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#![allow(clippy::wildcard_imports)]
use {
crate::{
color::{IntoLinear, Linear},
layer::{Builder, Layer},
render::{GetPipeline, Render},
shader,
vertex::{ColorVertex, FlatVertex, TextureVertex},
},
wgpu::{CommandEncoder, TextureView},
};
/// The type that represented a current frame
/// and creates new [layers](crate::Layer).
pub struct Frame<'d> {
render: &'d Render,
encoder: Encoder,
frame_view: TextureView,
drawn_in_frame: bool,
}
impl<'d> Frame<'d> {
pub(crate) fn new(render: &'d Render, frame_view: TextureView) -> Self {
Self {
render,
encoder: Encoder::default(),
frame_view,
drawn_in_frame: false,
}
}
pub fn set_vignette_color<C>(&mut self, color: C)
where
C: IntoLinear,
{
let Linear(color) = color.into_linear();
self.render.set_vignette_color(color.map(|v| v as f32));
}
/// Draws the frame in the screen buffer.
///
/// You usually don't need to call this method manually.
/// It is called automatically at the end of the [`Frame`] lifetime.
/// It can be useful if you want to partially render a frame in multiple layers.
///
/// # Example
/// ```
/// # #[derive(Clone, Copy)]
/// # struct Frame;
/// # impl Frame {
/// # fn texture_layer(self) -> Self { self }
/// # fn start(self) -> Self { self }
/// # fn commit_in_frame(self) {}
/// # }
/// # let frame = Frame;
/// // Create a new layer
/// let mut layer = frame
/// .texture_layer()
/// .start();
///
/// // Draw something in the layer
///
/// // Drop the layer to release a frame
/// drop(layer);
///
/// // Commit the layer in frame
/// frame.commit_in_frame();
/// ```
pub fn commit_in_frame(&mut self) {
use wgpu::*;
if !self.drawn_in_frame {
return;
}
self.drawn_in_frame = false;
{
let mut pass = self
.encoder
.get(self.render)
.begin_render_pass(&RenderPassDescriptor {
label: Some("post render pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &self.frame_view,
resolve_target: None,
ops: Operations {
load: LoadOp::Load,
store: true,
},
})],
depth_stencil_attachment: None,
});
pass.set_pipeline(self.render.post_pipeline());
pass.set_bind_group(
shader::POST_TDIFF_GROUP,
self.render.render_frame().bind_group(),
&[],
);
pass.set_bind_group(
shader::POST_DATA_VIGNETTE_GROUP,
self.render.post_shader_data().bind_group(),
&[],
);
pass.draw(0..4, 0..1);
}
let encoder = self.encoder.take().expect("encoder");
self.render.queue().submit([encoder.finish()]);
}
pub fn texture_layer(&mut self) -> Builder<'_, 'd, TextureVertex> {
Builder::new(self)
}
pub fn color_layer(&mut self) -> Builder<'_, 'd, ColorVertex> {
Builder::new(self)
}
pub fn flat_layer(&mut self) -> Builder<'_, 'd, FlatVertex> {
Builder::new(self)
}
/// Creates a new [layer](crate::Layer).
pub(crate) fn start_layer<V>(
&mut self,
clear_color: Option<Linear<f64>>,
clear_depth: bool,
) -> Layer<V>
where
Render: GetPipeline<V>,
{
use wgpu::*;
let mut pass = self
.encoder
.get(self.render)
.begin_render_pass(&RenderPassDescriptor {
label: Some("main render pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: self.render.render_frame().view(),
resolve_target: None,
ops: Operations {
load: clear_color.map_or(LoadOp::Load, |Linear([r, g, b, a])| {
LoadOp::Clear(Color { r, g, b, a })
}),
store: true,
},
})],
depth_stencil_attachment: Some(RenderPassDepthStencilAttachment {
view: self.render.depth_frame().view(),
depth_ops: Some(Operations {
load: if clear_depth {
LoadOp::Clear(1.)
} else {
LoadOp::Load
},
store: true,
}),
stencil_ops: None,
}),
});
pass.set_pipeline(self.render.get_pipeline());
Layer::new(
pass,
self.render.screen().as_virtual_size(),
self.render.queue(),
self.render.resources(),
&mut self.drawn_in_frame,
)
}
}
#[derive(Default)]
struct Encoder(Option<CommandEncoder>);
impl Encoder {
fn get(&mut self, render: &Render) -> &mut CommandEncoder {
use wgpu::CommandEncoderDescriptor;
self.0.get_or_insert_with(|| {
render
.device()
.create_command_encoder(&CommandEncoderDescriptor::default())
})
}
fn take(&mut self) -> Option<CommandEncoder> {
self.0.take()
}
}