Trait rin::scene::renderer::shadow::DepthRenderFn [−][src]
pub trait DepthRenderFn {
pub fn render_all<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
)
where
R: RenderSurface;
pub fn render_dynamic<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
)
where
R: RenderSurface;
pub fn render_static<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
)
where
R: RenderSurface;
}Required methods
pub fn render_all<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
pub fn render_dynamic<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
pub fn render_static<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
Implementors
impl DepthRenderFn for BaseInstanceRenderer[src]
impl DepthRenderFn for BaseInstanceRenderer[src]pub fn render_all<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
pub fn render_dynamic<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
pub fn render_static<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
impl DepthRenderFn for BasicRenderer[src]
impl DepthRenderFn for BasicRenderer[src]pub fn render_all<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
pub fn render_dynamic<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
pub fn render_static<R>(
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
program_depth_only: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
impl DepthRenderFn for MultiDrawIndirectRenderer[src]
impl DepthRenderFn for MultiDrawIndirectRenderer[src]pub fn render_all<R>(
_entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
depth_only_program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
_entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
all_geometry_sorted: &AllShadowsSortedGeometry,
depth_only_program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
pub fn render_dynamic<R>(
_entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
depth_only_program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
_entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
dynamic_geometry_sorted: &DynamicShadowsSortedGeometry,
depth_only_program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,
pub fn render_static<R>(
_entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
depth_only_program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface, [src]
_entities: &EntitiesThreadLocal<'_>,
resources: &ResourcesThreadLocal<'_>,
gl: Context<'_, R>,
static_geometry_sorted: &StaticShadowsSortedGeometry,
depth_only_program: &Program,
shadow_material_cache: &MaterialCache<ShadowMaterialRef>,
program_cache: &ProgramCache
) where
R: RenderSurface,