Struct three_d::RenderTargetArray [−][src]
Same as RenderTarget except that the render target contains an array of color textures and depth textures.
Implementations
impl<'a, 'b> RenderTargetArray<'a, 'b>
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pub fn new(
context: &Context,
color_texture: &'a ColorTargetTexture2DArray,
depth_texture: &'b DepthTargetTexture2DArray
) -> Result<Self, Error>
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context: &Context,
color_texture: &'a ColorTargetTexture2DArray,
depth_texture: &'b DepthTargetTexture2DArray
) -> Result<Self, Error>
Constructs a new render target array that enables rendering into the given color and depth array textures.
pub fn new_color(
context: &Context,
color_texture: &'a ColorTargetTexture2DArray
) -> Result<Self, Error>
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context: &Context,
color_texture: &'a ColorTargetTexture2DArray
) -> Result<Self, Error>
pub fn new_depth(
context: &Context,
depth_texture: &'b DepthTargetTexture2DArray
) -> Result<Self, Error>
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context: &Context,
depth_texture: &'b DepthTargetTexture2DArray
) -> Result<Self, Error>
pub fn write<F: FnOnce() -> Result<(), Error>>(
&self,
clear_state: &ClearState,
color_layers: &[usize],
depth_layer: usize,
render: F
) -> Result<(), Error>
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&self,
clear_state: &ClearState,
color_layers: &[usize],
depth_layer: usize,
render: F
) -> Result<(), Error>
Renders whatever rendered in the render closure into the textures defined at construction and defined by the input parameters color_layers and depth_layer. Output at location i defined in the fragment shader is written to the color texture layer at the ith index in color_layers. The depth is written to the depth texture defined by depth_layer. Before writing, the textures are cleared based on the given clear state.
pub fn copy_to_screen(
&self,
color_layer: usize,
depth_layer: usize,
viewport: Viewport
) -> Result<(), Error>
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&self,
color_layer: usize,
depth_layer: usize,
viewport: Viewport
) -> Result<(), Error>
pub fn copy_color_to_screen(
&self,
color_layer: usize,
viewport: Viewport
) -> Result<(), Error>
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&self,
color_layer: usize,
viewport: Viewport
) -> Result<(), Error>
pub fn copy_depth_to_screen(
&self,
depth_layer: usize,
viewport: Viewport
) -> Result<(), Error>
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&self,
depth_layer: usize,
viewport: Viewport
) -> Result<(), Error>
pub fn copy(
&self,
color_layer: usize,
depth_layer: usize,
other: &RenderTarget<'_, '_>,
viewport: Viewport
) -> Result<(), Error>
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&self,
color_layer: usize,
depth_layer: usize,
other: &RenderTarget<'_, '_>,
viewport: Viewport
) -> Result<(), Error>
pub fn copy_color(
&self,
color_layer: usize,
other: &RenderTarget<'_, '_>,
viewport: Viewport
) -> Result<(), Error>
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&self,
color_layer: usize,
other: &RenderTarget<'_, '_>,
viewport: Viewport
) -> Result<(), Error>
pub fn copy_depth(
&self,
depth_layer: usize,
other: &RenderTarget<'_, '_>,
viewport: Viewport
) -> Result<(), Error>
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&self,
depth_layer: usize,
other: &RenderTarget<'_, '_>,
viewport: Viewport
) -> Result<(), Error>
Trait Implementations
impl Drop for RenderTargetArray<'_, '_>
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Auto Trait Implementations
impl<'a, 'b> !RefUnwindSafe for RenderTargetArray<'a, 'b>
impl<'a, 'b> !Send for RenderTargetArray<'a, 'b>
impl<'a, 'b> !Sync for RenderTargetArray<'a, 'b>
impl<'a, 'b> Unpin for RenderTargetArray<'a, 'b>
impl<'a, 'b> !UnwindSafe for RenderTargetArray<'a, 'b>
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,