Struct luminance::pipeline::Pipeline [] [src]

pub struct Pipeline<'a, C, L, D, CS, DS> where C: 'a + HasFramebuffer + HasProgram + HasTessellation + HasTexture + HasBuffer, L: 'a + Layerable, D: 'a + Dimensionable, D::Size: Copy, CS: 'a + ColorSlot<C, L, D>, DS: 'a + DepthSlot<C, L, D> {
    pub framebuffer: &'a Framebuffer<C, L, D, CS, DS>,
    pub clear_color: [f32; 4],
    pub texture_set: &'a [TextureProxy<'a, C>],
    pub buffer_set: &'a [UniformBufferProxy<'a, C>],
    pub shading_commands: Vec<Pipe<'a, C, ShadingCommand<'a, C>>>,
}

A dynamic rendering pipeline. A pipeline is responsible of rendering into a Framebuffer.

L refers to the Layering of the underlying Framebuffer.

D refers to the Dim of the underlying Framebuffer.

CS and DS are – respectively – the color and depth Slot of the underlying Framebuffer.

Fields

The embedded framebuffer.

The color used to clean the framebuffer when executing the pipeline.

Texture set.

Buffer set.

Shading commands to render into the embedded framebuffer.

Methods

impl<'a, C, L, D, CS, DS> Pipeline<'a, C, L, D, CS, DS> where C: HasPipeline, L: Layerable, D: Dimensionable, D::Size: Copy, CS: ColorSlot<C, L, D>, DS: DepthSlot<C, L, D>
[src]

Create a new pipeline.

Run a Pipeline.