pub struct RenderParams<'a> {
pub state: &'a MapState,
pub device: &'a Device,
pub queue: &'a Queue,
pub color_view: &'a TextureView,
pub visible_tiles: &'a [VisibleTile],
pub vector_meshes: &'a [VectorMeshData],
pub model_instances: &'a [ModelInstance],
pub clear_color: [f32; 4],
}Expand description
All inputs needed for a full render frame.
Aggregated into a single struct to keep WgpuMapRenderer::render_full’s
signature manageable. Lifetimes are tied to the caller’s frame data.
Fields§
§state: &'a MapStateEngine map state (camera, layers, terrain manager).
device: &'a DeviceWGPU device for buffer/texture/bind-group creation.
queue: &'a QueueWGPU queue for write_buffer / write_texture / submit.
color_view: &'a TextureViewColour attachment view (the surface texture for this frame).
visible_tiles: &'a [VisibleTile]Visible tile set for this frame (from engine’s tile manager).
vector_meshes: &'a [VectorMeshData]Tessellated vector meshes to render (one per visible vector layer).
model_instances: &'a [ModelInstance]3D model instances to render.
clear_color: [f32; 4]Background / clear colour [r, g, b, a] in linear sRGB.
Also used as the fog horizon colour. Defaults to white if not set.
Auto Trait Implementations§
impl<'a> Freeze for RenderParams<'a>
impl<'a> !RefUnwindSafe for RenderParams<'a>
impl<'a> Send for RenderParams<'a>
impl<'a> Sync for RenderParams<'a>
impl<'a> Unpin for RenderParams<'a>
impl<'a> UnsafeUnpin for RenderParams<'a>
impl<'a> !UnwindSafe for RenderParams<'a>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more