Trait graphics::Graphics [−][src]
pub trait Graphics: Sized { type Texture: ImageSize;}Show methods
fn clear_color(&mut self, color: Color); fn clear_stencil(&mut self, value: u8); fn tri_list<F>(&mut self, draw_state: &DrawState, color: &[f32; 4], f: F)
where
F: FnMut(&mut dyn FnMut(&[[f32; 2]])); fn tri_list_c<F>(&mut self, draw_state: &DrawState, f: F)
where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 4]])); fn tri_list_uv<F>(
&mut self,
draw_state: &DrawState,
color: &[f32; 4],
texture: &Self::Texture,
f: F
)
where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 2]])); fn tri_list_uv_c<F>(
&mut self,
draw_state: &DrawState,
texture: &Self::Texture,
f: F
)
where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 2]], &[[f32; 4]])); fn rectangle<R: Into<Rectangle>>(
&mut self,
r: &Rectangle,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
) { ... } fn polygon(
&mut self,
p: &Polygon,
polygon: Polygon<'_>,
draw_state: &DrawState,
transform: Matrix2d
) { ... } fn polygon_tween_lerp(
&mut self,
p: &Polygon,
polygons: Polygons<'_>,
tween_factor: Scalar,
draw_state: &DrawState,
transform: Matrix2d
) { ... } fn image(
&mut self,
image: &Image,
texture: &Self::Texture,
draw_state: &DrawState,
transform: Matrix2d
) { ... } fn ellipse<R: Into<Rectangle>>(
&mut self,
e: &Ellipse,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
) { ... } fn line<L: Into<Line>>(
&mut self,
l: &Line,
line: L,
draw_state: &DrawState,
transform: Matrix2d
) { ... } fn circle_arc<R: Into<Rectangle>>(
&mut self,
c: &CircleArc,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
) { ... }
Implemented by all graphics back-ends.
An example back-end using raw OpenGL
By default, this design uses triangles as graphics primitives. This is supported by all GPUs and easy to implement in shader languages.
Default trait methods can be overridden for better performance or higher quality.
When drawing, use this trait as generic constraint:
use graphics::{Graphics, Context}; fn draw<G: Graphics>(c: &Context, g: &mut G) { //... }
Color space is sRGB.
Notice for back-end authors
When sRGB is enabled for a back-end shader, the gamma must be converted
to linear space when used as vertex color or uniform parameter.
To convert gamma, use color::gamma_srgb_to_linear
.
For more information, see https://github.com/PistonDevelopers/piston/issues/1014.
Associated Types
type Texture: ImageSize
[src]
The texture type associated with the back-end.
In generic code, this type is often unknown. This might lead to more boilerplate code:
use graphics::{Graphics, Context, ImageSize}; fn draw_texture<G, T>(c: &Context, g: &mut G) where G: Graphics<Texture = T>, T: ImageSize { //... }
Code written specifically for one back-end can be easier to write. Later, when the code is done, it can be refactored into generic code.
Required methods
fn clear_color(&mut self, color: Color)
[src]
Clears background with a color.
The color should replace the values in the buffer.
Color space is sRGB.
fn clear_stencil(&mut self, value: u8)
[src]
Clears stencil buffer with a value, usually 0.
A stencil buffer contains values that are not visible on the screen. These values are used to test against the pixel to paint.
If you are drawing a shape for clipping and forgot to clear the stencil buffer, then the clipping shape will carry over in next frame and cause artifacts.
fn tri_list<F>(&mut self, draw_state: &DrawState, color: &[f32; 4], f: F) where
F: FnMut(&mut dyn FnMut(&[[f32; 2]])),
[src]
F: FnMut(&mut dyn FnMut(&[[f32; 2]])),
Renders list of 2d triangles using a solid color.
All vertices share the same color.
The back-end calls the closure with a closure to receive vertices.
First, the back-end sets up shaders and such to prepare.
Then it calls the closure, which calls back with chunks of vertices.
The number of vertices per chunk never exceeds
BACK_END_MAX_VERTEX_COUNT
.
Vertex positions are encoded [[x0, y0], [x1, y1], ...]
.
Color space is sRGB.
fn tri_list_c<F>(&mut self, draw_state: &DrawState, f: F) where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 4]])),
[src]
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 4]])),
Same as tri_list
, but with individual vertex colors.
Argument are |vertices: &[[f32; 2], colors: &[[f32; 4]]]|
.
fn tri_list_uv<F>(
&mut self,
draw_state: &DrawState,
color: &[f32; 4],
texture: &Self::Texture,
f: F
) where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 2]])),
[src]
&mut self,
draw_state: &DrawState,
color: &[f32; 4],
texture: &Self::Texture,
f: F
) where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 2]])),
Renders list of 2d triangles using a color and a texture.
All vertices share the same color.
Tip: For objects of different colors, use grayscale textures. The texture color gets multiplied with the color.
A texture coordinate is assigned per vertex (from [0, 0] to [1, 1]).
The back-end calls the closure with a closure to receive vertices.
First, the back-end sets up shaders and such to prepare.
Then it calls the closure, which calls back with chunks of vertices.
The number of vertices per chunk never exceeds
BACK_END_MAX_VERTEX_COUNT
.
Vertex positions are encoded [[x0, y0], [x1, y1], ...]
.
Texture coordinates are encoded [[u0, v0], [u1, v1], ...]
.
Chunks uses separate buffer for vertex positions and texture coordinates.
Arguments are |vertices: &[[f32; 2]], texture_coords: &[[f32; 2]]|
.
Color space is sRGB.
fn tri_list_uv_c<F>(
&mut self,
draw_state: &DrawState,
texture: &Self::Texture,
f: F
) where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 2]], &[[f32; 4]])),
[src]
&mut self,
draw_state: &DrawState,
texture: &Self::Texture,
f: F
) where
F: FnMut(&mut dyn FnMut(&[[f32; 2]], &[[f32; 2]], &[[f32; 4]])),
Same as tri_list_uv
, but with individual vertex colors.
Argument are |vertices: &[[f32; 2], texture_coors: &[[f32; 2]], colors: &[[f32; 4]]]|
.
Provided methods
fn rectangle<R: Into<Rectangle>>(
&mut self,
r: &Rectangle,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
)
[src]
&mut self,
r: &Rectangle,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
)
Draws a rectangle.
Can be overriden in the back-end for higher performance.
Instead of calling this directly, use Rectangle::draw
.
fn polygon(
&mut self,
p: &Polygon,
polygon: Polygon<'_>,
draw_state: &DrawState,
transform: Matrix2d
)
[src]
&mut self,
p: &Polygon,
polygon: Polygon<'_>,
draw_state: &DrawState,
transform: Matrix2d
)
Draws a polygon.
Can be overridden in the back-end for higher performance.
Instead of calling this directly, use Polygon::draw
.
fn polygon_tween_lerp(
&mut self,
p: &Polygon,
polygons: Polygons<'_>,
tween_factor: Scalar,
draw_state: &DrawState,
transform: Matrix2d
)
[src]
&mut self,
p: &Polygon,
polygons: Polygons<'_>,
tween_factor: Scalar,
draw_state: &DrawState,
transform: Matrix2d
)
Draws a tweened polygon using linear interpolation.
Can be overridden in the back-end for higher performance.
Instead of calling this directly, use Polygon::draw_tween_lerp
.
fn image(
&mut self,
image: &Image,
texture: &Self::Texture,
draw_state: &DrawState,
transform: Matrix2d
)
[src]
&mut self,
image: &Image,
texture: &Self::Texture,
draw_state: &DrawState,
transform: Matrix2d
)
Draws image.
Can be overridden in the back-end for higher performance.
Instead of calling this directly, use Image::draw
.
fn ellipse<R: Into<Rectangle>>(
&mut self,
e: &Ellipse,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
)
[src]
&mut self,
e: &Ellipse,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
)
Draws ellipse.
Can be overridden in the back-end for higher performance.
Instead of calling this directly, use Ellipse::draw
.
fn line<L: Into<Line>>(
&mut self,
l: &Line,
line: L,
draw_state: &DrawState,
transform: Matrix2d
)
[src]
&mut self,
l: &Line,
line: L,
draw_state: &DrawState,
transform: Matrix2d
)
Draws line.
Can be overridden in the back-end for higher performance.
Instead of calling this directly, use Line::draw
.
fn circle_arc<R: Into<Rectangle>>(
&mut self,
c: &CircleArc,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
)
[src]
&mut self,
c: &CircleArc,
rectangle: R,
draw_state: &DrawState,
transform: Matrix2d
)
Draws circle arc.
Can be overriden in the back-end for higher performance.
Instead of calling this directly, use CircleArc::draw
.