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: FallbackResourcesA 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: UiRendererUser interface renderer.
debug_renderer: DebugRendererDebug renderer instance can be used for debugging purposes
screen_space_debug_renderer: DebugRendererScreen 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: TextureCacheTexture cache with GPU textures.
uniform_buffer_cache: UniformBufferCacheUniform buffer cache.
visibility_cache: VisibilityCacheVisibility cache based on occlusion query.
server: SharedGraphicsServerGraphics server.
Implementations§
Source§impl Renderer
impl Renderer
Sourcepub fn new(
server: Rc<dyn GraphicsServer>,
frame_size: (u32, u32),
resource_manager: &ResourceManager,
) -> Result<Self, EngineError>
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.
Sourcepub fn add_render_pass(&mut self, pass: Rc<RefCell<dyn SceneRenderPass>>)
pub fn add_render_pass(&mut self, pass: Rc<RefCell<dyn SceneRenderPass>>)
Adds a custom render pass.
Sourcepub fn remove_render_pass(&mut self, pass: Rc<RefCell<dyn SceneRenderPass>>)
pub fn remove_render_pass(&mut self, pass: Rc<RefCell<dyn SceneRenderPass>>)
Removes specified render pass.
Sourcepub fn render_passes(&self) -> &[Rc<RefCell<dyn SceneRenderPass>>]
pub fn render_passes(&self) -> &[Rc<RefCell<dyn SceneRenderPass>>]
Returns a slice with every registered render passes.
Sourcepub fn clear_render_passes(&mut self)
pub fn clear_render_passes(&mut self)
Removes all render passes from the renderer.
Sourcepub fn get_statistics(&self) -> Statistics
pub fn get_statistics(&self) -> Statistics
Returns statistics for last frame.
Sourcepub fn unload_texture(&mut self, texture: TextureResource)
pub fn unload_texture(&mut self, texture: TextureResource)
Unloads texture from GPU memory.
Sourcepub fn set_backbuffer_clear_color(&mut self, color: Color)
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.
Sourcepub fn graphics_server(&self) -> &dyn GraphicsServer
pub fn graphics_server(&self) -> &dyn GraphicsServer
Returns a reference to current graphics server.
Sourcepub fn get_frame_size(&self) -> (u32, u32)
pub fn get_frame_size(&self) -> (u32, u32)
Returns current (width, height) pair of back buffer size.
Sourcepub fn get_frame_bounds(&self) -> Vector2<f32>
pub fn get_frame_bounds(&self) -> Vector2<f32>
Returns current bounds of back buffer.
Sourcepub fn set_quality_settings(
&mut self,
settings: &QualitySettings,
) -> Result<(), FrameworkError>
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!
Sourcepub fn get_quality_settings(&self) -> QualitySettings
pub fn get_quality_settings(&self) -> QualitySettings
Returns current quality settings.
Sourcepub fn flush(&mut self)
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!
Sourcepub 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>
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).
Sourcepub fn update_caches(&mut self, dt: f32)
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.
Sourcepub fn render_scene(
&mut self,
scene_handle: Handle<Scene>,
scene: &Scene,
elapsed_time: f32,
dt: f32,
) -> Result<&AssociatedSceneData, FrameworkError>
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.).
Auto Trait Implementations§
impl !Freeze for Renderer
impl !RefUnwindSafe for Renderer
impl !Send for Renderer
impl !Sync for Renderer
impl Unpin for Renderer
impl !UnwindSafe for Renderer
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