RenderState

Struct RenderState 

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pub struct RenderState {
Show 18 fields pub shaders: Assets<ShaderModule>, pub pipelines: Assets<PipelineSet>, pub pipeline_bind_group_cache: Assets<BindGroup>, pub buffers: Buffers, pub meshes: Assets<MeshBufferRange>, pub textures: Assets<TextureSet>, pub default_sampler: Sampler, pub materials: Assets<Box<dyn AsBindGroup>>, pub material_bind_group_cache: Assets<BindGroup>, pub surface: Surface<'static>, pub surface_config: SurfaceConfiguration, pub surface_format: TextureFormat, pub background_color: Color, pub viewport: ViewportState, pub capture_target: Option<PathBuf>, pub device: Device, pub queue: Queue, pub window: Arc<Window>,
}
Expand description

Struct to store graphics-related states (e.g. buffers, wgpu states).

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§shaders: Assets<ShaderModule>

Shaders

§pipelines: Assets<PipelineSet>

Render pipelines

§pipeline_bind_group_cache: Assets<BindGroup>

Bind group cache for pipelines.

§buffers: Buffers

Buffers (e.g. vertices, instances)

§meshes: Assets<MeshBufferRange>

Meshes

§textures: Assets<TextureSet>

Textures

§default_sampler: Sampler

Default sampler

§materials: Assets<Box<dyn AsBindGroup>>

Materials

§material_bind_group_cache: Assets<BindGroup>

Bind group cache for materials

§surface: Surface<'static>

Screen surface

§surface_config: SurfaceConfiguration§surface_format: TextureFormat§background_color: Color§viewport: ViewportState

Viewport state

§capture_target: Option<PathBuf>§device: Device§queue: Queue§window: Arc<Window>

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impl RenderState

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pub async fn new(window: Window) -> Self

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pub fn init_buffer<V: BufferItem>(&mut self, usage: BufferUsages)

Initialize buffer with given usage.

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pub fn register_shader( &mut self, shader_id: u32, shader_module_descriptor: ShaderModuleDescriptor<'_>, )

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pub fn register_mesh<V: BufferItem>(&mut self, mesh_id: u32, mesh: Mesh<V>)

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pub fn register_mesh_temporary<V: BufferItem>( &mut self, mesh: Mesh<V>, ) -> Handle

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pub fn register_texture(&mut self, texture_id: u32, image: DynamicImage)

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pub fn resolution(&self) -> Vec2

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