Struct Renderer

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pub struct Renderer {
    pub fallback_resources: FallbackResources,
    pub ui_renderer: UiRenderer,
    pub debug_renderer: DebugRenderer,
    pub screen_space_debug_renderer: DebugRenderer,
    pub scene_data_map: FxHashMap<Handle<Scene>, AssociatedSceneData>,
    pub texture_cache: TextureCache,
    pub uniform_buffer_cache: UniformBufferCache,
    pub visibility_cache: VisibilityCache,
    pub server: SharedGraphicsServer,
    /* private fields */
}
Expand description

See module docs.

Fields§

§fallback_resources: FallbackResources

A 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.

§ui_renderer: UiRenderer

User interface renderer.

§debug_renderer: DebugRenderer

Debug renderer instance can be used for debugging purposes

§screen_space_debug_renderer: DebugRenderer

Screen space debug renderer instance can be used for debugging purposes to draw lines directly on screen. It is useful to debug some rendering algorithms.

§scene_data_map: FxHashMap<Handle<Scene>, AssociatedSceneData>

A set of associated data for each scene that was rendered.

§texture_cache: TextureCache

Texture cache with GPU textures.

§uniform_buffer_cache: UniformBufferCache

Uniform buffer cache.

§visibility_cache: VisibilityCache

Visibility cache based on occlusion query.

§server: SharedGraphicsServer

Graphics server.

Implementations§

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impl Renderer

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pub fn new( server: Rc<dyn GraphicsServer>, frame_size: (u32, u32), resource_manager: &ResourceManager, ) -> Result<Self, EngineError>

Creates a new renderer with the given graphics server.

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pub fn add_render_pass(&mut self, pass: Rc<RefCell<dyn SceneRenderPass>>)

Adds a custom render pass.

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pub fn remove_render_pass(&mut self, pass: Rc<RefCell<dyn SceneRenderPass>>)

Removes specified render pass.

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pub fn render_passes(&self) -> &[Rc<RefCell<dyn SceneRenderPass>>]

Returns a slice with every registered render passes.

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pub fn clear_render_passes(&mut self)

Removes all render passes from the renderer.

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pub fn get_statistics(&self) -> Statistics

Returns statistics for last frame.

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pub fn unload_texture(&mut self, texture: TextureResource)

Unloads texture from GPU memory.

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pub fn set_backbuffer_clear_color(&mut self, color: Color)

Sets color which will be used to fill screen when there is nothing to render.

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pub fn graphics_server(&self) -> &dyn GraphicsServer

Returns a reference to current graphics server.

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pub fn get_frame_size(&self) -> (u32, u32)

Returns current (width, height) pair of back buffer size.

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pub fn get_frame_bounds(&self) -> Vector2<f32>

Returns current bounds of back buffer.

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pub fn set_quality_settings( &mut self, settings: &QualitySettings, ) -> Result<(), FrameworkError>

Sets new quality settings for renderer. Never call this method in a loop, otherwise you may get significant lags. Always check if current quality setting differs from new!

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pub fn get_quality_settings(&self) -> QualitySettings

Returns current quality settings.

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pub fn flush(&mut self)

Removes all cached GPU data, forces renderer to re-upload data to GPU. Do not call this method until you absolutely need! It may cause significant performance lag!

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pub fn render_ui_to_texture( &mut self, render_target: TextureResource, screen_size: Vector2<f32>, drawing_context: &DrawingContext, clear_color: Color, pixel_kind: PixelKind, ) -> Result<(), FrameworkError>

Renders given UI into specified render target. This method is especially useful if you need to have off-screen UIs (like interactive touch-screen in Doom 3, Dead Space, etc).

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pub fn update_caches(&mut self, dt: f32)

Update caches - this will remove timed out resources.

Normally, this is called from Engine::update(). You should only call this manually if you don’t use that method.

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pub fn render_scene( &mut self, scene_handle: Handle<Scene>, scene: &Scene, elapsed_time: f32, dt: f32, ) -> Result<&AssociatedSceneData, FrameworkError>

Unconditionally renders a scene and returns a reference to a AssociatedSceneData instance that contains rendered data (including intermediate data, such as G-Buffer content, etc.).

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