pub struct SceneRenderPassContext<'a, 'b> {Show 19 fields
pub elapsed_time: f32,
pub server: &'a dyn GraphicsServer,
pub texture_cache: &'a mut TextureCache,
pub geometry_cache: &'a mut GeometryCache,
pub shader_cache: &'a mut ShaderCache,
pub bundle_storage: &'a RenderDataBundleStorage,
pub quality_settings: &'a QualitySettings,
pub framebuffer: &'a mut dyn FrameBuffer,
pub scene: &'b Scene,
pub camera: &'b Camera,
pub viewport: Rect<i32>,
pub scene_handle: Handle<Scene>,
pub fallback_resources: &'a FallbackResources,
pub depth_texture: Rc<RefCell<dyn GpuTexture>>,
pub normal_texture: Rc<RefCell<dyn GpuTexture>>,
pub ambient_texture: Rc<RefCell<dyn GpuTexture>>,
pub ui_renderer: &'a mut UiRenderer,
pub uniform_buffer_cache: &'a mut UniformBufferCache,
pub uniform_memory_allocator: &'a mut UniformMemoryAllocator,
}Expand description
A context for custom scene render passes.
Fields§
§elapsed_time: f32Amount of time (in seconds) that passed from creation of the engine. Keep in mind, that this value is not guaranteed to match real time. A user can change delta time with which the engine “ticks” and this delta time affects elapsed time.
server: &'a dyn GraphicsServerA graphics server that is used as a wrapper to underlying graphics API.
texture_cache: &'a mut TextureCacheA texture cache that uploads engine’s Texture as internal GpuTexture to GPU.
Use this to get a corresponding GPU texture by an instance of a Texture.
geometry_cache: &'a mut GeometryCacheA geometry cache that uploads engine’s SurfaceData as internal GeometryBuffer to GPU.
Use this to get a corresponding GPU geometry buffer (essentially it is just a VAO) by an
instance of a SurfaceData.
shader_cache: &'a mut ShaderCacheA cache that stores all native shaders associated with a shader resource. You can use it to get a ready-to-use set of shaders for your shader resource, which could be obtained from a material.
bundle_storage: &'a RenderDataBundleStorageA storage that contains “pre-compiled” groups of render data (batches).
quality_settings: &'a QualitySettingsCurrent quality settings of the renderer.
framebuffer: &'a mut dyn FrameBufferCurrent framebuffer to which scene is being rendered to.
scene: &'b SceneA scene being rendered.
camera: &'b CameraA camera from the scene that is used as “eyes”.
viewport: Rect<i32>A viewport of the camera.
scene_handle: Handle<Scene>A handle of the scene being rendered.
fallback_resources: &'a FallbackResourcesA set of textures of certain kinds that could be used as a stub in cases when you don’t have your own texture of this kind.
depth_texture: Rc<RefCell<dyn GpuTexture>>A texture with depth values from G-Buffer.
§Important notes
Keep in mind that G-Buffer cannot be modified in custom render passes, so you don’t have an ability to write to this texture. However, you can still write to depth of the frame buffer as you’d normally do.
normal_texture: Rc<RefCell<dyn GpuTexture>>A texture with world-space normals from G-Buffer.
§Important notes
Keep in mind that G-Buffer cannot be modified in custom render passes, so you don’t have an ability to write to this texture.
ambient_texture: Rc<RefCell<dyn GpuTexture>>A texture with ambient lighting values from G-Buffer.
§Important notes
Keep in mind that G-Buffer cannot be modified in custom render passes, so you don’t have an ability to write to this texture.
ui_renderer: &'a mut UiRendererUser interface renderer.
uniform_buffer_cache: &'a mut UniformBufferCacheA cache of uniform buffers.
uniform_memory_allocator: &'a mut UniformMemoryAllocatorMemory allocator for uniform buffers that tries to pack uniforms densely into large uniform buffers, giving you offsets to the data.
Auto Trait Implementations§
impl<'a, 'b> Freeze for SceneRenderPassContext<'a, 'b>
impl<'a, 'b> !RefUnwindSafe for SceneRenderPassContext<'a, 'b>
impl<'a, 'b> !Send for SceneRenderPassContext<'a, 'b>
impl<'a, 'b> !Sync for SceneRenderPassContext<'a, 'b>
impl<'a, 'b> Unpin for SceneRenderPassContext<'a, 'b>
impl<'a, 'b> !UnwindSafe for SceneRenderPassContext<'a, 'b>
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