Clear frames explicitly in integration example

This commit is contained in:
Héctor Ramón Jiménez 2020-06-05 15:05:30 +02:00
parent 969de1d31c
commit fd3801ed38
2 changed files with 37 additions and 56 deletions

View File

@ -154,37 +154,19 @@ pub fn main() {
&wgpu::CommandEncoderDescriptor { label: None }, &wgpu::CommandEncoderDescriptor { label: None },
); );
// We draw the scene first
let program = state.program(); let program = state.program();
scene.draw( {
&mut encoder, // We clear the frame
&frame.view, let mut render_pass = scene.clear(
program.background_color(), &frame.view,
); &mut encoder,
program.background_color(),
);
// If you are using this example and you have no `scene` on your application, // Draw the scene
// you can clear screen by this code. scene.draw(&mut render_pass);
/* }
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,
});
*/
// And then iced on top // And then iced on top
let mouse_interaction = renderer.backend_mut().draw( let mouse_interaction = renderer.backend_mut().draw(

View File

@ -16,38 +16,37 @@ impl Scene {
} }
} }
pub fn draw( pub fn clear<'a>(
&self, &self,
encoder: &mut wgpu::CommandEncoder, target: &'a wgpu::TextureView,
target: &wgpu::TextureView, encoder: &'a mut wgpu::CommandEncoder,
background_color: Color, background_color: Color,
) { ) -> wgpu::RenderPass<'a> {
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor { color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
color_attachments: &[ attachment: target,
wgpu::RenderPassColorAttachmentDescriptor { resolve_target: None,
attachment: target, load_op: wgpu::LoadOp::Clear,
resolve_target: None, store_op: wgpu::StoreOp::Store,
load_op: wgpu::LoadOp::Clear, clear_color: {
store_op: wgpu::StoreOp::Store, let [r, g, b, a] = background_color.into_linear();
clear_color: {
let [r, g, b, a] = background_color.into_linear();
wgpu::Color { wgpu::Color {
r: r as f64, r: r as f64,
g: g as f64, g: g as f64,
b: b as f64, b: b as f64,
a: a as f64, a: a as f64,
} }
}, },
}, }],
], depth_stencil_attachment: None,
depth_stencil_attachment: None, })
}); }
rpass.set_pipeline(&self.pipeline); pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
rpass.set_bind_group(0, &self.bind_group, &[]); render_pass.set_pipeline(&self.pipeline);
rpass.draw(0..3, 0..1); render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..3, 0..1);
} }
} }