Scene

Struct Scene 

Source
pub struct Scene {
    pub background: Option<Box<dyn Shader>>,
    pub lights: Vec<Light>,
    pub d3_static: Vec<Batch<[f32; 4]>>,
    pub d3_dynamic: Vec<Batch<[f32; 4]>>,
    pub d2: Vec<Batch<[f32; 3]>>,
    pub textures: Vec<Texture>,
}
Expand description

A scene of 2D and 3D batches which are passed to the rasterizer for rasterization.

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§background: Option<Box<dyn Shader>>§lights: Vec<Light>§d3_static: Vec<Batch<[f32; 4]>>

3D static batches which do not need to be changed, i.e. no animation for textures or the mesh itself.

§d3_dynamic: Vec<Batch<[f32; 4]>>

3D dynamic batches which can be updated dynamically.

§d2: Vec<Batch<[f32; 3]>>

The 2D batches get rendered on top of the 3D batches (2D game or UI).

§textures: Vec<Texture>

The list of textures which the batches index into.

Implementations§

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impl Scene

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pub fn empty() -> Self

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pub fn from_static(d2: Vec<Batch<[f32; 3]>>, d3: Vec<Batch<[f32; 4]>>) -> Self

Examples found in repository?
examples/cube.rs (lines 25-30)
21    fn new() -> Self
22    where
23        Self: Sized,
24    {
25        let scene = Scene::from_static(
26            vec![Batch::from_rectangle(0.0, 0.0, 200.0, 200.0)],
27            vec![Batch::from_box(-0.5, -0.5, -0.5, 1.0, 1.0, 1.0)
28                .sample_mode(SampleMode::Nearest)
29                .cull_mode(CullMode::Off)],
30        )
31        .background(Box::new(VGrayGradientShader::new()))
32        .textures(vec![Texture::from_image(Path::new("images/logo.png"))]);
33
34        Self {
35            camera: D3OrbitCamera::new(),
36            scene,
37        }
38    }
More examples
Hide additional examples
examples/obj.rs (lines 25-31)
21    fn new() -> Self
22    where
23        Self: Sized,
24    {
25        let scene = Scene::from_static(
26            vec![Batch::from_rectangle(0.0, 0.0, 200.0, 200.0)],
27            vec![Batch::from_obj(Path::new("examples/teapot.obj"))
28                .sample_mode(SampleMode::Linear)
29                .repeat_mode(RepeatMode::RepeatXY)
30                .transform(Mat4::scaling_3d(Vec3::new(0.35, -0.35, 0.35)))],
31        )
32        .background(Box::new(VGrayGradientShader::new()))
33        .textures(vec![Texture::from_image(Path::new("images/logo.png"))]);
34
35        Self {
36            camera: D3OrbitCamera::new(),
37            scene,
38        }
39    }
Source

pub fn background(self, background: Box<dyn Shader>) -> Self

Sets the background shader using the builder pattern.

Examples found in repository?
examples/cube.rs (line 31)
21    fn new() -> Self
22    where
23        Self: Sized,
24    {
25        let scene = Scene::from_static(
26            vec![Batch::from_rectangle(0.0, 0.0, 200.0, 200.0)],
27            vec![Batch::from_box(-0.5, -0.5, -0.5, 1.0, 1.0, 1.0)
28                .sample_mode(SampleMode::Nearest)
29                .cull_mode(CullMode::Off)],
30        )
31        .background(Box::new(VGrayGradientShader::new()))
32        .textures(vec![Texture::from_image(Path::new("images/logo.png"))]);
33
34        Self {
35            camera: D3OrbitCamera::new(),
36            scene,
37        }
38    }
More examples
Hide additional examples
examples/obj.rs (line 32)
21    fn new() -> Self
22    where
23        Self: Sized,
24    {
25        let scene = Scene::from_static(
26            vec![Batch::from_rectangle(0.0, 0.0, 200.0, 200.0)],
27            vec![Batch::from_obj(Path::new("examples/teapot.obj"))
28                .sample_mode(SampleMode::Linear)
29                .repeat_mode(RepeatMode::RepeatXY)
30                .transform(Mat4::scaling_3d(Vec3::new(0.35, -0.35, 0.35)))],
31        )
32        .background(Box::new(VGrayGradientShader::new()))
33        .textures(vec![Texture::from_image(Path::new("images/logo.png"))]);
34
35        Self {
36            camera: D3OrbitCamera::new(),
37            scene,
38        }
39    }
Source

pub fn textures(self, textures: Vec<Texture>) -> Self

Sets the background shader using the builder pattern.

Examples found in repository?
examples/cube.rs (line 32)
21    fn new() -> Self
22    where
23        Self: Sized,
24    {
25        let scene = Scene::from_static(
26            vec![Batch::from_rectangle(0.0, 0.0, 200.0, 200.0)],
27            vec![Batch::from_box(-0.5, -0.5, -0.5, 1.0, 1.0, 1.0)
28                .sample_mode(SampleMode::Nearest)
29                .cull_mode(CullMode::Off)],
30        )
31        .background(Box::new(VGrayGradientShader::new()))
32        .textures(vec![Texture::from_image(Path::new("images/logo.png"))]);
33
34        Self {
35            camera: D3OrbitCamera::new(),
36            scene,
37        }
38    }
More examples
Hide additional examples
examples/obj.rs (line 33)
21    fn new() -> Self
22    where
23        Self: Sized,
24    {
25        let scene = Scene::from_static(
26            vec![Batch::from_rectangle(0.0, 0.0, 200.0, 200.0)],
27            vec![Batch::from_obj(Path::new("examples/teapot.obj"))
28                .sample_mode(SampleMode::Linear)
29                .repeat_mode(RepeatMode::RepeatXY)
30                .transform(Mat4::scaling_3d(Vec3::new(0.35, -0.35, 0.35)))],
31        )
32        .background(Box::new(VGrayGradientShader::new()))
33        .textures(vec![Texture::from_image(Path::new("images/logo.png"))]);
34
35        Self {
36            camera: D3OrbitCamera::new(),
37            scene,
38        }
39    }
Source

pub fn lights(self, lights: Vec<Light>) -> Self

Sets the lights using the builder pattern.

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pub fn project( &mut self, projection_matrix_2d: Option<Mat3<f32>>, view_matrix_3d: Mat4<f32>, projection_matrix_3d: Mat4<f32>, width: usize, height: usize, )

Project the batches using the given matrices (which represent the global camera).

Trait Implementations§

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impl Default for Scene

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fn default() -> Self

Returns the “default value” for a type. Read more

Auto Trait Implementations§

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impl Freeze for Scene

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impl !RefUnwindSafe for Scene

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impl Send for Scene

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impl Sync for Scene

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impl Unpin for Scene

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impl !UnwindSafe for Scene

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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impl<T, U> ExactFrom<T> for U
where U: TryFrom<T>,

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fn exact_from(value: T) -> U

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impl<T, U> ExactInto<U> for T
where U: ExactFrom<T>,

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fn exact_into(self) -> U

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Returns the argument unchanged.

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Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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where F: FnOnce(&Self) -> bool,

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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