Struct Renderer

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pub struct Renderer<'a> {
    pub surface: RwLock<Surface<'a>>,
    pub device: Device,
    pub queue: Queue,
    pub config: RwLock<SurfaceConfiguration>,
    pub size: RwLock<(u32, u32)>,
}
Expand description

this struct contrais all the components to render

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§surface: RwLock<Surface<'a>>§device: Device§queue: Queue§config: RwLock<SurfaceConfiguration>§size: RwLock<(u32, u32)>

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impl<'a> Renderer<'a>

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pub fn create_encoder( &self, ) -> Result<(CommandEncoder, TextureView, SurfaceTexture), SurfaceError>

create a new render_pass encoder

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pub fn surface(&self) -> RwLockReadGuard<'_, Surface<'_>>

gets the surface

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pub fn device(&self) -> &Device

gets the device

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pub fn queue(&self) -> &Queue

gets the queue

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pub fn config(&self) -> RwLockReadGuard<'_, SurfaceConfiguration>

gets the config

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pub fn size(&self) -> (u32, u32)

gets the size

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pub fn resize(&self, new_size: &(u32, u32))

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pub fn init_buffer<A>( &self, label: &str, usage: BufferUsages, content: &[A], ) -> Buffer
where A: NoUninit,

init a new buffer with a data

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pub fn create_buffer( &self, label: &str, usage: BufferUsages, size: u64, ) -> Buffer

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pub fn bind_group( &self, label: &str, entries: &[BindGroupEntryBuilder<'_>], ) -> (BindGroup, BindGroupLayout)

create a new bind group

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pub fn init_texture( &self, label: &'static str, view_formats: Option<&'static [TextureFormat]>, builder: TextureBuilder, ) -> Texture

init a new texture

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pub fn simple_png_texture_file( &self, file: &mut File, ) -> Result<Texture, TextureError>

simple load a png texture from file

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pub fn simple_png_texture_bytes( &self, bytes: &[u8], ) -> Result<Texture, TextureError>

simple load a png texture from bytes

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pub fn init_buffer_from_vertices<A: Vertex>( &self, label: &str, vertices: &[A], ) -> Buffer

Load vertices to buffer

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pub fn init_buffer_from_indices<A: NoUninit>( &self, label: &str, indices: &[A], ) -> Buffer

Load indices to buffer

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pub fn init_buffers_from_model<A: Vertex, B: NoUninit>( &self, label: &str, vertices: &[A], indices: &[B], ) -> (Buffer, Buffer)

Load a index buffer and vertex buffer Return: (vertex buffer, index buffer)

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pub fn update_buffer<A: NoUninit>(&self, buffer: &Buffer, data: &[A])

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pub fn update_buffer_entry<A: NoUninit>( &self, buffer: &Buffer, id: u64, data: A, )

Auto Trait Implementations§

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impl<'a> !Freeze for Renderer<'a>

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impl<'a> !RefUnwindSafe for Renderer<'a>

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impl<'a> Send for Renderer<'a>

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impl<'a> Sync for Renderer<'a>

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impl<'a> Unpin for Renderer<'a>

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impl<'a> !UnwindSafe for Renderer<'a>

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