Struct truck_platform::DeviceHandler
source · pub struct DeviceHandler { /* private fields */ }
Expand description
Chain that holds Device
, Queue
and SurfaceConfiguration
.
This struct is used for creating Scene
.
Device
and Queue
must be wrapped Arc
,
and SurfaceConfiguration
Arc<Mutex>
.
Implementations§
source§impl DeviceHandler
impl DeviceHandler
sourcepub const fn new(
adapter: Arc<Adapter>,
device: Arc<Device>,
queue: Arc<Queue>
) -> DeviceHandler
pub const fn new(
adapter: Arc<Adapter>,
device: Arc<Device>,
queue: Arc<Queue>
) -> DeviceHandler
constructor
sourcepub const fn device(&self) -> &Arc<Device>
pub const fn device(&self) -> &Arc<Device>
Returns the reference of the device.
Examples found in repository?
src/scene.rs (line 325)
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pub fn new(device_handler: DeviceHandler, scene_desc: &SceneDescriptor) -> Scene {
let device = device_handler.device();
let (foward_depth, sampling_buffer) = scene_desc.backend_buffers(device);
let bind_group_layout = Self::init_scene_bind_group_layout(device);
Scene {
objects: Default::default(),
bind_group_layout,
foward_depth,
sampling_buffer,
clock: instant::Instant::now(),
scene_desc: scene_desc.clone(),
device_handler,
}
}
/// Construct scene from default GPU device.
/// # Arguments
/// - `size`: (width, height)
pub async fn from_default_device(scene_desc: &SceneDescriptor) -> Scene {
Scene::new(DeviceHandler::default_device().await, scene_desc)
}
/// Creates compatible texture for render attachment.
///
/// # Remarks
/// The usage of texture is `TextureUsages::RENDER_ATTACHMENT | TetureUsages::COPY_SRC`.
#[inline(always)]
pub fn compatible_texture(&self) -> Texture {
let config = self.scene_desc.render_texture;
self.device().create_texture(&TextureDescriptor {
label: None,
size: Extent3d {
width: config.canvas_size.0,
height: config.canvas_size.1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: TextureDimension::D2,
format: config.format,
usage: TextureUsages::RENDER_ATTACHMENT | TextureUsages::COPY_SRC,
})
}
/// Returns the reference of its own `DeviceHandler`.
#[inline(always)]
pub const fn device_handler(&self) -> &DeviceHandler { &self.device_handler }
/// Returns the reference of the device.
#[inline(always)]
pub const fn device(&self) -> &Arc<Device> { &self.device_handler.device }
/// Returns the reference of the queue.
#[inline(always)]
pub const fn queue(&self) -> &Arc<Queue> { &self.device_handler.queue }
/// Returns the elapsed time since the scene was created.
#[inline(always)]
pub fn elapsed(&self) -> std::time::Duration { self.clock.elapsed() }
/// Returns the reference of the descriptor.
#[inline(always)]
pub const fn descriptor(&self) -> &SceneDescriptor { &self.scene_desc }
/// Returns the mutable reference of the descriptor.
///
/// # Remarks
///
/// When the return value is dropped, the depth buffer and sampling buffer are automatically updated.
/// Use `studio_config_mut` if you only want to update the colors of the camera, lights, and background.
#[inline(always)]
pub fn descriptor_mut(&mut self) -> SceneDescriptorMut<'_> { SceneDescriptorMut(self) }
/// Returns the reference of the studio configuration.
#[inline(always)]
pub const fn studio_config(&self) -> &StudioConfig { &self.scene_desc.studio }
/// Returns the mutable reference of the studio configuration.
#[inline(always)]
pub fn studio_config_mut(&mut self) -> &mut StudioConfig { &mut self.scene_desc.studio }
/// Returns the bind group layout in the scene.
#[inline(always)]
pub const fn bind_group_layout(&self) -> &BindGroupLayout { &self.bind_group_layout }
/// Creates a `UNIFORM` buffer of the camera.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// layout(set = 0, binding = 0) uniform Camera {
/// mat4 camera_matrix; // the camera matrix
/// mat4 camera_projection; // the projection into the normalized view volume
/// };
/// ```
#[inline(always)]
pub fn camera_buffer(&self) -> BufferHandler { self.scene_desc.camera_buffer(self.device()) }
/// Creates a `STORAGE` buffer of all lights.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// struct Light {
/// vec4 position; // the position of light, position.w == 1.0
/// vec4 color; // the color of light, color.w == 1.0
/// uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
/// };
///
/// layout(set = 0, binding = 1) buffer Lights {
/// Light lights[]; // the number of lights must be gotten from another place
/// };
/// ```
#[inline(always)]
pub fn lights_buffer(&self) -> BufferHandler { self.scene_desc.lights_buffer(self.device()) }
/// Creates a `UNIFORM` buffer of the scene status.
///
/// The bind group provides [`Scene`] holds this uniform buffer.
///
/// # Shader Example
/// ```glsl
/// layout(set = 0, binding = 2) uniform Scene {
/// vec4 bk_color; // color of back ground
/// float time; // elapsed time since the scene was created.
/// uint nlights; // the number of lights
/// };
/// ```
#[inline(always)]
pub fn scene_status_buffer(&self) -> BufferHandler {
let bk = self.scene_desc.studio.background;
let size = self.scene_desc.render_texture.canvas_size;
let scene_info = SceneInfo {
background_color: [bk.r as f32, bk.g as f32, bk.b as f32, bk.a as f32],
resolution: [size.0, size.1],
time: self.elapsed().as_secs_f32(),
num_of_lights: self.scene_desc.studio.lights.len() as u32,
};
BufferHandler::from_slice(&[scene_info], self.device(), BufferUsages::UNIFORM)
}
/// Creates bind group.
/// # Shader Examples
/// Suppose binded as `set = 0`.
/// ```glsl
/// layout(set = 0, binding = 0) uniform Camera {
/// mat4 camera_matrix; // the camera matrix
/// mat4 camera_projection; // the projection into the normalized view volume
/// };
///
/// struct Light {
/// vec4 position; // the position of light, position.w == 1.0
/// vec4 color; // the color of light, color.w == 1.0
/// uvec4 light_type; // Point => uvec4(0, 0, 0, 0), Uniform => uvec4(1, 0, 0, 0)
/// };
///
/// layout(set = 0, binding = 1) buffer Lights {
/// Light lights[];
/// };
///
/// layout(set = 0, binding = 2) uniform Scene {
/// float time; // elapsed time since the scene was created.
/// uint nlights; // the number of lights
/// };
/// ```
#[inline(always)]
pub fn scene_bind_group(&self) -> BindGroup {
bind_group_util::create_bind_group(
self.device(),
&self.bind_group_layout,
vec![
self.camera_buffer().binding_resource(),
self.lights_buffer().binding_resource(),
self.scene_status_buffer().binding_resource(),
],
)
}
/// Adds a render object to the scene.
///
/// If there already exists a render object with the same ID,
/// replaces the render object and returns false.
#[inline(always)]
pub fn add_object<R: Rendered>(&mut self, object: &R) -> bool {
let render_object = object.render_object(self);
self.objects
.insert(object.render_id(), render_object)
.is_none()
}
/// Sets the visibility of a render object.
///
/// If there does not exist the render object in the scene, does nothing and returns `false`.
#[inline(always)]
pub fn set_visibility<R: Rendered>(&mut self, object: &R, visible: bool) -> bool {
self.objects
.get_mut(&object.render_id())
.map(|obj| obj.visible = visible)
.is_some()
}
/// Adds render objects to the scene.
///
/// If there already exists a render object with the same ID,
/// replaces the render object and returns false.
#[inline(always)]
pub fn add_objects<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object| flag && self.add_object(object);
objects.into_iter().fold(true, closure)
}
/// Removes a render object from the scene.
///
/// If there does not exist the render object in the scene, does nothing and returns `false`.
#[inline(always)]
pub fn remove_object<R: Rendered>(&mut self, object: &R) -> bool {
self.objects.remove(&object.render_id()).is_some()
}
/// Removes render objects from the scene.
///
/// If there exists a render object which does not exist in the scene, returns `false`.
#[inline(always)]
pub fn remove_objects<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object| flag && self.remove_object(object);
objects.into_iter().fold(true, closure)
}
/// Removes all render objects from the scene.
#[inline(always)]
pub fn clear_objects(&mut self) { self.objects.clear() }
/// Returns the number of the render objects in the scene.
#[inline(always)]
pub fn number_of_objects(&self) -> usize { self.objects.len() }
/// Synchronizes the information of vertices of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_vertex_buffer<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
None => false,
Some(render_object) => {
let (vb, ib) = object.vertex_buffer(handler);
render_object.vertex_buffer = vb;
render_object.index_buffer = ib;
true
}
}
}
/// Synchronizes the information of vertices of `objects` in the CPU memory
/// and that in the GPU memory.
///
/// If there exists a render object which does not exist in the scene, returns false.
#[inline(always)]
pub fn update_vertex_buffers<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_vertex_buffer(object);
objects.into_iter().fold(true, closure)
}
/// Synchronizes the information of bind group of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_bind_group<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
Some(render_object) => {
let bind_group = object.bind_group(handler, &render_object.bind_group_layout);
render_object.bind_group = bind_group;
true
}
_ => false,
}
}
/// Synchronizes the information of bind group of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there exists a render object which does not exist in the scene, returns false.
#[inline(always)]
pub fn update_bind_groups<'a, R, I>(&mut self, objects: I) -> bool
where
R: 'a + Rendered,
I: IntoIterator<Item = &'a R>, {
let closure = move |flag, object: &R| flag && self.update_bind_group(object);
objects.into_iter().fold(true, closure)
}
/// Synchronizes the information of pipeline of `object` in the CPU memory
/// and that in the GPU memory.
///
/// If there does not exist the render object in the scene, does nothing and returns false.
#[inline(always)]
pub fn update_pipeline<R: Rendered>(&mut self, object: &R) -> bool {
let (handler, objects) = (&self.device_handler, &mut self.objects);
match objects.get_mut(&object.render_id()) {
Some(render_object) => {
let device = handler.device();
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
bind_group_layouts: &[
&self.bind_group_layout,
&render_object.bind_group_layout,
],
push_constant_ranges: &[],
label: None,
});
render_object.pipeline =
object.pipeline(handler, &pipeline_layout, &self.scene_desc);
true
}
_ => false,
}
}
sourcepub async fn default_device() -> Self
pub async fn default_device() -> Self
Creates default device handler.
Trait Implementations§
source§impl Clone for DeviceHandler
impl Clone for DeviceHandler
source§fn clone(&self) -> DeviceHandler
fn clone(&self) -> DeviceHandler
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more