pub struct Renderer {
pub data: RenderData,
pub passes: RenderPasses,
/* private fields */
}
Expand description
Renderer is the main point of entry for any rendering functionality. It contains various rendering passes which are executed in sequence. I iterated through the entities that need rendering from the ECS world and calls the appropriate rendering passes depending on which components are present on the entities.
Fields§
§data: RenderData
§passes: RenderPasses
Implementations§
Source§impl Renderer
impl Renderer
pub fn new( gpu: &Gpu, params: &RenderConfig, surface_format: Option<TextureFormat>, ) -> Self
Sourcepub fn render_to_view(
&mut self,
out_view: &TextureView,
gpu: &Gpu,
camera: &mut Camera,
scene: &mut Scene,
config: &mut Config,
_dt: Duration,
)
pub fn render_to_view( &mut self, out_view: &TextureView, gpu: &Gpu, camera: &mut Camera, scene: &mut Scene, config: &mut Config, _dt: Duration, )
Calls the full rendering functionality and writes the final image to a texture view. Useful when rendering directly to screen and there is no need to save the texture for later # Panics This function may panic if the GPU or camera is not available.
Sourcepub fn render_to_texture(
&mut self,
gpu: &Gpu,
camera: &mut Camera,
scene: &mut Scene,
config: &mut Config,
_dt: Duration,
)
pub fn render_to_texture( &mut self, gpu: &Gpu, camera: &mut Camera, scene: &mut Scene, config: &mut Config, _dt: Duration, )
Calls the full rendering functionality and writes the final image to an
internal texture which can be recovered using
Renderer::rendered_tex
. Useful when rendering on a headless machine
and there is no need to render towards a window. Renders the scene
to a texture.
§Panics
This function may panic if the GPU or camera is not available.
Sourcepub fn rendered_tex(&self) -> &Texture
pub fn rendered_tex(&self) -> &Texture
§Panics
Will panic if the framebuffer we render to does not have a target callet
Gtarget::Final
Sourcepub fn rendered_tex_mut(&mut self) -> &mut Texture
pub fn rendered_tex_mut(&mut self) -> &mut Texture
§Panics
Will panic if the framebuffer we render to does not have a target callet
Gtarget::Final
Sourcepub fn depth_buffer(&self) -> &Texture
pub fn depth_buffer(&self) -> &Texture
§Panics
Will panic if the framebuffer we render to does not have a target callet
Gtarget::Final
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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