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)
5pub fn main() -> Result<(), Box<dyn Error>> {
6 //Create app and main window.
7 let mut app = Tridify::new();
8 let window = app.create_window()?;
9
10 //Stores WGPU context and devices. Must be used in most GPU functions.
11 let gpu_ctx = window.ctx();
12
13 //Create brush to draw the shapes.
14 let mut brush = Brush::from_source(
15 BrushDesc::default(),
16 gpu_ctx,
17 include_str!("shader.wgsl").to_string(),
18 )?;
19
20 //Create a shape batch, add a triangle to it and create a GPU buffer with mesh data.
21 let buffer = ShapeBatch::new()
22 .add_triangle([
23 vertex!(-0.5, -0.5, 0.0, Color::SILVER),
24 vertex!(0.5, -0.5, 0.0, Color::SILVER),
25 vertex!(0.0, 0.5, 0.0, Color::SILVER),
26 ])
27 .bake_buffers(gpu_ctx);
28
29 window.set_render_loop(move |gpu, _| {
30 //Create a render pass builder which we will use to define multiple render passes (In this case, only one).
31 let mut pass_builder = gpu.create_render_builder();
32
33 //Build a render pass which will take care of the brush and shapes to draw them and binding it with the GPU.
34 let mut render_pass = pass_builder.build_render_pass(RenderOptions::default());
35 render_pass.render_shapes(gpu, &mut brush, &buffer);
36 render_pass.finish();
37
38 //Execute all drawing commands from all render passes and render into screen.
39 pass_builder.finish_render(gpu);
40 });
41
42 //Start program logic cycle.
43 app.start(());
44}
More examples
examples/texture_cube/main.rs (line 56)
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}
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)
5pub fn main() -> Result<(), Box<dyn Error>> {
6 //Create app and main window.
7 let mut app = Tridify::new();
8 let window = app.create_window()?;
9
10 //Stores WGPU context and devices. Must be used in most GPU functions.
11 let gpu_ctx = window.ctx();
12
13 //Create brush to draw the shapes.
14 let mut brush = Brush::from_source(
15 BrushDesc::default(),
16 gpu_ctx,
17 include_str!("shader.wgsl").to_string(),
18 )?;
19
20 //Create a shape batch, add a triangle to it and create a GPU buffer with mesh data.
21 let buffer = ShapeBatch::new()
22 .add_triangle([
23 vertex!(-0.5, -0.5, 0.0, Color::SILVER),
24 vertex!(0.5, -0.5, 0.0, Color::SILVER),
25 vertex!(0.0, 0.5, 0.0, Color::SILVER),
26 ])
27 .bake_buffers(gpu_ctx);
28
29 window.set_render_loop(move |gpu, _| {
30 //Create a render pass builder which we will use to define multiple render passes (In this case, only one).
31 let mut pass_builder = gpu.create_render_builder();
32
33 //Build a render pass which will take care of the brush and shapes to draw them and binding it with the GPU.
34 let mut render_pass = pass_builder.build_render_pass(RenderOptions::default());
35 render_pass.render_shapes(gpu, &mut brush, &buffer);
36 render_pass.finish();
37
38 //Execute all drawing commands from all render passes and render into screen.
39 pass_builder.finish_render(gpu);
40 });
41
42 //Start program logic cycle.
43 app.start(());
44}
More examples
examples/texture_cube/main.rs (line 59)
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}
Auto Trait Implementations§
impl Freeze for RenderPassBuilder
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
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