pub struct Sampler { /* private fields */ }
Expand description
Representation on how a texture will be drawn into a shape.
Implementations§
Source§impl Sampler
impl Sampler
Sourcepub fn new_default(gpu: &GpuCtx) -> Self
pub fn new_default(gpu: &GpuCtx) -> Self
Examples found in repository?
examples/texture_cube/main.rs (line 16)
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 Sampler
impl ToBinder for Sampler
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 Sampler
impl !RefUnwindSafe for Sampler
impl Send for Sampler
impl Sync for Sampler
impl Unpin for Sampler
impl !UnwindSafe for Sampler
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