pub struct Renderer {Show 18 fields
pub depth: DepthTexture,
pub msaa_texture: Texture,
pub msaa_view: TextureView,
pub surface_format: TextureFormat,
pub scene_uniform_buffer: Buffer,
pub scene_bind_group: BindGroup,
pub scene_bind_group_layout: BindGroupLayout,
pub lighting: LightingBuffer,
pub material_pipeline: MaterialPipeline,
pub mesh_renderer: MeshRenderer,
pub grid_renderer: GridRenderer,
pub overlay_renderer: OverlayRenderer,
pub texture_cache: TextureCache,
pub show_surface: bool,
pub show_grid: bool,
pub vertex_opts: VertexRenderOptions,
pub edge_opts: EdgeRenderOptions,
pub opacity: f32,
}Fields§
§depth: DepthTexture§msaa_texture: Texture§msaa_view: TextureView§surface_format: TextureFormat§scene_uniform_buffer: Buffer§scene_bind_group: BindGroup§scene_bind_group_layout: BindGroupLayout§lighting: LightingBuffer§material_pipeline: MaterialPipeline§mesh_renderer: MeshRenderer§grid_renderer: GridRenderer§overlay_renderer: OverlayRenderer§texture_cache: TextureCache§show_surface: bool§show_grid: bool§vertex_opts: VertexRenderOptions§edge_opts: EdgeRenderOptions§opacity: f32Implementations§
Source§impl Renderer
impl Renderer
pub fn new( device: &Device, queue: &Queue, surface_format: TextureFormat, scene: &Scene, width: u32, height: u32, ) -> Self
pub fn upload_scene(&mut self, device: &Device, queue: &Queue, scene: &Scene)
pub fn resize(&mut self, device: &Device, width: u32, height: u32)
pub fn render_frame( &mut self, device: &Device, queue: &Queue, view: &TextureView, scene: &Scene, camera: &OrbitCamera, ) -> CommandBuffer
Sourcepub fn render_scene_pass(
&self,
device: &Device,
queue: &Queue,
view: &TextureView,
encoder: &mut CommandEncoder,
scene: &Scene,
camera: &OrbitCamera,
)
pub fn render_scene_pass( &self, device: &Device, queue: &Queue, view: &TextureView, encoder: &mut CommandEncoder, scene: &Scene, camera: &OrbitCamera, )
Record the 3D scene pass onto an existing encoder (shared with egui). The view is the same surface texture view that egui will use with LoadOp::Load.
pub fn render_scene_nodes( &self, render_pass: &mut RenderPass<'_>, scene: &Scene, device: &Device, parent_transform: Affine3A, )
Auto Trait Implementations§
impl !RefUnwindSafe for Renderer
impl !UnwindSafe for Renderer
impl Freeze for Renderer
impl Send for Renderer
impl Sync for Renderer
impl Unpin for Renderer
impl UnsafeUnpin for Renderer
Blanket Implementations§
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