pub struct Shadows { /* private fields */ }Implementations§
Source§impl Shadows
impl Shadows
pub fn new(device: &Device, quality: Quality) -> Self
pub fn fit(&self, view: &View, toward_sun: [f32; 3]) -> Fit
pub fn resolution(&self) -> u32
pub fn quality(&self) -> Quality
pub fn set_quality(&self, quality: Quality) -> Result<(), String>
pub fn update_quality(&mut self, device: &Device, quality: Quality)
pub fn atlas(&self) -> &Texture
pub fn atlas_view(&self) -> &TextureView
pub fn sampler(&self) -> &Sampler
pub fn sample_uniform(&self, fit: &Fit) -> [u8; 288]
pub fn reused_static(&self) -> bool
pub fn render( &mut self, device: &Device, queue: &Queue, encoder: &mut CommandEncoder, fit: &Fit, casters: &[Caster<'_>], )
pub fn render_creatures( &mut self, gpu: &Gpu, encoder: &mut CommandEncoder, fit: &Fit, mesh: &CreatureMesh, creatures: &[CreatureInstance], time: f32, )
pub fn render_timed( &mut self, device: &Device, queue: &Queue, encoder: &mut CommandEncoder, fit: &Fit, casters: &[Caster<'_>], profiler: Option<&mut GpuProfiler>, )
pub fn render_with( &mut self, encoder: &mut CommandEncoder, fit: &Fit, content: u64, moving: bool, draw: &mut LayerDraw<'_>, profiler: Option<&mut GpuProfiler>, )
pub fn transmission_view(&self) -> Option<&TextureView>
pub fn transmission_texture(&self) -> Option<&Texture>
pub fn face_tiles(&self) -> FaceTiles
pub fn render_transmission( &mut self, device: &Device, encoder: &mut CommandEncoder, fit: &Fit, content: u64, moving: bool, faces: (usize, u32), draw: &mut LayerDraw<'_>, profiler: Option<&mut GpuProfiler>, )
pub fn render_impostors( &mut self, encoder: &mut CommandEncoder, props: &ImpostorPass, count: usize, ) -> Result<(), String>
Auto Trait Implementations§
impl !Freeze for Shadows
impl !RefUnwindSafe for Shadows
impl Send for Shadows
impl !Sync for Shadows
impl Unpin for Shadows
impl UnsafeUnpin for Shadows
impl !UnwindSafe for Shadows
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