Struct SpriteRenderer

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pub struct SpriteRenderer { /* private fields */ }
Expand description

SpriteRenderer hosts a number of sprite groups. Each group has a specified spritesheet texture array, parallel vectors of Transforms and SheetRegions, and a Camera2D to define its transform. All groups render into the same depth buffer, so their outputs are interleaved.

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impl SpriteRenderer

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pub fn new( gpu: &WGPU, color_target: ColorTargetState, depth_format: TextureFormat, ) -> Self

Create a new SpriteRenderer meant to draw into the given color target and with the given depth texture format.

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pub fn add_sprite_group( &mut self, gpu: &WGPU, tex: &Texture, world_transforms: Vec<Transform>, sheet_regions: Vec<SheetRegion>, camera: Camera2D, ) -> usize

Create a new sprite group sized to fit world_transforms and sheet_regions, which should be the same length. Returns the sprite group index corresponding to this group.

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pub fn sprite_group_count(&self) -> usize

Returns the number of sprite groups (including placeholders for removed groups).

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pub fn remove_sprite_group(&mut self, which: usize)

Deletes a sprite group, leaving an empty group slot behind (this might get recycled later).

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pub fn sprite_group_size(&self, which: usize) -> usize

Reports the size of the given sprite group. Panics if the given sprite group is not populated.

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pub fn resize_sprite_group( &mut self, gpu: &WGPU, which: usize, len: usize, ) -> usize

Resizes a sprite group. If the new size is smaller, this is very cheap; if it’s larger than it’s ever been before, it might involve reallocating the Vec<Transform>, Vec<SheetRegion>, or the GPU buffer used to draw sprites, so it could be expensive. If this happens, the buffer will also be uploaded to prevent garbage data from being used in the shader. To avoid redundant work, resize upwards as few times as possible.

Panics if the given sprite group is not populated.

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pub fn set_camera_all(&mut self, gpu: &WGPU, camera: Camera2D)

Set the given camera transform on all sprite groups. Uploads to the GPU.

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pub fn set_camera(&mut self, gpu: &WGPU, which: usize, camera: Camera2D)

Set the given camera transform on a specific sprite group. Uploads to the GPU. Panics if the given sprite group is not populated.

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pub fn upload_sprites(&mut self, gpu: &WGPU, which: usize, range: Range<usize>)

Send a range of stored sprite data for a particular group to the GPU. You must call this yourself after modifying sprite data. Panics if the given sprite group is not populated.

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pub fn upload_world_transforms( &mut self, gpu: &WGPU, which: usize, range: Range<usize>, )

Upload only position changes to the GPU. Panics if the given sprite group is not populated.

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pub fn upload_sheet_regions( &mut self, gpu: &WGPU, which: usize, range: Range<usize>, )

Upload only visual changes to the GPU. Panics if the given sprite group is not populated.

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pub fn get_sprites(&self, which: usize) -> (&[Transform], &[SheetRegion])

Get a read-only slice of a specified sprite group’s world transforms and texture regions. Panics if the given sprite group is not populated.

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pub fn get_sprites_mut( &mut self, which: usize, ) -> (&mut [Transform], &mut [SheetRegion])

Get a mutable slice of a specified sprite group’s world transforms and texture regions. Panics if the given sprite group is not populated.

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pub fn render<'s, 'pass>( &'s self, rpass: &mut RenderPass<'pass>, which: impl RangeBounds<usize>, )
where 's: 'pass,

Render the given range of sprite groups into the given pass.

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