pub struct WgpuRenderSystem { /* private fields */ }Expand description
The concrete, WGPU-based implementation of the [RenderSystem] trait.
This struct encapsulates all the state necessary to drive rendering with WGPU, including the graphics context, the logical device, GPU profiler, and complex state for handling window resizing gracefully.
It acts as the primary rendering backend for the engine when the WGPU feature is enabled.
Implementations§
Source§impl WgpuRenderSystem
impl WgpuRenderSystem
Sourcepub fn new() -> Self
pub fn new() -> Self
Creates a new, uninitialized WgpuRenderSystem.
The system is not usable until [RenderSystem::init] is called.
Sourcepub fn create_viewport_target(
&mut self,
width: u32,
height: u32,
overlay: &mut EguiOverlay,
) -> Result<TextureId, RenderError>
pub fn create_viewport_target( &mut self, width: u32, height: u32, overlay: &mut EguiOverlay, ) -> Result<TextureId, RenderError>
Creates an offscreen render target for the editor viewport and registers it as an egui texture.
Returns the egui::TextureId that can be displayed via
[UiBuilder::viewport_image].
Sourcepub fn render_viewport_clear(
&mut self,
clear_color: LinearRgba,
) -> Result<(), RenderError>
pub fn render_viewport_clear( &mut self, clear_color: LinearRgba, ) -> Result<(), RenderError>
Renders a clear pass to the offscreen viewport target.
Call this once per frame (after begin_frame(), before
render_overlay()). The cleared image will be visible in the
egui viewport panel.
Sourcepub fn viewport_size(&self) -> (u32, u32)
pub fn viewport_size(&self) -> (u32, u32)
Returns the current viewport dimensions (width, height) in pixels.
Sourcepub fn create_editor_overlay(
&self,
event_loop: &ActiveEventLoop,
shader_source: &str,
) -> Result<EguiOverlay, RenderError>
pub fn create_editor_overlay( &self, event_loop: &ActiveEventLoop, shader_source: &str, ) -> Result<EguiOverlay, RenderError>
Creates an [EguiOverlay] backed by the current wgpu graphics context.
Must be called after [RenderSystem::init].
Sourcepub fn create_editor_overlay_and_shell(
&mut self,
event_loop: &ActiveEventLoop,
shader_source: &str,
theme: UiTheme,
viewport_handle: ViewportTextureHandle,
) -> Result<(EguiOverlay, EguiEditorShell), RenderError>
pub fn create_editor_overlay_and_shell( &mut self, event_loop: &ActiveEventLoop, shader_source: &str, theme: UiTheme, viewport_handle: ViewportTextureHandle, ) -> Result<(EguiOverlay, EguiEditorShell), RenderError>
Creates an [EguiOverlay] and an [EguiEditorShell] that share
the same egui::Context, plus an offscreen viewport target.
The overlay handles input / rendering while the shell manages the dock layout, menu bar, toolbar, and panel dispatch. The viewport target is an offscreen texture used to display the 3D scene inside an egui panel.
Trait Implementations§
Source§impl Debug for WgpuRenderSystem
impl Debug for WgpuRenderSystem
Source§impl Default for WgpuRenderSystem
impl Default for WgpuRenderSystem
Source§impl RenderSystem for WgpuRenderSystem
impl RenderSystem for WgpuRenderSystem
Source§fn init(
&mut self,
window: &dyn KhoraWindow,
) -> Result<Vec<Arc<dyn ResourceMonitor>>, RenderError>
fn init( &mut self, window: &dyn KhoraWindow, ) -> Result<Vec<Arc<dyn ResourceMonitor>>, RenderError>
Source§fn resize(&mut self, new_width: u32, new_height: u32)
fn resize(&mut self, new_width: u32, new_height: u32)
Source§fn prepare_frame(&mut self, view_info: &ViewInfo)
fn prepare_frame(&mut self, view_info: &ViewInfo)
Source§fn render(
&mut self,
renderables: &[RenderObject],
_view_info: &ViewInfo,
settings: &RenderSettings,
) -> Result<RenderStats, RenderError>
fn render( &mut self, renderables: &[RenderObject], _view_info: &ViewInfo, settings: &RenderSettings, ) -> Result<RenderStats, RenderError>
Source§fn begin_frame(&mut self) -> Result<FrameTargets, RenderError>
fn begin_frame(&mut self) -> Result<FrameTargets, RenderError>
Source§fn end_frame(&mut self) -> Result<RenderStats, RenderError>
fn end_frame(&mut self) -> Result<RenderStats, RenderError>
Source§fn render_overlay(
&mut self,
overlay: &mut dyn EditorOverlay,
screen: OverlayScreenDescriptor,
) -> Result<(), RenderError>
fn render_overlay( &mut self, overlay: &mut dyn EditorOverlay, screen: OverlayScreenDescriptor, ) -> Result<(), RenderError>
Source§fn get_last_frame_stats(&self) -> &RenderStats
fn get_last_frame_stats(&self) -> &RenderStats
Source§fn supports_feature(&self, feature_name: &str) -> bool
fn supports_feature(&self, feature_name: &str) -> bool
Source§fn as_any_mut(&mut self) -> &mut dyn Any
fn as_any_mut(&mut self) -> &mut dyn Any
RenderSystem type.Source§fn render_to_viewport(&self) -> bool
fn render_to_viewport(&self) -> bool
begin_frame targets an offscreen viewport
instead of the swapchain. Read moreSource§fn set_render_to_viewport(&mut self, enabled: bool)
fn set_render_to_viewport(&mut self, enabled: bool)
begin_frame targets the offscreen
viewport texture instead of the swapchain.Source§fn get_adapter_info(&self) -> Option<GraphicsAdapterInfo>
fn get_adapter_info(&self) -> Option<GraphicsAdapterInfo>
Source§fn graphics_device(&self) -> Arc<dyn GraphicsDevice>
fn graphics_device(&self) -> Arc<dyn GraphicsDevice>
GraphicsDevice.impl Send for WgpuRenderSystem
impl Sync for WgpuRenderSystem
Auto Trait Implementations§
impl Freeze for WgpuRenderSystem
impl !RefUnwindSafe for WgpuRenderSystem
impl Unpin for WgpuRenderSystem
impl UnsafeUnpin for WgpuRenderSystem
impl !UnwindSafe for WgpuRenderSystem
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
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be
downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further
downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSend for T
impl<T> DowncastSend for T
§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<T> DowncastSync for T
impl<T> DowncastSync for T
§impl<S> FromSample<S> for S
impl<S> FromSample<S> for S
fn from_sample_(s: S) -> S
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<R, P> ReadPrimitive<R> for P
impl<R, P> ReadPrimitive<R> for P
Source§fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
ReadEndian::read_from_little_endian().§impl<F, T, S> SimdInto<T, S> for Fwhere
T: SimdFrom<F, S>,
S: Simd,
impl<F, T, S> SimdInto<T, S> for Fwhere
T: SimdFrom<F, S>,
S: Simd,
§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
self from the equivalent element of its
superset. Read more§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
self is actually part of its subset T (and can be converted to it).§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
self.to_subset but without any property checks. Always succeeds.§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
self to the equivalent element of its superset.