@ -60,10 +60,10 @@ let buffer = device.create_buffer_with_data(
);
```
We specified our `diffuse_buffer` to be `COPY_SRC` so that we can copy it to our `diffuse_texture`. We preform the copy using a `CommandEncoder`. We'll need to change `queue`'s mutablility so we can submit the resulting `CommandBuffer`.
We specified our `diffuse_buffer` to be `COPY_SRC` so that we can copy it to our `diffuse_texture`. We preform the copy using a `CommandEncoder`.
```rust
let (device, mut queue) = // ...
let (device, queue) = // ...
// ...
@ -467,7 +467,7 @@ impl Texture {
```
1. We're using the [failure](https://docs.rs/failure/0.1.6/failure/) crate to simplify error handling.
2. In order to prevent importing `queue` as `&mut`, we're returning a `CommandBuffer` with our texture. This means we could load multiple textures at the same time, and then submit all there command buffers at once.
2. We're returning a `CommandBuffer` with our texture. This means we could load multiple textures at the same time, and then submit all there command buffers at once.
We need to import `texture.rs` as a module, so somewhere at the top of `main.rs` add the following.
@ -38,7 +38,7 @@ The `build_view_projection_matrix` is where the magic happens.
3. The coordinate system in Wgpu is based on DirectX, and Metal's coordinate systems. That means that in [normalized device coordinates](https://github.com/gfx-rs/gfx/tree/master/src/backend/dx12#normalized-coordinates) the x axis and y axis are in the range of -1.0 to +1.0, and the z axis is 0.0 to +1.0. The `cgmath` crate (as well as most game math crates) are built for OpenGL's coordinate system. This matrix will scale and translate our scene from OpenGL's coordinate sytem to WGPU's. We'll define it as follows.
Up to this point we've been drawing just one object. Most games have hundreds of objects on screen at the same time. If we wanted to draw multiple instances of our model, we could copy the vertex buffer and modify it's vertices to be in the right place, but this would be hilariously inefficient. We have our model, and we now how to position it in 3d space with a matrix, like we did the camera, so all we have to do is change the matrix we're using when we draw.
Up to this point we've been drawing just one object. Most games have hundreds of objects on screen at the same time. If we wanted to draw multiple instances of our model, we could copy the vertex buffer and modify it's vertices to be in the right place, but this would be hilariously inefficient. We have our model, and we know how to position it in 3d space with a matrix, like we did the camera, so all we have to do is change the matrix we're using when we draw.
## The naive method
@ -253,7 +253,7 @@ This technique has its drawbacks.
A storage buffer gives us the flexibility that arrays did not. We don't have to specify it's size in the shader, and we can even use a `Vec` to create it!
Since we're using `bytemuck` for casting our data to `&[u8]`, we're going to need to define a custom scruct to store the `cgmath::Matrix4`s. We need to do this because we can't implement `bytemuck::Pod`, and `bytemuck::Zeroable`, on `cgmath::Matrix4`because we don't that type.
Since we're using `bytemuck` for casting our data to `&[u8]`, we're going to need to define a custom scruct to store the `cgmath::Matrix4`s. We need to do this because we can't implement `bytemuck::Pod`, and `bytemuck::Zeroable`, on `cgmath::Matrix4`as it is an external type.
@ -19,7 +19,7 @@ let (device, queue) = adapter.request_device(&Default::default()).await;
## A triangle without a window
Now we've talked about not needing to see what the gpu is doing, but we do need to see the results at some point. If we look back to talking about the [swap chain](/beginner/tutorial2-swapchain/#render) we see that we use `swap_chain.get_next_texture()` to grab a texture to draw to. We'll skip that step by creating the texture ourselves.
Now we've talked about not needing to see what the gpu is doing, but we do need to see the results at some point. If we look back to talking about the [swap chain](/beginner/tutorial2-swapchain/#render) we see that we use `swap_chain.get_next_texture()` to grab a texture to draw to. We'll skip that step by creating the texture ourselves. One thing to note here is we need to specify `wgpu::TextureFormat::Rgba8UnormSrgb` to `format` instead of `wgpu::TextureFormat::Bgra8UnormSrgb` since PNG uses RGBA, not BGRA.