pub struct GpuDensityRenderer {
pub drawn: u32,
/* private fields */
}Expand description
The GL side: one program, one quad, no per-particle data at all.
Fields§
§drawn: u32Particles drawn last frame, for the stats.
Implementations§
Source§impl GpuDensityRenderer
impl GpuDensityRenderer
pub unsafe fn new(gl: &Context) -> Self
Sourcepub unsafe fn draw(
&mut self,
gl: &Context,
entities: &[GpuDensityEntityData],
budget: u32,
view_proj: &Mat4,
viewport: (u32, u32),
time: f32,
) -> u32
pub unsafe fn draw( &mut self, gl: &Context, entities: &[GpuDensityEntityData], budget: u32, view_proj: &Mat4, viewport: (u32, u32), time: f32, ) -> u32
Draw every entity into whatever framebuffer is bound. The caller has set the viewport; this sets and restores the blend mode.
pub unsafe fn destroy(&self, gl: &Context)
Auto Trait Implementations§
impl Freeze for GpuDensityRenderer
impl RefUnwindSafe for GpuDensityRenderer
impl Send for GpuDensityRenderer
impl Sync for GpuDensityRenderer
impl Unpin for GpuDensityRenderer
impl UnsafeUnpin for GpuDensityRenderer
impl UnwindSafe for GpuDensityRenderer
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