WgpuRenderer

Struct WgpuRenderer 

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pub struct WgpuRenderer {
    pub device: Arc<Device>,
    pub queue: Arc<Queue>,
    pub surface_config: SurfaceConfiguration,
    pub direct_line_pipeline: Option<RenderPipeline>,
    pub direct_uniform_bind_group: BindGroup,
    /* private fields */
}
Expand description

High-performance WGPU renderer for interactive plotting

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§device: Arc<Device>§queue: Arc<Queue>§surface_config: SurfaceConfiguration§direct_line_pipeline: Option<RenderPipeline>§direct_uniform_bind_group: BindGroup

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impl WgpuRenderer

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pub async fn new( device: Arc<Device>, queue: Arc<Queue>, surface_config: SurfaceConfiguration, ) -> Self

Create a new WGPU renderer

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pub fn create_vertex_buffer(&self, vertices: &[Vertex]) -> Buffer

Create a vertex buffer from vertex data

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pub fn create_index_buffer(&self, indices: &[u32]) -> Buffer

Create an index buffer from index data

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pub fn update_uniforms(&mut self, view_proj: Mat4, model: Mat4)

Update uniform buffer with new matrices

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pub fn get_uniform_bind_group(&self) -> &BindGroup

Get the uniform bind group for rendering

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pub fn ensure_pipeline(&mut self, pipeline_type: PipelineType)

Ensure pipeline exists for the specified type

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pub fn get_pipeline(&self, pipeline_type: PipelineType) -> &RenderPipeline

Get a pipeline reference (pipeline must already exist)

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pub fn begin_render_pass<'a>( &'a self, encoder: &'a mut CommandEncoder, view: &'a TextureView, _depth_view: &'a TextureView, ) -> RenderPass<'a>

Begin a render pass

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pub fn render_vertices<'a>( &'a mut self, render_pass: &mut RenderPass<'a>, pipeline_type: PipelineType, vertex_buffer: &'a Buffer, vertex_count: u32, index_buffer: Option<(&'a Buffer, u32)>, )

Render vertices with the specified pipeline

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pub fn ensure_direct_line_pipeline(&mut self)

Ensure direct line pipeline exists

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pub fn update_direct_uniforms( &mut self, data_min: [f32; 2], data_max: [f32; 2], viewport_min: [f32; 2], viewport_max: [f32; 2], )

Update transformation uniforms for direct viewport rendering

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