pub struct PointCloudRenderer<'window> {Show 13 fields
pub gpu_context: GpuContext,
pub surface: Surface<'window>,
pub surface_config: SurfaceConfiguration,
pub render_pipeline: RenderPipeline,
pub camera_uniform: CameraUniform,
pub camera_buffer: Buffer,
pub render_params: RenderParams,
pub render_params_buffer: Buffer,
pub bind_group: BindGroup,
pub bind_group_layout: BindGroupLayout,
pub config: RenderConfig,
pub msaa_texture: Option<Texture>,
pub msaa_view: Option<TextureView>,
}
Expand description
GPU-accelerated point cloud renderer with splatting support
Fields§
§gpu_context: GpuContext
§surface: Surface<'window>
§surface_config: SurfaceConfiguration
§render_pipeline: RenderPipeline
§camera_uniform: CameraUniform
§camera_buffer: Buffer
§render_params: RenderParams
§render_params_buffer: Buffer
§bind_group: BindGroup
§bind_group_layout: BindGroupLayout
§config: RenderConfig
§msaa_texture: Option<Texture>
§msaa_view: Option<TextureView>
Implementations§
Source§impl<'window> PointCloudRenderer<'window>
impl<'window> PointCloudRenderer<'window>
Sourcepub async fn new(window: &'window Window, config: RenderConfig) -> Result<Self>
pub async fn new(window: &'window Window, config: RenderConfig) -> Result<Self>
Create new point cloud renderer with splatting support
Sourcepub fn update_camera(
&mut self,
view_matrix: Matrix4<f32>,
proj_matrix: Matrix4<f32>,
camera_pos: Vector3<f32>,
)
pub fn update_camera( &mut self, view_matrix: Matrix4<f32>, proj_matrix: Matrix4<f32>, camera_pos: Vector3<f32>, )
Update camera matrices and position
Sourcepub fn update_render_params(&mut self, params: RenderParams)
pub fn update_render_params(&mut self, params: RenderParams)
Update render parameters
Sourcepub fn resize(&mut self, new_size: PhysicalSize<u32>)
pub fn resize(&mut self, new_size: PhysicalSize<u32>)
Resize renderer
Sourcepub fn create_vertex_buffer(&self, vertices: &[PointVertex]) -> Buffer
pub fn create_vertex_buffer(&self, vertices: &[PointVertex]) -> Buffer
Create vertex buffer from point vertices
Sourcepub fn create_depth_texture(&self) -> Texture
pub fn create_depth_texture(&self) -> Texture
Create depth texture
Sourcepub fn render(&self, vertices: &[PointVertex]) -> Result<()>
pub fn render(&self, vertices: &[PointVertex]) -> Result<()>
Render point cloud with splatting
Auto Trait Implementations§
impl<'window> !Freeze for PointCloudRenderer<'window>
impl<'window> !RefUnwindSafe for PointCloudRenderer<'window>
impl<'window> Send for PointCloudRenderer<'window>
impl<'window> Sync for PointCloudRenderer<'window>
impl<'window> Unpin for PointCloudRenderer<'window>
impl<'window> !UnwindSafe for PointCloudRenderer<'window>
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