pub struct Render { /* private fields */ }
Implementations§
Source§impl Render
impl Render
pub fn new( device: Arc<Device>, queue: Arc<Queue>, surface_texture_format: TextureFormat, physical_size: UVec2, virtual_surface_size: UVec2, now: Millis, ) -> Self
pub fn set_now(&mut self, now: Millis)
pub const fn virtual_surface_size(&self) -> UVec2
pub const fn physical_surface_size(&self) -> UVec2
pub const fn viewport(&self) -> URect
pub fn viewport_from_integer_scale( physical_size: UVec2, virtual_size: UVec2, ) -> URect
pub fn viewport_from_float_scale( physical_size: UVec2, virtual_size: UVec2, ) -> URect
pub fn resize(&mut self, physical_size: UVec2)
pub fn sprite_atlas( &mut self, position: Vec3, atlas_rect: URect, material_ref: &MaterialRef, )
pub fn sprite_atlas_frame( &mut self, position: Vec3, frame: u16, atlas: &impl FrameLookup, )
pub fn sprite_atlas_frame_ex( &mut self, position: Vec3, frame: u16, atlas: &impl FrameLookup, params: SpriteParams, )
pub fn draw_sprite(&mut self, position: Vec3, material: &MaterialRef)
pub fn draw_sprite_ex( &mut self, position: Vec3, material: &MaterialRef, params: SpriteParams, )
pub fn draw_quad(&mut self, position: Vec3, size: UVec2, color: Color)
pub fn draw_nine_slice( &mut self, position: Vec3, size: UVec2, corner_size: UVec2, texture_window_size: UVec2, material_ref: &MaterialRef, atlas_offset: UVec2, color: Color, )
pub const fn clear_color(&self) -> Color
pub fn quad_helper_uniform( position: Vec3, quad_size: UVec2, render_atlas: URect, color: Color, current_texture_size: UVec2, ) -> SpriteInstanceUniform
Sourcepub fn prepare_render(
&mut self,
materials: &Assets<Material>,
fonts: &Assets<Font>,
)
pub fn prepare_render( &mut self, materials: &Assets<Material>, fonts: &Assets<Font>, )
§Panics
pub fn prepare_nine_slice( nine_slice: &NineSlice, position_offset: Vec3, quad_matrix_and_uv: &mut Vec<SpriteInstanceUniform>, current_texture_size: UVec2, )
Sourcepub fn render(
&mut self,
render_pass: &mut RenderPass<'_>,
materials: &Assets<Material>,
fonts: &Assets<Font>,
now: Millis,
)
pub fn render( &mut self, render_pass: &mut RenderPass<'_>, materials: &Assets<Material>, fonts: &Assets<Font>, now: Millis, )
§Panics
pub fn material_from_texture(&self, texture: Texture, label: &str) -> Material
Trait Implementations§
Source§impl Gfx for Render
impl Gfx for Render
fn sprite_atlas_frame( &mut self, position: Vec3, frame: u16, atlas: &impl FrameLookup, )
fn sprite_atlas( &mut self, position: Vec3, atlas_rect: URect, material_ref: &MaterialRef, )
fn draw_sprite(&mut self, position: Vec3, material_ref: &MaterialRef)
fn draw_sprite_ex( &mut self, position: Vec3, material_ref: &MaterialRef, params: &SpriteParams, )
fn set_origin(&mut self, position: Vec2)
fn set_clear_color(&mut self, color: Color)
fn tilemap_params( &mut self, position: Vec3, tiles: &[u16], width: u16, atlas_ref: &FixedAtlas, scale: u8, )
fn text_draw( &mut self, position: Vec3, text: &str, font_and_mat: &FontAndMaterial, color: &Color, )
fn now(&self) -> Millis
fn physical_aspect_ratio(&self) -> AspectRatio
fn physical_size(&self) -> UVec2
fn set_viewport(&mut self, viewport_strategy: ViewportStrategy)
fn viewport(&self) -> &ViewportStrategy
fn set_scale(&mut self, scale_factor: VirtualScale)
impl Resource for Render
Auto Trait Implementations§
impl !Freeze for Render
impl !RefUnwindSafe for Render
impl Send for Render
impl Sync for Render
impl Unpin for Render
impl !UnwindSafe for Render
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