Struct tridify_rs::GpuBuffer
source · pub struct GpuBuffer { /* private fields */ }
Expand description
Handle to a GPU buffer.
Implementations§
source§impl GpuBuffer
impl GpuBuffer
sourcepub fn write(&mut self, wnd: &GpuCtx, data: &[u8])
pub fn write(&mut self, wnd: &GpuCtx, data: &[u8])
Update buffer GPU data with bytes provided.
Examples found in repository?
examples/texture_cube/main.rs (line 55)
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67
fn main() -> Result<(), Box<dyn Error>> {
//Create app and main window.
let mut app = Tridify::new();
let window = app.create_window()?;
let gpu_ctx = window.ctx();
//Load texture from path.
let texture = Texture::from_path(
gpu_ctx,
Path::new(r#"D:\Development\Rust Crates\LDrawy\examples\draw_cube\texture.png"#),
);
//Sampler defines how the texture will be rendered in shapes.
let sampler = Sampler::new_default(gpu_ctx);
let camera = Camera::new(
Transform::from_look_at(Vec3::NEG_Z * 10.0 + Vec3::Y * 10.0, Vec3::ZERO, Vec3::Y),
Projection::default(),
);
let mut camera_buf = camera.build_buffer(gpu_ctx);
//Create brush to draw the shapes.
let mut brush = Brush::from_source(
BrushDesc::default(),
gpu_ctx,
include_str!("shader.wgsl").to_string(),
)?;
//Bind camera, sampler and texture to the brush. Make sure group_index and loc_index are the same as
//in the shader.
brush.bind(0, 0, camera_buf.clone());
brush.bind(1, 0, texture);
brush.bind(1, 1, sampler);
//Create and bake a shape batch with a cube in it.
let shape_buffer = ShapeBatch::new()
.add_cube(
Vec3::ZERO,
Quat::from_rotation_x(35.) * Quat::from_rotation_y(35.),
Vec3::ONE * 5.,
Color::WHITE,
)
.bake_buffers(gpu_ctx);
//Setup the window render loop.
window.set_render_loop(move |gpu, frame_ctx| {
let model = Mat4::from_rotation_y(frame_ctx.elapsed_time as f32);
let mvp = camera.build_camera_matrix() * model;
//Updating the gpu buffer will update all brushes binded as well.
camera_buf.write(gpu, bytemuck::cast_slice(&mvp.to_cols_array()));
//Render frame as usual.
let mut pass_builder = gpu.create_render_builder();
let mut render_pass = pass_builder.build_render_pass(RenderOptions::default());
render_pass.render_shapes(gpu, &mut brush, &shape_buffer);
render_pass.finish();
pass_builder.finish_render(gpu);
});
// Start program.
app.start(());
}
Trait Implementations§
Auto Trait Implementations§
impl !RefUnwindSafe for GpuBuffer
impl !Send for GpuBuffer
impl !Sync for GpuBuffer
impl Unpin for GpuBuffer
impl !UnwindSafe for GpuBuffer
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more