Struct veloren_voxygen::render::Drawer

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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>,
}

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§surface_view: TextureView§encoder: Option<ManualOwningScope<'frame, CommandEncoder>>§borrow: RendererBorrow<'frame>§surface_texture: Option<SurfaceTexture>§globals: &'frame GlobalsBindGroup§taking_screenshot: Option<TakeScreenshot>

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impl<'frame> Drawer<'frame>

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pub fn new( encoder: CommandEncoder, renderer: &'frame mut Renderer, surface_texture: SurfaceTexture, globals: &'frame GlobalsBindGroup, ) -> Self

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pub fn pipeline_modes(&self) -> &PipelineModes

Get the pipeline modes.

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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.

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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

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pub fn first_pass(&mut self) -> Option<FirstPassDrawer<'_>>

Returns None if all the pipelines are not available

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pub fn volumetric_pass(&mut self) -> Option<VolumetricPassDrawer<'_>>

Returns None if the volumetrics pipeline is not available

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pub fn transparent_pass(&mut self) -> Option<TransparentPassDrawer<'_>>

Returns None if the trail pipeline is not available

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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

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fn run_ui_premultiply_passes(&mut self)

Runs render passes with alpha premultiplication pipeline to complete any pending uploads.

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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.

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pub fn draw_egui(&mut self, platform: &mut Platform, scale_factor: f32)

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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

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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§

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impl<'frame> Drop for Drawer<'frame>

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fn drop(&mut self)

Executes the destructor for this type. Read more

Auto Trait Implementations§

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impl<'frame> !Freeze for Drawer<'frame>

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impl<'frame> !RefUnwindSafe for Drawer<'frame>

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impl<'frame> Send for Drawer<'frame>

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impl<'frame> !Sync for Drawer<'frame>

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impl<'frame> Unpin for Drawer<'frame>

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impl<'frame> !UnwindSafe for Drawer<'frame>

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