Struct RenderPassBuilder

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pub struct RenderPassBuilder { /* private fields */ }

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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)
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
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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}
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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
Hide additional 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}

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