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pub mod cube;
pub mod vertex;
mod buffer;
mod uniforms;
pub use buffer::Buffer;
pub use cube::Cube;
pub use uniforms::Uniforms;
pub use vertex::Vertex;
use crate::Camera;
use crate::Pipeline;
use iced::advanced::graphics::Transformation;
use iced::widget::shader;
use iced::{Color, Rectangle, Size};
/// A collection of `Cube`s that can be rendered.
#[derive(Debug)]
pub struct Primitive {
cubes: Vec<cube::Raw>,
uniforms: Uniforms,
show_depth_buffer: bool,
}
impl Primitive {
pub fn new(
cubes: &[Cube],
camera: &Camera,
bounds: Rectangle,
show_depth_buffer: bool,
light_color: Color,
) -> Self {
let uniforms = Uniforms::new(camera, bounds, light_color);
Self {
cubes: cubes
.iter()
.map(cube::Raw::from_cube)
.collect::<Vec<cube::Raw>>(),
uniforms,
show_depth_buffer,
}
}
}
impl shader::Primitive for Primitive {
fn prepare(
&self,
format: wgpu::TextureFormat,
device: &wgpu::Device,
queue: &wgpu::Queue,
target_size: Size<u32>,
_scale_factor: f32,
_transform: Transformation,
storage: &mut shader::Storage,
) {
if !storage.has::<Pipeline>() {
storage.store(Pipeline::new(device, queue, format, target_size));
}
let pipeline = storage.get_mut::<Pipeline>().unwrap();
//upload data to GPU
pipeline.update(
device,
queue,
target_size,
&self.uniforms,
self.cubes.len(),
&self.cubes,
);
}
fn render(
&self,
storage: &shader::Storage,
bounds: Rectangle<u32>,
target: &wgpu::TextureView,
_target_size: Size<u32>,
encoder: &mut wgpu::CommandEncoder,
) {
//at this point our pipeline should always be initialized
let pipeline = storage.get::<Pipeline>().unwrap();
//render primitive
pipeline.render(
target,
encoder,
bounds,
self.cubes.len() as u32,
self.show_depth_buffer,
);
}
}
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