pub struct ParticleRenderer {
pub draw_calls: Vec<RendererDrawCall>,
pub total_drawn: u32,
pub culled_count: u32,
pub sort_key_buffer: Vec<(f32, usize)>,
}Fields§
§draw_calls: Vec<RendererDrawCall>§total_drawn: u32§culled_count: u32§sort_key_buffer: Vec<(f32, usize)>Implementations§
Source§impl ParticleRenderer
impl ParticleRenderer
pub fn new() -> Self
pub fn clear(&mut self)
pub fn add_draw_call(&mut self, call: RendererDrawCall)
pub fn sort_draw_calls(&mut self)
pub fn compute_bounds(&self, particles: &[Particle]) -> (Vec3, Vec3)
pub fn prepare_for_system(&mut self, system: &ParticleSystem, camera_pos: Vec3)
Trait Implementations§
Source§impl Clone for ParticleRenderer
impl Clone for ParticleRenderer
Auto Trait Implementations§
impl Freeze for ParticleRenderer
impl RefUnwindSafe for ParticleRenderer
impl Send for ParticleRenderer
impl Sync for ParticleRenderer
impl Unpin for ParticleRenderer
impl UnsafeUnpin for ParticleRenderer
impl UnwindSafe for ParticleRenderer
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