Struct tiny_game_framework::Renderer

source ·
pub struct Renderer {
    pub meshes: HashMap<String, Mesh>,
}

Fields§

§meshes: HashMap<String, Mesh>

Implementations§

source§

impl Renderer

source

pub fn new() -> Self

Examples found in repository?
examples/rotation.rs (line 7)
4
5
6
7
8
9
10
11
12
13
14
15
16
fn main() {
    let resolution = vec2(500., 500.);
    let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32);
    let mut renderer = Renderer::new();

    while !el.window.should_close() {
        el.update();

        unsafe {
            renderer.draw(&el);
        }
    }
}
More examples
Hide additional examples
examples/test_scene.rs (line 7)
4
5
6
7
8
9
10
11
12
13
14
15
16
fn main() {
    let resolution = vec2(500., 500.);
    let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32);
    let mut renderer = Renderer::new();

    while !el.window.should_close() {
        el.update();

        unsafe {
            renderer.draw(&el);
        }
    }
}
source

pub unsafe fn draw(&self, el: &EventLoop)

Examples found in repository?
examples/rotation.rs (line 13)
4
5
6
7
8
9
10
11
12
13
14
15
16
fn main() {
    let resolution = vec2(500., 500.);
    let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32);
    let mut renderer = Renderer::new();

    while !el.window.should_close() {
        el.update();

        unsafe {
            renderer.draw(&el);
        }
    }
}
More examples
Hide additional examples
examples/test_scene.rs (line 13)
4
5
6
7
8
9
10
11
12
13
14
15
16
fn main() {
    let resolution = vec2(500., 500.);
    let mut el = EventLoop::new(resolution.x as u32, resolution.y as u32);
    let mut renderer = Renderer::new();

    while !el.window.should_close() {
        el.update();

        unsafe {
            renderer.draw(&el);
        }
    }
}
source§

impl Renderer

source

pub fn add_mesh_from_vertices_and_indices( &mut self, name: &str, vertices: Vec<Vertex>, indices: Vec<u32> ) -> Result<(), String>

source

pub fn add_mesh(&mut self, name: &str, mesh: Mesh) -> Result<(), String>

source

pub fn get_mesh_mut(&mut self, name: &str) -> Option<&mut Mesh>

source

pub fn get_mesh(&self, name: &str) -> Option<&Mesh>

source

pub fn destroy_mesh(&mut self, name: &str) -> Result<(), String>

Auto Trait Implementations§

Blanket Implementations§

source§

impl<T> Any for T
where T: 'static + ?Sized,

source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
source§

impl<T> Borrow<T> for T
where T: ?Sized,

source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
source§

impl<T> From<T> for T

source§

fn from(t: T) -> T

Returns the argument unchanged.

source§

impl<T, U> Into<U> for T
where U: From<T>,

source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

§

type Error = Infallible

The type returned in the event of a conversion error.
source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
source§

impl<V, T> VZip<V> for T
where V: MultiLane<T>,

source§

fn vzip(self) -> V