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ViewportTextureRectangleRenderer

Struct ViewportTextureRectangleRenderer 

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pub struct ViewportTextureRectangleRenderer<B = BindGroup> { /* private fields */ }
Expand description

A renderer for applying a rectangle selection to ViewportTexture.

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impl<B> ViewportTextureRectangleRenderer<B>

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pub fn create_bind_group( &self, device: &Device, camera: &CameraBuffer, top_left: &ViewportTexturePosBuffer, bottom_right: &ViewportTexturePosBuffer, ) -> BindGroup

Create the bind group.

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impl ViewportTextureRectangleRenderer

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pub const BIND_GROUP_LAYOUT_DESCRIPTOR: BindGroupLayoutDescriptor<'static>

The bind group layout descriptor.

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pub fn new( device: &Device, texture: &ViewportTexture, camera: &CameraBuffer, top_left: &ViewportTexturePosBuffer, bottom_right: &ViewportTexturePosBuffer, ) -> Result<Self, RendererCreateError>

Create a new renderer.

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pub fn render(&self, encoder: &mut CommandEncoder, texture: &ViewportTexture)

Render the rectangle.

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pub fn render_with_pass(&self, pass: &mut RenderPass<'_>)

Render the rectangle with a wgpu::RenderPass.

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impl ViewportTextureRectangleRenderer<()>

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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.

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pub fn render( &self, encoder: &mut CommandEncoder, texture: &ViewportTexture, bind_group: &BindGroup, )

Render the rectangle.

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pub fn render_with_pass( &self, pass: &mut RenderPass<'_>, bind_group: &BindGroup, )

Render the rectangle with a wgpu::RenderPass.

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impl<B: Debug> Debug for ViewportTextureRectangleRenderer<B>

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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