pub struct OpenglRenderer {
pub camera: Camera,
pub viewport: UVec2,
/* private fields */
}
Fields§
§camera: Camera
§viewport: UVec2
Implementations§
Source§impl OpenglRenderer
impl OpenglRenderer
pub fn new(gl: Context) -> Result<Self, OpenglRendererError>
Sourcepub fn set_blend_mode(&self, blend_mode: BlendMode)
pub fn set_blend_mode(&self, blend_mode: BlendMode)
Set blending mode. See BlendMode
for supported blend modes.
Sourcepub fn clear_texture_cache(&self)
pub fn clear_texture_cache(&self)
Clear the texture cache This one method missing made me pull my hair out for an entire month.
Trait Implementations§
Source§impl InoxRenderer for OpenglRenderer
impl InoxRenderer for OpenglRenderer
type Error = OpenglRendererError
Source§fn prepare(&mut self, model: &Model) -> Result<(), Self::Error>
fn prepare(&mut self, model: &Model) -> Result<(), Self::Error>
For any model-specific setup, e.g. creating buffers with specific sizes. Read more
Source§fn on_begin_scene(&self)
fn on_begin_scene(&self)
Initiate one render pass.
Source§fn on_end_scene(&self)
fn on_end_scene(&self)
Finish one render pass.
Source§fn draw_scene(&self)
fn draw_scene(&self)
Actually make results visible, e.g. on a screen/texture.
Source§fn on_begin_mask(&self, has_mask: bool)
fn on_begin_mask(&self, has_mask: bool)
Begin masking. Read more
Source§fn set_mask_mode(&self, dodge: bool)
fn set_mask_mode(&self, dodge: bool)
The following draw calls consist of a mask or dodge mask.
Source§fn on_begin_masked_content(&self)
fn on_begin_masked_content(&self)
Read only from the stencil buffer, unlock the color buffer.
Source§fn on_end_mask(&self)
fn on_end_mask(&self)
Disable the stencil buffer.
Source§fn draw_mesh_self(&self, _as_mask: bool, _camera: &Mat4)
fn draw_mesh_self(&self, _as_mask: bool, _camera: &Mat4)
Draw contents of a mesh-defined plain region.
Source§fn draw_part_self(
&self,
as_mask: bool,
camera: &Mat4,
node_render_ctx: &NodeRenderCtx,
part: &Part,
part_render_ctx: &PartRenderCtx,
)
fn draw_part_self( &self, as_mask: bool, camera: &Mat4, node_render_ctx: &NodeRenderCtx, part: &Part, part_render_ctx: &PartRenderCtx, )
Draw contents of a part.
Source§fn begin_composite_content(&self)
fn begin_composite_content(&self)
When something needs to happen before drawing to the composite buffers.
Source§fn finish_composite_content(&self, as_mask: bool, composite: &Composite)
fn finish_composite_content(&self, as_mask: bool, composite: &Composite)
Transfer content from composite buffers to normal buffers.
Auto Trait Implementations§
impl !Freeze for OpenglRenderer
impl !RefUnwindSafe for OpenglRenderer
impl !Send for OpenglRenderer
impl !Sync for OpenglRenderer
impl Unpin for OpenglRenderer
impl UnwindSafe for OpenglRenderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> InoxRendererCommon for Twhere
T: InoxRenderer,
impl<T> InoxRendererCommon for Twhere
T: InoxRenderer,
Source§fn draw_part(
&self,
camera: &Mat4,
node_render_ctx: &NodeRenderCtx,
part: &Part,
part_render_ctx: &PartRenderCtx,
puppet: &Puppet,
)
fn draw_part( &self, camera: &Mat4, node_render_ctx: &NodeRenderCtx, part: &Part, part_render_ctx: &PartRenderCtx, puppet: &Puppet, )
Draw one part, with its content properly masked.
Source§fn draw_composite(
&self,
as_mask: bool,
camera: &Mat4,
comp: &Composite,
puppet: &Puppet,
children: &[InoxNodeUuid],
)
fn draw_composite( &self, as_mask: bool, camera: &Mat4, comp: &Composite, puppet: &Puppet, children: &[InoxNodeUuid], )
Draw one composite.