Trait luminance::framebuffer::ColorSlot
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[src]
pub trait ColorSlot<C, L, D> where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy { fn color_formats() -> Vec<PixelFormat>; fn reify_textures(size: D::Size, mipmaps: usize, textures: &mut Vec<C::ATexture>) -> Self; }
A framebuffer has a color slot. A color slot can either be empty (the unit type is used,()
)
or several color formats.
Required Methods
fn color_formats() -> Vec<PixelFormat>
Turn a color slot into a list of pixel formats.
fn reify_textures(size: D::Size, mipmaps: usize, textures: &mut Vec<C::ATexture>) -> Self
Reify a list of raw textures into a color slot.
Implementors
impl<C, L, D> ColorSlot<C, L, D> for () where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy
impl<C, L, D, P> ColorSlot<C, L, D> for Texture<C, L, D, P> where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P: ColorPixel + RenderablePixel
impl<C, L, D, P, B> ColorSlot<C, L, D> for Chain<Texture<C, L, D, P>, B> where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P: ColorPixel + RenderablePixel, B: ColorSlot<C, L, D>
impl<C, L, D, P0, P1> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel
impl<C, L, D, P0, P1, P2> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>, Texture<C, L, D, P2>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel, P2: ColorPixel + RenderablePixel
impl<C, L, D, P0, P1, P2, P3> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>, Texture<C, L, D, P2>, Texture<C, L, D, P3>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel, P2: ColorPixel + RenderablePixel, P3: ColorPixel + RenderablePixel
impl<C, L, D, P0, P1, P2, P3, P4> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>, Texture<C, L, D, P2>, Texture<C, L, D, P3>, Texture<C, L, D, P4>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel, P2: ColorPixel + RenderablePixel, P3: ColorPixel + RenderablePixel, P4: ColorPixel + RenderablePixel
impl<C, L, D, P0, P1, P2, P3, P4, P5> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>, Texture<C, L, D, P2>, Texture<C, L, D, P3>, Texture<C, L, D, P4>, Texture<C, L, D, P5>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel, P2: ColorPixel + RenderablePixel, P3: ColorPixel + RenderablePixel, P4: ColorPixel + RenderablePixel, P5: ColorPixel + RenderablePixel
impl<C, L, D, P0, P1, P2, P3, P4, P5, P6> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>, Texture<C, L, D, P2>, Texture<C, L, D, P3>, Texture<C, L, D, P4>, Texture<C, L, D, P5>, Texture<C, L, D, P6>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel, P2: ColorPixel + RenderablePixel, P3: ColorPixel + RenderablePixel, P4: ColorPixel + RenderablePixel, P5: ColorPixel + RenderablePixel, P6: ColorPixel + RenderablePixel
impl<C, L, D, P0, P1, P2, P3, P4, P5, P6, P7> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>, Texture<C, L, D, P2>, Texture<C, L, D, P3>, Texture<C, L, D, P4>, Texture<C, L, D, P5>, Texture<C, L, D, P6>, Texture<C, L, D, P7>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel, P2: ColorPixel + RenderablePixel, P3: ColorPixel + RenderablePixel, P4: ColorPixel + RenderablePixel, P5: ColorPixel + RenderablePixel, P6: ColorPixel + RenderablePixel, P7: ColorPixel + RenderablePixel
impl<C, L, D, P0, P1, P2, P3, P4, P5, P6, P7, P8> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>, Texture<C, L, D, P2>, Texture<C, L, D, P3>, Texture<C, L, D, P4>, Texture<C, L, D, P5>, Texture<C, L, D, P6>, Texture<C, L, D, P7>, Texture<C, L, D, P8>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel, P2: ColorPixel + RenderablePixel, P3: ColorPixel + RenderablePixel, P4: ColorPixel + RenderablePixel, P5: ColorPixel + RenderablePixel, P6: ColorPixel + RenderablePixel, P7: ColorPixel + RenderablePixel, P8: ColorPixel + RenderablePixel
impl<C, L, D, P0, P1, P2, P3, P4, P5, P6, P7, P8, P9> ColorSlot<C, L, D> for (Texture<C, L, D, P0>, Texture<C, L, D, P1>, Texture<C, L, D, P2>, Texture<C, L, D, P3>, Texture<C, L, D, P4>, Texture<C, L, D, P5>, Texture<C, L, D, P6>, Texture<C, L, D, P7>, Texture<C, L, D, P8>, Texture<C, L, D, P9>) where C: HasFramebuffer + HasTexture, L: Layerable, D: Dimensionable, D::Size: Copy, P0: ColorPixel + RenderablePixel, P1: ColorPixel + RenderablePixel, P2: ColorPixel + RenderablePixel, P3: ColorPixel + RenderablePixel, P4: ColorPixel + RenderablePixel, P5: ColorPixel + RenderablePixel, P6: ColorPixel + RenderablePixel, P7: ColorPixel + RenderablePixel, P8: ColorPixel + RenderablePixel, P9: ColorPixel + RenderablePixel