Clear frames explicitly in integration example
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@ -154,37 +154,19 @@ pub fn main() {
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&wgpu::CommandEncoderDescriptor { label: None },
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&wgpu::CommandEncoderDescriptor { label: None },
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);
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);
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// We draw the scene first
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let program = state.program();
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let program = state.program();
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scene.draw(
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{
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&mut encoder,
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// We clear the frame
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&frame.view,
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let mut render_pass = scene.clear(
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program.background_color(),
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&frame.view,
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);
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&mut encoder,
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program.background_color(),
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);
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// If you are using this example and you have no `scene` on your application,
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// Draw the scene
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// you can clear screen by this code.
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scene.draw(&mut render_pass);
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/*
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}
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let _ =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 1.0,
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g: 1.0,
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b: 1.0,
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a: 1.0,
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},
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},
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],
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depth_stencil_attachment: None,
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});
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*/
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// And then iced on top
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// And then iced on top
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let mouse_interaction = renderer.backend_mut().draw(
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let mouse_interaction = renderer.backend_mut().draw(
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@ -16,38 +16,37 @@ impl Scene {
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}
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}
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}
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}
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pub fn draw(
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pub fn clear<'a>(
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&self,
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&self,
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encoder: &mut wgpu::CommandEncoder,
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target: &'a wgpu::TextureView,
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target: &wgpu::TextureView,
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encoder: &'a mut wgpu::CommandEncoder,
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background_color: Color,
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background_color: Color,
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) {
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) -> wgpu::RenderPass<'a> {
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let mut rpass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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color_attachments: &[
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attachment: target,
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wgpu::RenderPassColorAttachmentDescriptor {
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resolve_target: None,
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attachment: target,
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load_op: wgpu::LoadOp::Clear,
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resolve_target: None,
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store_op: wgpu::StoreOp::Store,
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load_op: wgpu::LoadOp::Clear,
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clear_color: {
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store_op: wgpu::StoreOp::Store,
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let [r, g, b, a] = background_color.into_linear();
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clear_color: {
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let [r, g, b, a] = background_color.into_linear();
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wgpu::Color {
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wgpu::Color {
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r: r as f64,
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r: r as f64,
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g: g as f64,
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g: g as f64,
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b: b as f64,
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b: b as f64,
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a: a as f64,
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a: a as f64,
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}
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}
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},
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},
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},
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}],
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],
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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})
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});
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}
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rpass.set_pipeline(&self.pipeline);
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pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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rpass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.set_pipeline(&self.pipeline);
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rpass.draw(0..3, 0..1);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.draw(0..3, 0..1);
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}
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}
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}
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}
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