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RenderApiResource

Struct RenderApiResource 

pub struct RenderApiResource { /* private fields */ }

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impl RenderApiResource

pub fn new(window: Arc<Window>) -> RenderApiResource

pub fn core(&self) -> &RenderApi

pub fn texture_white(&self) -> &StandardTexture

pub fn texture_black(&self) -> &StandardTexture

pub fn texture_normal_default(&self) -> &StandardTexture

pub fn fallback_texture( &self, fallback: MaterialTextureFallback, ) -> &StandardTexture

pub fn resize(&self, new_size: [u32; 2])

pub fn size(&self) -> [u32; 2]

pub fn create_texture( &self, filter_mode: GpuFilterMode, dimensions: [u32; 2], data: &[u8], meta: StandardTextureAssetMetadata, ) -> StandardTexture

pub fn create_mesh( &self, vertices: &[StandardVertex], indices: &[u32], meta: Option<StandardMeshAssetMetadata>, ) -> StandardMesh

pub fn create_shader( &self, label: &str, composed_wgsl: &str, desc: GpuShaderDesc, meta: Option<ShaderAssetMetadata>, ) -> Option<Shader>

pub fn create_material( &self, templates: &AssetStorageResource<MaterialTemplate>, shaders: &AssetStorageResource<Shader>, template: AssetHandle<MaterialTemplate>, data: MaterialData, ) -> Material

pub fn rebuild_material_gpu( &self, templates: &AssetStorageResource<MaterialTemplate>, shaders: &AssetStorageResource<Shader>, material: &mut Material, )

pub fn upload_material_changes(&self, material: &mut Material)

pub fn create_instance_buffer(&self, len: u32) -> StandardInstanceBuffer

pub fn write_instances( &self, buffer: &StandardInstanceBuffer, start: u32, matrices: &[Mat<4, f32>], )

pub fn write_instances_with( &self, buffer: &StandardInstanceBuffer, start: u32, count: u32, f: impl FnMut(u32) -> Mat<4, f32>, )

pub fn create_global_bindings(&self) -> StandardGlobalBindings

pub fn write_global_uniform( &self, bindings: &StandardGlobalBindings, uniform: StandardUniformGlobal, )

pub fn write_lights_with( &self, bindings: &StandardGlobalBindings, count: u32, f: impl FnMut(u32) -> StandardGenericLight, )

pub fn create_uniform_buffer( &self, layout: TypedUniformBufferLayout, ) -> TypedUniformBuffer

pub fn write_uniform_buffer_if_dirty(&self, buffer: &mut TypedUniformBuffer)

pub fn create_storage_buffer( &self, len: usize, layout: TypedUniformBufferLayout, ) -> TypedStorageBuffer

pub fn write_storage_buffer_if_dirty(&self, buffer: &mut TypedStorageBuffer)

pub fn create_vertex_buffer( &self, len: usize, layout: GpuVertexBufferLayout, ) -> TypedVertexBuffer

pub fn write_vertices_with( &self, buffer: &TypedVertexBuffer, start: usize, count: usize, f: impl FnMut(&mut TypedVertexWriter<'_>), )

pub fn clone(&self) -> RenderApiResource

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