Struct nannou_egui::Renderer

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pub struct Renderer { /* private fields */ }
Expand description

A wrapper around all necessary state for rendering a Egui to a single texture (often a window texture).

For targeting more than one window, users should construct a Egui for each.

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impl Renderer

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pub fn new( device: &Device, target_format: TextureFormat, target_msaa_samples: u32 ) -> Self

Create a new Renderer from its parts.

The device must be the same that was used to create the queue to which the Renderers render passes will be submitted.

The target_format and target_msaa_samples should describe the target texture to which the Egui will be rendered.

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pub fn from_window(window: &Window) -> Self

Construct a Renderer ready for drawing to the given window.

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pub fn encode_render_pass( &mut self, device: &Device, queue: &Queue, encoder: &mut CommandEncoder, dst_size_pixels: [u32; 2], dst_scale_factor: f32, dst_texture: &TextureView ) -> Result<(), WgpuError>

Encode a render pass for drawing the given context’s texture to the given dst_texture.

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pub fn draw_to_frame(&mut self, frame: &Frame<'_>) -> Result<(), WgpuError>

Encodes a render pass for drawing the given context’s texture to the given frame.

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impl<S, D, Swp, Dwp, T> AdaptInto<D, Swp, Dwp, T> for S
where T: Component + Float, Swp: WhitePoint, Dwp: WhitePoint, D: AdaptFrom<S, Swp, Dwp, T>,

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fn adapt_into_using<M>(self, method: M) -> D
where M: TransformMatrix<Swp, Dwp, T>,

Convert the source color to the destination color using the specified method
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fn adapt_into(self) -> D

Convert the source color to the destination color using the bradford method by default
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Convert into T with values clamped to the color defined bounds Read more
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Convert into T. The resulting color might be invalid in its color space Read more
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Convert into T, returning ok if the color is inside of its defined range, otherwise an OutOfBounds error is returned which contains the unclamped color. Read more
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