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pub struct Pipeline {}

Implementations

Allocates and initializes a default simple pipeline that will color a primitive white.

context

a Context

Returns

a pointer to a new Pipeline

Adds a shader snippet that will hook on to the given layer of the pipeline. The exact part of the pipeline that the snippet wraps around depends on the hook that is given to Snippet::new. Note that some hooks can’t be used with a layer and need to be added with Pipeline::add_snippet instead.

layer

The layer to hook the snippet to

snippet

A Snippet

Adds a shader snippet to self. The snippet will wrap around or replace some part of the pipeline as defined by the hook point in snippet. Note that some hook points are specific to a layer and must be added with Pipeline::add_layer_snippet instead.

snippet

The Snippet to add to the vertex processing hook

Creates a new pipeline with the configuration copied from the source pipeline.

We would strongly advise developers to always aim to use Pipeline::copy instead of Pipeline::new whenever there will be any similarity between two pipelines. Copying a pipeline helps keep track of a pipelines ancestry which we may use to help minimize GPU state changes.

Returns

a pointer to the newly allocated Pipeline

Iterates all the layer indices of the given self.

callback

A PipelineLayerCallback to be called for each layer index

user_data

Private data that will be passed to the callback

Returns

The alpha test fn of self.

Returns

The alpha test reference value of self.

Retrieves the current ambient color for self

ambient

The location to store the ambient color

Retrieves the current pipeline color.

color

The location to store the color

Gets the current ColorMask of which channels would be written to the current framebuffer. Each bit set in the mask means that the corresponding color would be written.

Returns

A ColorMask

Returns

the cull face mode that was previously set with Pipeline::set_cull_face_mode.

Status: Unstable

Retrieves the current depth state configuration for the given self as previously set using Pipeline::set_depth_state.

state_out

A destination DepthState struct

Retrieves the current diffuse color for self

diffuse

The location to store the diffuse color

Retrieves the pipelines current emission color.

emission

The location to store the emission color

The order of the vertices within a primitive specifies whether it is considered to be front or back facing. This fn specifies which order is considered to be the front faces. Winding::CounterClockwise sets the front faces to primitives with vertices in a counter-clockwise order and Winding::Clockwise sets them to be clockwise. The default is Winding::CounterClockwise.

Returns

The self front face winding

Status: Unstable

Retrieves the currently set magnification PipelineFilter set on the specified layer. The magnification filter determines how the layer should be sampled when up-scaled.

The default filter is PipelineFilter::Linear but this can be changed using Pipeline::set_layer_filters.

layer_index

the layer number to change.

Returns

The magnification PipelineFilter for the specified layer.

Retrieves the currently set minification PipelineFilter set on the specified layer. The miniifcation filter determines how the layer should be sampled when down-scaled.

The default filter is PipelineFilter::Linear but this can be changed using Pipeline::set_layer_filters.

layer_index

the layer number to change.

Returns

The minification PipelineFilter for the specified layer.

Gets whether point sprite coordinate generation is enabled for this texture layer.

layer_index

the layer number to check.

Returns

whether the texture coordinates will be replaced with point sprite coordinates.

layer_index

the index of the layer

Returns

the texture that was set for the given layer of the pipeline or None if no texture was set.

Returns the wrap mode for the ‘p’ coordinate of texture lookups on this layer.

layer_index

the layer number to change.

Returns

the wrap mode for the ‘p’ coordinate of texture lookups on this layer.

Returns the wrap mode for the ‘s’ coordinate of texture lookups on this layer.

layer_index

the layer number to change.

Returns

the wrap mode for the ‘s’ coordinate of texture lookups on this layer.

Returns the wrap mode for the ‘t’ coordinate of texture lookups on this layer.

layer_index

the layer number to change.

Returns

the wrap mode for the ‘t’ coordinate of texture lookups on this layer.

Retrieves the number of layers defined for the given self

Returns

the number of layers

Returns

true if the pipeline has per-vertex point size enabled or false otherwise. The per-vertex point size can be enabled with Pipeline::set_per_vertex_point_size.

Get the size of points drawn when VerticesMode::Points is used with the vertex buffer API.

Returns

the point size of the self.

Retrieves the pipelines current emission color.

Returns

The pipelines current shininess value

Retrieves the pipelines current specular color.

specular

The location to store the specular color

This is used to get an integer representing the uniform with the name uniform_name. The integer can be passed to functions such as Pipeline::set_uniform_1f to set the value of a uniform.

This fn will always return a valid integer. Ie, unlike OpenGL, it does not return -1 if the uniform is not available in this pipeline so it can not be used to test whether uniforms are present. It is not necessary to set the program on the pipeline before calling this function.

uniform_name

The name of a uniform

Returns

A integer representing the location of the given uniform.

This fn removes a layer from your pipeline

layer_index

Specifies the layer you want to remove

Before a primitive is blended with the framebuffer, it goes through an alpha test stage which lets you discard fragments based on the current alpha value. This fn lets you change the fn used to evaluate the alpha channel, and thus determine which fragments are discarded and which continue on to the blending stage.

The default is PipelineAlphaFunc::Always

alpha_func

A PipelineAlphaFunc constant

alpha_reference

A reference point that the chosen alpha fn uses to compare incoming fragments to.

Sets the pipeline’s ambient color, in the standard OpenGL lighting model. The ambient color affects the overall color of the object::

Since the diffuse color will be intense when the light hits the surface directly, the ambient will be most apparent where the light hits at a slant.

The default value is (0.2, 0.2, 0.2, 1.0)

ambient

The components of the desired ambient color

Conveniently sets the diffuse and ambient color of self at the same time. See Pipeline::set_ambient and Pipeline::set_diffuse.

The default ambient color is (0.2, 0.2, 0.2, 1.0)

The default diffuse color is (0.8, 0.8, 0.8, 1.0)

color

The components of the desired ambient and diffuse colors

If not already familiar; please refer here</link> for an overview of what blend strings are, and their syntax.

Blending occurs after the alpha test function, and combines fragments with the framebuffer.

Currently the only blend fn exposes is ADD(). So any valid blend statements will be of the form:

When blending is setup to reference a CONSTANT blend factor then blending will depend on the constant set with this function.

constant_color

The constant color you want

Sets the basic color of the pipeline, used when no lighting is enabled.

Note that if you don’t add any layers to the pipeline then the color will be blended unmodified with the destination; the default blend expects premultiplied colors: for example, use (0.5, 0.0, 0.0, 0.5) for semi-transparent red. See Color::premultiply.

The default value is (1.0, 1.0, 1.0, 1.0)

color

The components of the color

Sets the basic color of the pipeline, used when no lighting is enabled.

The default value is (1.0, 1.0, 1.0, 1.0)

red

The red component

green

The green component

blue

The blue component

alpha

The alpha component

Sets the basic color of the pipeline, used when no lighting is enabled.

The default value is (0xff, 0xff, 0xff, 0xff)

red

The red component

green

The green component

blue

The blue component

alpha

The alpha component

Defines a bit mask of which color channels should be written to the current framebuffer. If a bit is set in color_mask that means that color will be written.

color_mask

A ColorMask of which color channels to write to the current framebuffer.

Sets which faces will be culled when drawing. Face culling can be used to increase efficiency by avoiding drawing faces that would get overridden. For example, if a model has gaps so that it is impossible to see the inside then faces which are facing away from the screen will never be seen so there is no point in drawing them. This can be acheived by setting the cull face mode to PipelineCullFaceMode::Back.

Face culling relies on the primitives being drawn with a specific order to represent which faces are facing inside and outside the model. This order can be specified by calling Pipeline::set_front_face_winding.

Status: Unstable

cull_face_mode

The new mode to set

This commits all the depth state configured in state struct to the given self. The configuration values are copied into the pipeline so there is no requirement to keep the DepthState struct around if you don’t need it any more.

Note: Since some platforms do not support the depth range feature it is possible for this fn to fail and report an error.

state

A DepthState struct

Returns

true if the GPU supports all the given state else false and returns an error.

Sets the pipeline’s diffuse color, in the standard OpenGL lighting model. The diffuse color is most intense where the light hits the surface directly - perpendicular to the surface.

The default value is (0.8, 0.8, 0.8, 1.0)

diffuse

The components of the desired diffuse color

Sets the pipeline’s emissive color, in the standard OpenGL lighting model. It will look like the surface is a light source emitting this color.

The default value is (0.0, 0.0, 0.0, 1.0)

emission

The components of the desired emissive color

The order of the vertices within a primitive specifies whether it is considered to be front or back facing. This fn specifies which order is considered to be the front faces. Winding::CounterClockwise sets the front faces to primitives with vertices in a counter-clockwise order and Winding::Clockwise sets them to be clockwise. The default is Winding::CounterClockwise.

Status: Unstable

front_winding

the winding order

If not already familiar; you can refer

here`` for an overview of what blend strings are and there syntax.

These are all the functions available for texture combining:

  • REPLACE(arg0) = arg0
  • MODULATE(arg0, arg1) = arg0 x arg1
  • ADD(arg0, arg1) = arg0 + arg1
  • ADD_SIGNED(arg0, arg1) = arg0 + arg1 - 0.5
  • INTERPOLATE(arg0, arg1, arg2) = arg0 x arg2 + arg1 x (1 - arg2)
  • SUBTRACT(arg0, arg1) = arg0 - arg1

When you are using the ‘CONSTANT’ color source in a layer combine description then you can use this fn to define its value.

layer_index

Specifies the layer you want to specify a constant used for texture combining

constant

The constant color you want

Changes the decimation and interpolation filters used when a texture is drawn at other scales than 100%.

It is an error to pass anything other than PipelineFilter::Nearest or PipelineFilter::Linear as magnification filters since magnification doesn’t ever need to reference values stored in the mipmap chain.

layer_index

the layer number to change.

min_filter

the filter used when scaling a texture down.

mag_filter

the filter used when magnifying a texture.

This fn lets you set a matrix that can be used to e.g. translate and rotate a single layer of a pipeline used to fill your geometry.

layer_index

the index for the layer inside self

matrix

the transformation matrix for the layer

Sets the texture for this layer to be the default texture for the given type. This is equivalent to calling Pipeline::set_layer_texture with None for the texture argument except that you can also specify the type of default texture to use. The default texture is a 1x1 pixel white texture.

This fn is mostly useful if you want to create a base pipeline that you want to create multiple copies from using Pipeline::copy. In that case this fn can be used to specify the texture type so that any pipeline copies can share the internal texture type state for efficiency.

layer_index

The layer number to modify

texture_type

The type of the default texture to use

When rendering points, if enable is true then the texture coordinates for this layer will be replaced with coordinates that vary from 0.0 to 1.0 across the primitive. The top left of the point will have the coordinates 0.0,0.0 and the bottom right will have 1.0,1.0. If enable is false then the coordinates will be fixed for the entire point.

This fn will only work if FeatureID::OglFeatureIdPointSprite is available. If the feature is not available then the fn will return false and set error.

layer_index

the layer number to change.

enable

whether to enable point sprite coord generation.

Returns

true if the fn succeeds, false otherwise.

Sets the wrap mode for all three coordinates of texture lookups on this layer. This is equivalent to calling Pipeline::set_layer_wrap_mode_s, Pipeline::set_layer_wrap_mode_t and Pipeline::set_layer_wrap_mode_p separately.

layer_index

the layer number to change.

mode

the new wrap mode

Sets the wrap mode for the ‘p’ coordinate of texture lookups on this layer. ‘p’ is the third coordinate.

layer_index

the layer number to change.

mode

the new wrap mode

Sets the wrap mode for the ‘s’ coordinate of texture lookups on this layer.

layer_index

the layer number to change.

mode

the new wrap mode

Sets the wrap mode for the ‘t’ coordinate of texture lookups on this layer.

layer_index

the layer number to change.

mode

the new wrap mode

Sets whether to use a per-vertex point size or to use the value set by Pipeline::set_point_size. If per-vertex point size is enabled then the point size can be set for an individual point either by drawing with a Attribute with the name ‘point_size_in’ or by writing to the GLSL builtin ‘point_size_out’ from a vertex shader snippet.

If per-vertex point size is enabled and this attribute is not used and point_size_out is not written to then the results are undefined.

Note that enabling this will only work if the FeatureID::OglFeatureIdPerVertexPointSize feature is available. If this is not available then the fn will return false and set a Error.

enable

whether to enable per-vertex point size

Returns

true if the change suceeded or false otherwise

Changes the size of points drawn when VerticesMode::Points is used with the attribute buffer API. Note that typically the GPU will only support a limited minimum and maximum range of point sizes. If the chosen point size is outside that range then the nearest value within that range will be used instead. The size of a point is in screen space so it will be the same regardless of any transformations.

If the point size is set to 0.0 then drawing points with the pipeline will have undefined results. This is the default value so if an application wants to draw points it must make sure to use a pipeline that has an explicit point size set on it.

point_size

the new point size.

Sets the shininess of the pipeline, in the standard OpenGL lighting model, which determines the size of the specular highlights. A higher shininess will produce smaller highlights which makes the object appear more shiny.

The default value is 0.0

shininess

The desired shininess; must be >= 0.0

Sets the pipeline’s specular color, in the standard OpenGL lighting model. The intensity of the specular color depends on the viewport position, and is brightest along the lines of reflection.

The default value is (0.0, 0.0, 0.0, 1.0)

specular

The components of the desired specular color

Sets a new value for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given value will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling Pipeline::get_uniform_location.

This fn should be used to set uniforms that are of type float. It can also be used to set a single member of a float array uniform.

uniform_location

The uniform’s location identifier

value

The new value for the uniform

Sets a new value for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given value will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling Pipeline::get_uniform_location.

This fn should be used to set uniforms that are of type int. It can also be used to set a single member of a int array uniform or a sampler uniform.

uniform_location

The uniform’s location identifier

value

The new value for the uniform

Sets new values for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling Pipeline::get_uniform_location.

This fn can be used to set any floating point type uniform, including float arrays and float vectors. For example, to set a single vec4 uniform you would use 4 for n_components and 1 for count. To set an array of 8 float values, you could use 1 for n_components and 8 for count.

uniform_location

The uniform’s location identifier

n_components

The number of components in the corresponding uniform’s type

count

The number of values to set

value

Pointer to the new values to set

Sets new values for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling Pipeline::get_uniform_location.

This fn can be used to set any integer type uniform, including int arrays and int vectors. For example, to set a single ivec4 uniform you would use 4 for n_components and 1 for count. To set an array of 8 int values, you could use 1 for n_components and 8 for count.

uniform_location

The uniform’s location identifier

n_components

The number of components in the corresponding uniform’s type

count

The number of values to set

value

Pointer to the new values to set

Sets new values for the uniform at uniform_location. If this pipeline has a user program attached and is later used as a source for drawing, the given values will be assigned to the uniform which can be accessed from the shader’s source. The value for uniform_location should be retrieved from the string name of the uniform by calling Pipeline::get_uniform_location.

This fn can be used to set any matrix type uniform, including matrix arrays. For example, to set a single mat4 uniform you would use 4 for dimensions and 1 for count. To set an array of 8 mat3 values, you could use 3 for dimensions and 8 for count.

If transpose is false then the matrix is expected to be in column-major order or if it is true then the matrix is in row-major order. You can pass a Matrix by calling by passing the result of Matrix::get_array in value and setting transpose to false.

uniform_location

The uniform’s location identifier

dimensions

The size of the matrix

count

The number of values to set

transpose

Whether to transpose the matrix

value

Pointer to the new values to set

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