pub struct ViewportTextureRectangleRenderer<B = BindGroup> { /* private fields */ }Expand description
A renderer for applying a rectangle selection to ViewportTexture.
Implementations§
Source§impl<B> ViewportTextureRectangleRenderer<B>
impl<B> ViewportTextureRectangleRenderer<B>
Sourcepub fn create_bind_group(
&self,
device: &Device,
camera: &CameraBuffer,
top_left: &ViewportTexturePosBuffer,
bottom_right: &ViewportTexturePosBuffer,
) -> BindGroup
pub fn create_bind_group( &self, device: &Device, camera: &CameraBuffer, top_left: &ViewportTexturePosBuffer, bottom_right: &ViewportTexturePosBuffer, ) -> BindGroup
Create the bind group.
Source§impl ViewportTextureRectangleRenderer
impl ViewportTextureRectangleRenderer
Sourcepub const BIND_GROUP_LAYOUT_DESCRIPTOR: BindGroupLayoutDescriptor<'static>
pub const BIND_GROUP_LAYOUT_DESCRIPTOR: BindGroupLayoutDescriptor<'static>
The bind group layout descriptor.
Sourcepub fn new(
device: &Device,
texture: &ViewportTexture,
camera: &CameraBuffer,
top_left: &ViewportTexturePosBuffer,
bottom_right: &ViewportTexturePosBuffer,
) -> Result<Self, RendererCreateError>
pub fn new( device: &Device, texture: &ViewportTexture, camera: &CameraBuffer, top_left: &ViewportTexturePosBuffer, bottom_right: &ViewportTexturePosBuffer, ) -> Result<Self, RendererCreateError>
Create a new renderer.
Sourcepub fn render(&self, encoder: &mut CommandEncoder, texture: &ViewportTexture)
pub fn render(&self, encoder: &mut CommandEncoder, texture: &ViewportTexture)
Render the rectangle.
Sourcepub fn render_with_pass(&self, pass: &mut RenderPass<'_>)
pub fn render_with_pass(&self, pass: &mut RenderPass<'_>)
Render the rectangle with a wgpu::RenderPass.
Source§impl ViewportTextureRectangleRenderer<()>
impl ViewportTextureRectangleRenderer<()>
Sourcepub fn new_without_bind_group(
device: &Device,
texture: &ViewportTexture,
) -> Result<Self, RendererCreateError>
pub fn new_without_bind_group( device: &Device, texture: &ViewportTexture, ) -> Result<Self, RendererCreateError>
Create a new renderer without internally managed bind group.
To create a bind group with layout matched to this renderer, use the
ViewportTextureRectangleRenderer::create_bind_group method.
Sourcepub fn render(
&self,
encoder: &mut CommandEncoder,
texture: &ViewportTexture,
bind_group: &BindGroup,
)
pub fn render( &self, encoder: &mut CommandEncoder, texture: &ViewportTexture, bind_group: &BindGroup, )
Render the rectangle.
Sourcepub fn render_with_pass(
&self,
pass: &mut RenderPass<'_>,
bind_group: &BindGroup,
)
pub fn render_with_pass( &self, pass: &mut RenderPass<'_>, bind_group: &BindGroup, )
Render the rectangle with a wgpu::RenderPass.
Trait Implementations§
Auto Trait Implementations§
impl<B> Freeze for ViewportTextureRectangleRenderer<B>where
B: Freeze,
impl<B = BindGroup> !RefUnwindSafe for ViewportTextureRectangleRenderer<B>
impl<B> Send for ViewportTextureRectangleRenderer<B>where
B: Send,
impl<B> Sync for ViewportTextureRectangleRenderer<B>where
B: Sync,
impl<B> Unpin for ViewportTextureRectangleRenderer<B>where
B: Unpin,
impl<B> UnsafeUnpin for ViewportTextureRectangleRenderer<B>where
B: UnsafeUnpin,
impl<B = BindGroup> !UnwindSafe for ViewportTextureRectangleRenderer<B>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more