use euclid::Rect;
use crate::{
binding::Bind, buffers::DepthBuffer, canvas::Canvas, color::Bgra8, device::Device,
renderer::RenderTarget, texture::Texture, transform::ScreenSpace,
};
#[derive(Debug)]
pub struct Framebuffer {
pub texture: Texture,
pub depth: DepthBuffer,
}
impl Framebuffer {
pub fn size(&self) -> usize {
self.texture.size.cast::<usize>().area()
}
pub fn width(&self) -> u32 {
self.texture.size.width
}
pub fn height(&self) -> u32 {
self.texture.size.height
}
}
impl RenderTarget for Framebuffer {
fn color_target(&self) -> &wgpu::TextureView {
&self.texture.view
}
fn zdepth_target(&self) -> &wgpu::TextureView {
&self.depth.texture.view
}
}
impl Bind for Framebuffer {
fn binding(&self, index: u32) -> wgpu::BindGroupEntry {
wgpu::BindGroupEntry {
binding: index as u32,
resource: wgpu::BindingResource::TextureView(&self.texture.view),
}
}
}
impl Canvas for Framebuffer {
type Color = Bgra8;
fn clear(&self, color: Self::Color, device: &mut Device, encoder: &mut wgpu::CommandEncoder) {
Texture::clear(&self.texture, color, device, encoder);
Texture::clear(&self.depth.texture, 0f32, device, encoder);
}
fn fill(&self, buf: &[Self::Color], device: &mut Device, encoder: &mut wgpu::CommandEncoder) {
Texture::fill(&self.texture, buf, device, encoder);
}
fn transfer(
&self,
buf: &[Self::Color],
rect: Rect<i32, ScreenSpace>,
device: &mut Device,
encoder: &mut wgpu::CommandEncoder,
) {
Texture::transfer(&self.texture, buf, rect, device, encoder);
}
fn blit(
&self,
from: Rect<u32, ScreenSpace>,
dst: Rect<u32, ScreenSpace>,
encoder: &mut wgpu::CommandEncoder,
) {
Texture::blit(&self.texture, from, dst, encoder);
}
}