pub struct Drawer<'frame> {
surface_view: TextureView,
encoder: Option<ManualOwningScope<'frame, CommandEncoder>>,
borrow: RendererBorrow<'frame>,
surface_texture: Option<SurfaceTexture>,
globals: &'frame GlobalsBindGroup,
taking_screenshot: Option<TakeScreenshot>,
}
Fields§
§surface_view: TextureView
§encoder: Option<ManualOwningScope<'frame, CommandEncoder>>
§borrow: RendererBorrow<'frame>
§surface_texture: Option<SurfaceTexture>
§globals: &'frame GlobalsBindGroup
§taking_screenshot: Option<TakeScreenshot>
Implementations§
source§impl<'frame> Drawer<'frame>
impl<'frame> Drawer<'frame>
pub fn new( encoder: CommandEncoder, renderer: &'frame mut Renderer, surface_texture: SurfaceTexture, globals: &'frame GlobalsBindGroup, ) -> Self
sourcepub fn pipeline_modes(&self) -> &PipelineModes
pub fn pipeline_modes(&self) -> &PipelineModes
Get the pipeline modes.
sourcepub fn rain_occlusion_pass(&mut self) -> Option<RainOcclusionPassDrawer<'_>>
pub fn rain_occlusion_pass(&mut self) -> Option<RainOcclusionPassDrawer<'_>>
Returns None if the rain occlusion renderer is not enabled at some level, the pipelines are not available yet or clouds are disabled.
sourcepub fn shadow_pass(&mut self) -> Option<ShadowPassDrawer<'_>>
pub fn shadow_pass(&mut self) -> Option<ShadowPassDrawer<'_>>
Returns None if the shadow renderer is not enabled at some level or the pipelines are not available yet
sourcepub fn first_pass(&mut self) -> Option<FirstPassDrawer<'_>>
pub fn first_pass(&mut self) -> Option<FirstPassDrawer<'_>>
Returns None if all the pipelines are not available
sourcepub fn volumetric_pass(&mut self) -> Option<VolumetricPassDrawer<'_>>
pub fn volumetric_pass(&mut self) -> Option<VolumetricPassDrawer<'_>>
Returns None if the volumetrics pipeline is not available
sourcepub fn transparent_pass(&mut self) -> Option<TransparentPassDrawer<'_>>
pub fn transparent_pass(&mut self) -> Option<TransparentPassDrawer<'_>>
Returns None if the trail pipeline is not available
sourcepub fn run_bloom_passes(&mut self)
pub fn run_bloom_passes(&mut self)
To be ran between the second pass and the third pass does nothing if the ingame pipelines are not yet ready does nothing if bloom is disabled
sourcefn run_ui_premultiply_passes(&mut self)
fn run_ui_premultiply_passes(&mut self)
Runs render passes with alpha premultiplication pipeline to complete any pending uploads.
sourcepub fn third_pass(&mut self) -> ThirdPassDrawer<'_>
pub fn third_pass(&mut self) -> ThirdPassDrawer<'_>
Prepares the third pass drawer to be used.
Note, this automatically calls the internal run_ui_premultiply_passes
to complete any pending image uploads for the UI.
pub fn draw_egui(&mut self, platform: &mut Platform, scale_factor: f32)
sourcepub fn draw_point_shadows<'data>(
&mut self,
matrices: &[PointLightMatrix; 126],
chunks: impl Clone + Iterator<Item = (&'data Model<Vertex>, &'data BoundLocals)>,
)
pub fn draw_point_shadows<'data>( &mut self, matrices: &[PointLightMatrix; 126], chunks: impl Clone + Iterator<Item = (&'data Model<Vertex>, &'data BoundLocals)>, )
Does nothing if the shadow pipelines are not available or shadow map rendering is disabled
sourcepub fn clear_shadows(&mut self)
pub fn clear_shadows(&mut self)
Clear all the shadow textures, useful if directed shadows (shadow_pass)
and point light shadows (draw_point_shadows) are unused and thus the
textures will otherwise not be cleared after either their
initialization or their last use
NOTE: could simply use the above passes except draw_point_shadows
requires an array of matrices that could be a pain to construct
simply for clearing
Does nothing if the shadow pipelines are not available (although they aren’t used here they are needed for the ShadowMap to exist)
Trait Implementations§
Auto Trait Implementations§
impl<'frame> !Freeze for Drawer<'frame>
impl<'frame> !RefUnwindSafe for Drawer<'frame>
impl<'frame> Send for Drawer<'frame>
impl<'frame> !Sync for Drawer<'frame>
impl<'frame> Unpin for Drawer<'frame>
impl<'frame> !UnwindSafe for Drawer<'frame>
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