pub struct RenderDataBundle {
pub data: SurfaceResource,
pub time_to_live: TimeToLive,
pub instances: Vec<SurfaceInstanceData>,
pub material: MaterialResource,
pub render_path: RenderPath,
/* private fields */
}Expand description
A set of surface instances that share the same vertex/index data and a material.
Geometry instancing means rendering multiple copies of the same mesh in a scene at once,
reusing the same vertex data but with a different world transform each time.
This technique can be used for objects such as trees that may need to be repeated many times in a scene.
See SurfaceInstanceData for the properties that can change between instances of the bundle.
Fields§
§data: SurfaceResourceA pointer to shared surface data, such as vertices, triangle indices, and blend shapes.
time_to_live: TimeToLiveAmount of time (in seconds) for GPU geometry buffer (vertex + index buffers) generated for
the data.
instances: Vec<SurfaceInstanceData>A set of instances, each with their own world transform and other properties.
material: MaterialResourceA material that is shared across all instances.
render_path: RenderPathA render path of the bundle.
Implementations§
Source§impl RenderDataBundle
impl RenderDataBundle
Sourcepub fn write_uniforms(
&self,
view_projection_matrix: &Matrix4<f32>,
render_context: &mut BundleRenderContext<'_>,
) -> Option<BundleUniformData>
pub fn write_uniforms( &self, view_projection_matrix: &Matrix4<f32>, render_context: &mut BundleRenderContext<'_>, ) -> Option<BundleUniformData>
Writes all the required uniform data of the bundle to uniform memory allocator.
Sourcepub fn render_to_frame_buffer<F>(
&self,
server: &dyn GraphicsServer,
geometry_cache: &mut GeometryCache,
shader_cache: &mut ShaderCache,
instance_filter: &mut F,
render_context: &mut BundleRenderContext<'_>,
bundle_uniform_data: BundleUniformData,
global_uniform_data: &GlobalUniformData,
) -> Result<RenderPassStatistics, FrameworkError>
pub fn render_to_frame_buffer<F>( &self, server: &dyn GraphicsServer, geometry_cache: &mut GeometryCache, shader_cache: &mut ShaderCache, instance_filter: &mut F, render_context: &mut BundleRenderContext<'_>, bundle_uniform_data: BundleUniformData, global_uniform_data: &GlobalUniformData, ) -> Result<RenderPassStatistics, FrameworkError>
Draws the entire bundle to the specified frame buffer with the specified rendering environment.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for RenderDataBundle
impl !RefUnwindSafe for RenderDataBundle
impl Send for RenderDataBundle
impl Sync for RenderDataBundle
impl Unpin for RenderDataBundle
impl !UnwindSafe for RenderDataBundle
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