !RefUnwindSafe for State

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impl !Sync for State

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impl !UnwindSafe for State

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impl Send for State

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impl Unpin for State

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impl UnsafeUnpin for State

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

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