Struct RenderContext

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pub struct RenderContext<'a> {
    pub elapsed_time: f32,
    pub observer_info: &'a ObserverInfo,
    pub frustum: Option<&'a Frustum>,
    pub storage: &'a mut dyn RenderDataBundleStorageTrait,
    pub graph: &'a Graph,
    pub render_pass_name: &'a ImmutableString,
}
Expand description

Render context is used to collect render data from the scene nodes. It provides all required information about the observer (camera, light source virtual camera, etc.), that could be used for culling.

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§elapsed_time: f32

Amount of time (in seconds) that passed from creation of the engine. Keep in mind, that this value is not guaranteed to match real time. A user can change delta time with which the engine “ticks” and this delta time affects elapsed time.

§observer_info: &'a ObserverInfo§frustum: Option<&'a Frustum>

Frustum of the observer, it is built using observer’s view and projection matrix. Use the frustum to do frustum culling.

§storage: &'a mut dyn RenderDataBundleStorageTrait

Render data bundle storage. Your scene node must write at least one surface instance here for the node to be rendered.

§graph: &'a Graph

A reference to the graph that is being rendered. Allows you to get access to other scene nodes to do some useful job.

§render_pass_name: &'a ImmutableString

A name of the render pass for which the context was created for.

Implementations§

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impl RenderContext<'_>

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pub fn calculate_sorting_index(&self, global_position: Vector3<f32>) -> u64

Calculates sorting index using of the given point by transforming it in the view space and using Z coordinate. This index could be used for back-to-front sorting to prevent blending issues.

Auto Trait Implementations§

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impl<'a> Freeze for RenderContext<'a>

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impl<'a> !RefUnwindSafe for RenderContext<'a>

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impl<'a> !Send for RenderContext<'a>

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impl<'a> !Sync for RenderContext<'a>

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impl<'a> Unpin for RenderContext<'a>

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impl<'a> !UnwindSafe for RenderContext<'a>

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