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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-06-05 15:05:30 +0200
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-06-05 15:05:30 +0200
commitfd3801ed38a5adbba11ede16f552cd80c0a8bb58 (patch)
tree61b8ad6a0c8fad3103020b7c2e6e2ab05b3e1a9e /examples
parent969de1d31ce7c17f297b2b8abffd071caa562646 (diff)
downloadiced-fd3801ed38a5adbba11ede16f552cd80c0a8bb58.tar.gz
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Clear frames explicitly in `integration` example
Diffstat (limited to 'examples')
-rw-r--r--examples/integration/src/main.rs38
-rw-r--r--examples/integration/src/scene.rs55
2 files changed, 37 insertions, 56 deletions
diff --git a/examples/integration/src/main.rs b/examples/integration/src/main.rs
index 2206d906..db8b4366 100644
--- a/examples/integration/src/main.rs
+++ b/examples/integration/src/main.rs
@@ -154,37 +154,19 @@ pub fn main() {
&wgpu::CommandEncoderDescriptor { label: None },
);
- // We draw the scene first
let program = state.program();
- scene.draw(
- &mut encoder,
- &frame.view,
- program.background_color(),
- );
+ {
+ // We clear the frame
+ let mut render_pass = scene.clear(
+ &frame.view,
+ &mut encoder,
+ program.background_color(),
+ );
- // If you are using this example and you have no `scene` on your application,
- // you can clear screen by this code.
- /*
- let _ =
- encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- color_attachments: &[
- wgpu::RenderPassColorAttachmentDescriptor {
- attachment: &frame.view,
- resolve_target: None,
- load_op: wgpu::LoadOp::Clear,
- store_op: wgpu::StoreOp::Store,
- clear_color: wgpu::Color {
- r: 1.0,
- g: 1.0,
- b: 1.0,
- a: 1.0,
- },
- },
- ],
- depth_stencil_attachment: None,
- });
- */
+ // Draw the scene
+ scene.draw(&mut render_pass);
+ }
// And then iced on top
let mouse_interaction = renderer.backend_mut().draw(
diff --git a/examples/integration/src/scene.rs b/examples/integration/src/scene.rs
index b79a7ff4..6c1a4581 100644
--- a/examples/integration/src/scene.rs
+++ b/examples/integration/src/scene.rs
@@ -16,38 +16,37 @@ impl Scene {
}
}
- pub fn draw(
+ pub fn clear<'a>(
&self,
- encoder: &mut wgpu::CommandEncoder,
- target: &wgpu::TextureView,
+ target: &'a wgpu::TextureView,
+ encoder: &'a mut wgpu::CommandEncoder,
background_color: Color,
- ) {
- let mut rpass =
- encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
- color_attachments: &[
- wgpu::RenderPassColorAttachmentDescriptor {
- attachment: target,
- resolve_target: None,
- load_op: wgpu::LoadOp::Clear,
- store_op: wgpu::StoreOp::Store,
- clear_color: {
- let [r, g, b, a] = background_color.into_linear();
+ ) -> wgpu::RenderPass<'a> {
+ encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
+ color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
+ attachment: target,
+ resolve_target: None,
+ load_op: wgpu::LoadOp::Clear,
+ store_op: wgpu::StoreOp::Store,
+ clear_color: {
+ let [r, g, b, a] = background_color.into_linear();
- wgpu::Color {
- r: r as f64,
- g: g as f64,
- b: b as f64,
- a: a as f64,
- }
- },
- },
- ],
- depth_stencil_attachment: None,
- });
+ wgpu::Color {
+ r: r as f64,
+ g: g as f64,
+ b: b as f64,
+ a: a as f64,
+ }
+ },
+ }],
+ depth_stencil_attachment: None,
+ })
+ }
- rpass.set_pipeline(&self.pipeline);
- rpass.set_bind_group(0, &self.bind_group, &[]);
- rpass.draw(0..3, 0..1);
+ pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
+ render_pass.set_pipeline(&self.pipeline);
+ render_pass.set_bind_group(0, &self.bind_group, &[]);
+ render_pass.draw(0..3, 0..1);
}
}