RenderPipeline

Struct RenderPipeline 

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

Render system - manages all rendering operations

This renderer uses several optimizations for embedded systems:

  • Buffer shifting for small camera movements (avoids full redraws)
  • Selective tile redrawing under moving entities
  • Strip-encoded sprite format for transparency
  • Unsafe pointer operations for maximum performance

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impl RenderPipeline

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pub fn new() -> Self

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pub fn render_direct<const W: usize, const H: usize>( &mut self, world: &World, position_storage: &ComponentStorage<Position>, renderer_storage: &ComponentStorage<RendererComponent>, size_storage: &ComponentStorage<Size>, pivot_storage: &ComponentStorage<Pivot>, background_tilemap: &'static TileMap<W, H>, foreground_tilemap: &'static TileMap<W, H>, display: &mut impl Display, )

Main render function - orchestrates the entire rendering process

Order of operations:

  1. Draw background tilemap
  2. Draw all entities (sprites)
  3. Draw foreground tilemap
  4. Flush to display

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