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