Struct riddle_renderer_wgpu::Renderer[][src]

pub struct Renderer<Device: WGPUDevice> { /* fields omitted */ }

A simple 2D sprite based renderer.

A renderer can be created for a Window and holds a reference to the window, which will keep the window alive as long as the renderer is alive.

Example

use riddle::{common::Color, platform::*, renderer::*, math::*, *};
fn main() -> Result<(), RiddleError> {
    let rdl =  RiddleLib::new()?;
    let window = WindowBuilder::new().build(rdl.context())?;

    let renderer = Renderer::new_from_window(&window)?;

    renderer.render(|render_ctx| {
        render_ctx.clear(Color::RED)?;

        // Change the current transform matrix, and draw a rect
        render_ctx.set_transform(glam::Mat4::from_scale(glam::vec3(2.0, 2.0, 1.0)).into())?;
        render_ctx.fill_rect(&Rect::new(vec2(0.0, 0.0), vec2(10.0, 10.0)), Color::GREEN)
    })?;
    Ok(())
}

Implementations

impl Renderer<WindowWGPUDevice>[src]

pub fn new_from_window(window: &Window) -> Result<Self, WGPURendererError>[src]

Initialize a new Renderer, creating a WGPU device for the window.

Example

let rdl =  RiddleLib::new()?;
let window = WindowBuilder::new().build(rdl.context())?;

let renderer = Renderer::new_from_window(&window)?;

impl<Device: WGPUDevice> Renderer<Device>[src]

pub fn dimensions(&self) -> Vector2<f32>[src]

Get the frame dimensions as reported by the WGPUDevice.

In the case of a default Window renderer, this will be the internal size of the window in logical units.

Example

let rdl =  RiddleLib::new()?;
let window = WindowBuilder::new().dimensions(300, 400).build(rdl.context())?;

let renderer = Renderer::new_from_window(&window)?;

assert_eq!(vec2(300.0, 400.0), renderer.dimensions());

pub fn wgpu_device(&self) -> &Device[src]

pub fn new_from_device(wgpu_device: Device) -> Result<Self, WGPURendererError>[src]

Or the renderer can be built on top of existing WGPU contexts, to allow the simple renderer to be used on top of custom renderers.

Trait Implementations

impl<D: WGPUDevice> Clone for Renderer<D>[src]

impl<Device: WGPUDevice> CommonRenderer for Renderer<Device>[src]

type RenderContext = BufferedRenderer<Device, SwapChainFrameTarget<Device>>

type Sprite = Sprite<Device>

type Texture = Texture

type Shader = Shader

type SpriteFont = SpriteFont<Self>

impl<Device: WGPUDevice> CommonSprite<Renderer<Device>> for Sprite<Device>[src]

Auto Trait Implementations

impl<Device> !RefUnwindSafe for Renderer<Device>

impl<Device> Send for Renderer<Device> where
    Device: Send + Sync

impl<Device> Sync for Renderer<Device> where
    Device: Send + Sync

impl<Device> Unpin for Renderer<Device>

impl<Device> !UnwindSafe for Renderer<Device>

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T> Instrument for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> Pointable for T

type Init = T

The type for initializers.

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.