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 52)
6fn main() -> Result<(), Box<dyn Error>> {
7 //Create app and main window.
8 let mut app = Tridify::new();
9 let window = app.create_window()?;
10 let gpu_ctx = window.ctx();
11
12 //Load texture from path.
13 let texture = Texture::from_path(gpu_ctx, Path::new(r#"examples/texture_cube/texture.png"#));
14
15 //Sampler defines how the texture will be rendered in shapes.
16 let sampler = Sampler::new_default(gpu_ctx);
17
18 let camera = Camera::new(
19 Transform::from_look_at(Vec3::NEG_Z * 10.0 + Vec3::Y * 10.0, Vec3::ZERO, Vec3::Y),
20 Projection::default(),
21 );
22 let mut camera_buf = camera.build_buffer(gpu_ctx);
23
24 //Create brush to draw the shapes.
25 let mut brush = Brush::from_source(
26 BrushDesc::default(),
27 gpu_ctx,
28 include_str!("shader.wgsl").to_string(),
29 )?;
30 //Bind camera, sampler and texture to the brush. Make sure group_index and loc_index are the same as
31 //in the shader.
32 brush.bind(0, 0, camera_buf.clone());
33 brush.bind(1, 0, texture);
34 brush.bind(1, 1, sampler);
35
36 //Create and bake a shape batch with a cube in it.
37 let shape_buffer = ShapeBatch::new()
38 .add_cube(
39 Vec3::ZERO,
40 Quat::from_rotation_x(35.) * Quat::from_rotation_y(35.),
41 Vec3::ONE * 5.,
42 Color::WHITE,
43 )
44 .bake_buffers(gpu_ctx);
45
46 //Setup the window render loop.
47 window.set_render_loop(move |gpu, frame_ctx| {
48 let model = Mat4::from_rotation_y(frame_ctx.elapsed_time as f32);
49 let mvp = camera.build_camera_matrix() * model;
50
51 //Updating the gpu buffer will update all brushes binded as well.
52 camera_buf.write(gpu, bytemuck::cast_slice(&mvp.to_cols_array()));
53
54 //Render frame as usual.
55 let mut pass_builder = gpu.create_render_builder();
56 let mut render_pass = pass_builder.build_render_pass(RenderOptions::default());
57 render_pass.render_shapes(gpu, &mut brush, &shape_buffer);
58 render_pass.finish();
59 pass_builder.finish_render(gpu);
60 });
61
62 // Start program.
63 app.start(());
64}
Trait Implementations§
Source§impl ToBinder for GpuBuffer
impl ToBinder for GpuBuffer
fn get_layout(&self, index: u32) -> BindGroupLayoutEntry
fn get_group(&self, index: u32) -> BindGroupEntry<'_>
fn debug_name(&self) -> &'static str
Auto Trait Implementations§
impl Freeze for GpuBuffer
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more