pub struct Renderer<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone + 'static> { /* private fields */ }Expand description
The Renderer struct takes ownership of the RendererData, enabling it to
perform more complex operations than would otherwise be possible, such as
animating renders over time or recording canvas output.
Implementations§
Source§impl<VertexShaderId: 'static + Id, FragmentShaderId: 'static + Id, ProgramId: 'static + Id, UniformId: 'static + Id + IdName, BufferId: 'static + Id, AttributeId: 'static + Id + IdName, TextureId: 'static + Id, FramebufferId: 'static + Id, TransformFeedbackId: 'static + Id, VertexArrayObjectId: 'static + Id, UserCtx: Clone + 'static> Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId: 'static + Id, FragmentShaderId: 'static + Id, ProgramId: 'static + Id, UniformId: 'static + Id + IdName, BufferId: 'static + Id, AttributeId: 'static + Id + IdName, TextureId: 'static + Id, FramebufferId: 'static + Id, TransformFeedbackId: 'static + Id, VertexArrayObjectId: 'static + Id, UserCtx: Clone + 'static> Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
Sourcepub fn initialize_recorder(&mut self)
pub fn initialize_recorder(&mut self)
Must be called before starting to record.
This prevents unexpected initialization of a MediaRecorder, when the user wasn’t expecting to need one from the handle.
pub fn start_animating(&self)
pub fn stop_animating(&self)
pub fn set_animation_callback( &mut self, animation_callback: Option<impl Into<AnimationCallback<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>>>, )
pub fn start_recording(&mut self)
pub fn stop_recording(&self)
pub fn clear_recorded_data(&self)
pub fn recorder_initialized(&self) -> bool
pub fn is_animating(&self) -> bool
pub fn is_recording(&self) -> bool
Source§impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
pub fn builder() -> RendererDataBuilder<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
pub fn canvas(&self) -> HtmlCanvasElement
pub fn gl(&self) -> WebGl2RenderingContext
pub fn fragment_shader( &self, fragment_shader_id: &FragmentShaderId, ) -> Option<WebGlShader>
pub fn vertex_shader( &self, vertex_shader_id: &VertexShaderId, ) -> Option<WebGlShader>
pub fn program(&self, program_id: &ProgramId) -> Option<WebGlProgram>
pub fn uniform( &self, uniform_id: &UniformId, ) -> Option<Uniform<ProgramId, UniformId>>
pub fn buffer(&self, buffer_id: &BufferId) -> Option<Buffer<BufferId>>
pub fn attribute( &self, attribute_id: &AttributeId, ) -> Option<Attribute<VertexArrayObjectId, BufferId, AttributeId>>
pub fn texture(&self, texture_id: &TextureId) -> Option<Texture<TextureId>>
pub fn framebuffer( &self, framebuffer_id: &FramebufferId, ) -> Option<Framebuffer<FramebufferId>>
pub fn transform_feedback( &self, transform_feedback_id: &TransformFeedbackId, ) -> Option<WebGlTransformFeedback>
pub fn vao( &self, vao_id: &VertexArrayObjectId, ) -> Option<WebGlVertexArrayObject>
pub fn user_ctx(&self) -> Option<UserCtx>
pub fn use_program(&self, program_id: &ProgramId) -> &Self
pub fn use_vao(&self, vao_id: &VertexArrayObjectId) -> &Self
pub fn update_uniform(&self, uniform_id: &UniformId) -> &Self
pub fn update_uniforms(&self) -> &Self
pub fn render(&self) -> &Self
pub fn save_image(&self)
pub fn render_callback( &self, ) -> RenderCallback<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
Trait Implementations§
Source§impl<VertexShaderId: Debug + Id, FragmentShaderId: Debug + Id, ProgramId: Debug + Id, UniformId: Debug + Id + IdName, BufferId: Debug + Id, AttributeId: Debug + Id + IdName, TextureId: Debug + Id, FramebufferId: Debug + Id, TransformFeedbackId: Debug + Id, VertexArrayObjectId: Debug + Id, UserCtx: Debug + Clone + 'static> Debug for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId: Debug + Id, FragmentShaderId: Debug + Id, ProgramId: Debug + Id, UniformId: Debug + Id + IdName, BufferId: Debug + Id, AttributeId: Debug + Id + IdName, TextureId: Debug + Id, FramebufferId: Debug + Id, TransformFeedbackId: Debug + Id, VertexArrayObjectId: Debug + Id, UserCtx: Debug + Clone + 'static> Debug for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
Source§impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> Deref for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> Deref for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
Source§impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> Drop for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> Drop for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
Source§impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> From<Rc<RefCell<RendererData<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>>>> for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> From<Rc<RefCell<RendererData<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>>>> for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
Source§impl From<Renderer<String, String, String, String, String, String, String, String, String, String, Object>> for JsValue
impl From<Renderer<String, String, String, String, String, String, String, String, String, String, Object>> for JsValue
Source§fn from(js_renderer_handle_inner: RendererJsInner) -> Self
fn from(js_renderer_handle_inner: RendererJsInner) -> Self
Converts to this type from the input type.
Source§impl From<Renderer<String, String, String, String, String, String, String, String, String, String, Object>> for RendererJs
impl From<Renderer<String, String, String, String, String, String, String, String, String, String, Object>> for RendererJs
Source§fn from(js_renderer_handle_inner: RendererJsInner) -> Self
fn from(js_renderer_handle_inner: RendererJsInner) -> Self
Converts to this type from the input type.
Source§impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> From<RendererData<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>> for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId: Id, FragmentShaderId: Id, ProgramId: Id, UniformId: Id + IdName, BufferId: Id, AttributeId: Id + IdName, TextureId: Id, FramebufferId: Id, TransformFeedbackId: Id, VertexArrayObjectId: Id, UserCtx: Clone> From<RendererData<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>> for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
Source§fn from(
renderer_data: RendererData<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>,
) -> Self
fn from( renderer_data: RendererData<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>, ) -> Self
Converts to this type from the input type.
Auto Trait Implementations§
impl<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx> Freeze for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx> !RefUnwindSafe for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx> !Send for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx> !Sync for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx> Unpin for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
impl<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx> !UnwindSafe for Renderer<VertexShaderId, FragmentShaderId, ProgramId, UniformId, BufferId, AttributeId, TextureId, FramebufferId, TransformFeedbackId, VertexArrayObjectId, UserCtx>
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