Struct tridify_rs::RenderPassBuilder
source · pub struct RenderPassBuilder { /* private fields */ }
Implementations§
source§impl RenderPassBuilder
impl RenderPassBuilder
pub fn new(wnd: &GpuCtx) -> Result<Self, Box<dyn Error>>
sourcepub fn build_render_pass(&mut self, options: RenderOptions) -> RenderPass<'_>
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
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(());
}
sourcepub fn finish_render(self, wnd: &GpuCtx)
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
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(());
}
Auto Trait Implementations§
impl !RefUnwindSafe for RenderPassBuilder
impl Send for RenderPassBuilder
impl Sync for RenderPassBuilder
impl Unpin for RenderPassBuilder
impl !UnwindSafe for RenderPassBuilder
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