pub struct TilemapPipeline { /* private fields */ }
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The entry point to this crate.

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impl TilemapPipeline

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pub fn new( device: &Device, texture_format: TextureFormat, depth_stencil: Option<DepthStencilState> ) -> TilemapPipeline

Create a new TilemapPipeline capable of rendering to the provided texture_format.

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pub fn upload_tilesets( &mut self, device: &Device, queue: &Queue, tilesets: &[TilesetRef<'_>] )

Upload a list of tilesets to the GPU, replacing the previous set of tilesets, and reusing texture allocations if the sizes are compatible.

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pub fn upload_tilemaps( &mut self, device: &Device, queue: &Queue, tilemaps: &[TilemapDrawData<'_>] )

Upload a list of tilemaps to be drawn this frame. Each tilemap is drawn with an independent transform and tileset. Texture allocations of matching sizes are reused.

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pub fn set_camera(&self, queue: &Queue, camera: Mat4<f32>)

Set the camera matrix that maps from world coordinates to Normalized Device Coordinates.

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pub fn render<'a: 'pass, 'pass>( &'a self, device: &Device, rpass: &mut RenderPass<'pass> )

Render the tilemaps to the provided renderpass, whose color attachment must match the texture format provided when this was created.

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