pub struct RenderPassBuilder { /* private fields */ }

Implementations§

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impl RenderPassBuilder

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pub fn new(wnd: &GpuCtx) -> Result<Self, Box<dyn Error>>

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pub fn build_render_pass(&mut self, options: RenderOptions) -> RenderPass<'_>

Examples found in repository?
examples/hello_triangle/main.rs (line 34)
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pub fn main() -> Result<(), Box<dyn Error>> {
    //Create app and main window.
    let mut app = Tridify::new();
    let window = app.create_window()?;

    //Stores WGPU context and devices. Must be used in most GPU functions.
    let gpu_ctx = window.ctx();

    //Create brush to draw the shapes.
    let mut brush = Brush::from_source(
        BrushDesc::default(),
        gpu_ctx,
        include_str!("shader.wgsl").to_string(),
    )?;

    //Create a shape batch, add a triangle to it and create a GPU buffer with mesh data.
    let buffer = ShapeBatch::new()
        .add_triangle([
            vertex!(-0.5, -0.5, 0.0, Color::SILVER),
            vertex!(0.5, -0.5, 0.0, Color::SILVER),
            vertex!(0.0, 0.5, 0.0, Color::SILVER),
        ])
        .bake_buffers(gpu_ctx);

    window.set_render_loop(move |gpu, _| {
        //Create a render pass builder which we will use to define multiple render passes (In this case, only one).
        let mut pass_builder = gpu.create_render_builder();

        //Build a render pass which will take care of the brush and shapes to draw them and binding it with the GPU.
        let mut render_pass = pass_builder.build_render_pass(RenderOptions::default());
        render_pass.render_shapes(gpu, &mut brush, &buffer);
        render_pass.finish();

        //Execute all drawing commands from all render passes and render into screen.
        pass_builder.finish_render(gpu);
    });

    //Start program logic cycle.
    app.start(());
}
More examples
Hide additional examples
examples/texture_cube/main.rs (line 59)
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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(());
}
source

pub fn finish_render(self, wnd: &GpuCtx)

Examples found in repository?
examples/hello_triangle/main.rs (line 39)
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pub fn main() -> Result<(), Box<dyn Error>> {
    //Create app and main window.
    let mut app = Tridify::new();
    let window = app.create_window()?;

    //Stores WGPU context and devices. Must be used in most GPU functions.
    let gpu_ctx = window.ctx();

    //Create brush to draw the shapes.
    let mut brush = Brush::from_source(
        BrushDesc::default(),
        gpu_ctx,
        include_str!("shader.wgsl").to_string(),
    )?;

    //Create a shape batch, add a triangle to it and create a GPU buffer with mesh data.
    let buffer = ShapeBatch::new()
        .add_triangle([
            vertex!(-0.5, -0.5, 0.0, Color::SILVER),
            vertex!(0.5, -0.5, 0.0, Color::SILVER),
            vertex!(0.0, 0.5, 0.0, Color::SILVER),
        ])
        .bake_buffers(gpu_ctx);

    window.set_render_loop(move |gpu, _| {
        //Create a render pass builder which we will use to define multiple render passes (In this case, only one).
        let mut pass_builder = gpu.create_render_builder();

        //Build a render pass which will take care of the brush and shapes to draw them and binding it with the GPU.
        let mut render_pass = pass_builder.build_render_pass(RenderOptions::default());
        render_pass.render_shapes(gpu, &mut brush, &buffer);
        render_pass.finish();

        //Execute all drawing commands from all render passes and render into screen.
        pass_builder.finish_render(gpu);
    });

    //Start program logic cycle.
    app.start(());
}
More examples
Hide additional examples
examples/texture_cube/main.rs (line 62)
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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(());
}

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