Test custom types with cubes example

This commit is contained in:
Werner
2022-01-05 09:41:22 -03:00
parent f45d465c3f
commit 1ac2662011
10 changed files with 153 additions and 130 deletions

View File

@ -9,7 +9,7 @@ use wgpu::util::DeviceExt;
use winit::event::*; use winit::event::*;
use Graphics::Camera::*; use Graphics::Camera::*;
use Graphics::Render::*; use Graphics::Render::*;
use Graphics::{Display, Runtime, State}; use Graphics::{Runtime, State};
struct Cubes { struct Cubes {
render_pipeline: wgpu::RenderPipeline, render_pipeline: wgpu::RenderPipeline,
@ -25,9 +25,9 @@ struct Cubes {
} }
impl State for Cubes { impl State for Cubes {
fn Init(display: &Display) -> Result<Self> { fn Init(renderer: &mut Renderer) -> Result<Self> {
let texture_bind_group_layout = let texture_bind_group_layout =
display renderer
.device .device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[ entries: &[
@ -60,7 +60,7 @@ impl State for Cubes {
eye: (0.0, 5.0, -10.0).into(), eye: (0.0, 5.0, -10.0).into(),
target: (0.0, 0.0, 0.0).into(), target: (0.0, 0.0, 0.0).into(),
up: cgmath::Vector3::unit_y(), up: cgmath::Vector3::unit_y(),
aspect: display.config.width as f32 / display.config.height as f32, aspect: renderer.config.width as f32 / renderer.config.height as f32,
fovy: 45.0, fovy: 45.0,
znear: 0.1, znear: 0.1,
zfar: 100.0, zfar: 100.0,
@ -71,7 +71,7 @@ impl State for Cubes {
let mut camera_uniform = CameraUniform::New(); let mut camera_uniform = CameraUniform::New();
camera_uniform.UpdateViewProjection(&camera); camera_uniform.UpdateViewProjection(&camera);
let camera_buffer = display let camera_buffer = renderer
.device .device
.create_buffer_init(&wgpu::util::BufferInitDescriptor { .create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"), label: Some("Camera Buffer"),
@ -104,7 +104,7 @@ impl State for Cubes {
let instance_data = instances.iter().map(Instance::ToRaw).collect::<Vec<_>>(); let instance_data = instances.iter().map(Instance::ToRaw).collect::<Vec<_>>();
let instance_buffer = let instance_buffer =
display renderer
.device .device
.create_buffer_init(&wgpu::util::BufferInitDescriptor { .create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"), label: Some("Instance Buffer"),
@ -113,7 +113,7 @@ impl State for Cubes {
}); });
let camera_bind_group_layout = let camera_bind_group_layout =
display renderer
.device .device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry { entries: &[wgpu::BindGroupLayoutEntry {
@ -129,7 +129,7 @@ impl State for Cubes {
label: Some("camera_bind_group_layout"), label: Some("camera_bind_group_layout"),
}); });
let camera_bind_group = display let camera_bind_group = renderer
.device .device
.create_bind_group(&wgpu::BindGroupDescriptor { .create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout, layout: &camera_bind_group_layout,
@ -143,8 +143,8 @@ impl State for Cubes {
// Model // Model
let obj_model = Model::Load( let obj_model = Model::Load(
&display.device, &renderer.device,
&display.queue, &renderer.queue,
&texture_bind_group_layout, &texture_bind_group_layout,
PathBuf::from("./Content/SM_Cube.obj"), PathBuf::from("./Content/SM_Cube.obj"),
) )
@ -152,7 +152,7 @@ impl State for Cubes {
// Shader // Shader
let shader = display let shader = renderer
.device .device
.create_shader_module(&wgpu::ShaderModuleDescriptor { .create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("shader.wgsl"), label: Some("shader.wgsl"),
@ -162,12 +162,12 @@ impl State for Cubes {
// Texture // Texture
let depth_texture = let depth_texture =
Texture::CreateDepthTexture(&display.device, &display.config, "depth_texture"); Texture::CreateDepthTexture(&renderer.device, &renderer.config, "depth_texture");
// Pipeline // Pipeline
let render_pipeline_layout = let render_pipeline_layout =
display renderer
.device .device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"), label: Some("Render Pipeline Layout"),
@ -175,54 +175,70 @@ impl State for Cubes {
push_constant_ranges: &[], push_constant_ranges: &[],
}); });
let render_pipeline = let render_pipeline = {
display let mut layout = ModelVertex::GetLayout();
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor { let attributes = layout
label: Some("Render Pipeline"), .attributes
layout: Some(&render_pipeline_layout), .drain(..)
vertex: wgpu::VertexState { .map(|x| x.into())
module: &shader, .collect::<Vec<_>>();
entry_point: "main",
buffers: &[ModelVertex::GetDescriptor(), InstanceRaw::GetDescriptor()], let wgpu_layout = wgpu::VertexBufferLayout {
}, array_stride: layout.stride as wgpu::BufferAddress,
fragment: Some(wgpu::FragmentState { step_mode: layout.step_mode.into(),
module: &shader, attributes: attributes.as_ref(),
entry_point: "main", };
targets: &[wgpu::ColorTargetState {
format: display.config.format, renderer
blend: Some(wgpu::BlendState { .device
color: wgpu::BlendComponent::REPLACE, .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
alpha: wgpu::BlendComponent::REPLACE, label: Some("Render Pipeline"),
}), layout: Some(&render_pipeline_layout),
write_mask: wgpu::ColorWrites::ALL, vertex: wgpu::VertexState {
}], module: &shader,
}), entry_point: "main",
primitive: wgpu::PrimitiveState { buffers: &[wgpu_layout, InstanceRaw::GetLayout()],
topology: wgpu::PrimitiveTopology::TriangleList, },
strip_index_format: None, fragment: Some(wgpu::FragmentState {
front_face: wgpu::FrontFace::Ccw, module: &shader,
cull_mode: Some(wgpu::Face::Back), entry_point: "main",
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE targets: &[wgpu::ColorTargetState {
polygon_mode: wgpu::PolygonMode::Fill, format: renderer.config.format,
// Requires Features::DEPTH_CLAMPING blend: Some(wgpu::BlendState {
clamp_depth: false, color: wgpu::BlendComponent::REPLACE,
// Requires Features::CONSERVATIVE_RASTERIZATION alpha: wgpu::BlendComponent::REPLACE,
conservative: false, }),
}, write_mask: wgpu::ColorWrites::ALL,
depth_stencil: Some(wgpu::DepthStencilState { }],
format: Texture::DEPTH_FORMAT, }),
depth_write_enabled: true, primitive: wgpu::PrimitiveState {
depth_compare: wgpu::CompareFunction::Less, topology: wgpu::PrimitiveTopology::TriangleList,
stencil: wgpu::StencilState::default(), strip_index_format: None,
bias: wgpu::DepthBiasState::default(), front_face: wgpu::FrontFace::Ccw,
}), cull_mode: Some(wgpu::Face::Back),
multisample: wgpu::MultisampleState { // Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
count: 1, polygon_mode: wgpu::PolygonMode::Fill,
mask: !0, // Requires Features::DEPTH_CLAMPING
alpha_to_coverage_enabled: false, clamp_depth: false,
}, // Requires Features::CONSERVATIVE_RASTERIZATION
}); conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
})
};
Ok(Self { Ok(Self {
render_pipeline, render_pipeline,
@ -238,32 +254,32 @@ impl State for Cubes {
}) })
} }
fn Input(&mut self, display: &Display, event: &WindowEvent) -> bool { fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool {
self.camera_controller.ProcessEvents(event) self.camera_controller.ProcessEvents(event)
} }
fn Update(&mut self, display: &Display, delta: Duration) { fn Update(&mut self, renderer: &mut Renderer, delta: Duration) {
self.camera_controller.UpdateCamera(&mut self.camera); self.camera_controller.UpdateCamera(&mut self.camera);
self.camera_uniform.UpdateViewProjection(&self.camera); self.camera_uniform.UpdateViewProjection(&self.camera);
display.queue.write_buffer( renderer.queue.write_buffer(
&self.camera_buffer, &self.camera_buffer,
0, 0,
bytemuck::cast_slice(&[self.camera_uniform]), bytemuck::cast_slice(&[self.camera_uniform]),
); );
} }
fn Resize(&mut self, display: &Display) { fn Resize(&mut self, renderer: &mut Renderer) {
self.depth_texture = self.depth_texture =
Texture::CreateDepthTexture(&display.device, &display.config, "depth_texture"); Texture::CreateDepthTexture(&renderer.device, &renderer.config, "depth_texture");
} }
fn Draw(&mut self, display: &mut Display) -> Result<(), wgpu::SurfaceError> { fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> {
let output = display.surface.get_current_texture().unwrap(); let output = renderer.surface.get_current_texture().unwrap();
let view = output let view = output
.texture .texture
.create_view(&wgpu::TextureViewDescriptor::default()); .create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = display let mut encoder = renderer
.device .device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { .create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"), label: Some("Render Encoder"),
@ -304,7 +320,7 @@ impl State for Cubes {
); );
} }
display.queue.submit(std::iter::once(encoder.finish())); renderer.queue.submit(std::iter::once(encoder.finish()));
output.present(); output.present();
Ok(()) Ok(())

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@ -60,7 +60,7 @@ struct Triangle {
} }
impl State for Triangle { impl State for Triangle {
fn Init(renderer: &Renderer) -> Result<Self> { fn Init(renderer: &mut Renderer) -> Result<Self> {
// Shader // Shader
let shader = Shader::FromWgsl(include_str!("../Shaders/Triangle.wgsl")); let shader = Shader::FromWgsl(include_str!("../Shaders/Triangle.wgsl"));
@ -99,12 +99,12 @@ impl State for Triangle {
label: Some("RENDER_PIPELINE"), label: Some("RENDER_PIPELINE"),
layout: Some(&render_pipeline_layout), layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState { vertex: wgpu::VertexState {
module: &shader_module, module: renderer.shaders.get("Wgsl").unwrap(),
entry_point: "main", entry_point: "main",
buffers: &[wgpu_layout], buffers: &[wgpu_layout],
}, },
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
module: &shader_module, module: renderer.shaders.get("Wgsl").unwrap(),
entry_point: "main", entry_point: "main",
targets: &[wgpu::ColorTargetState { targets: &[wgpu::ColorTargetState {
format: renderer.config.format, format: renderer.config.format,
@ -154,20 +154,20 @@ impl State for Triangle {
}) })
} }
fn Input(&mut self, renderer: &Renderer, event: &WindowEvent) -> bool { fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool {
false false
} }
fn Update(&mut self, renderer: &Renderer, delta: Duration) {} fn Update(&mut self, renderer: &mut Renderer, delta: Duration) {}
fn Resize(&mut self, renderer: &Renderer) {} fn Resize(&mut self, renderer: &mut Renderer) {}
fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> { fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> {
renderer renderer
.Draw( .Draw(
&self.render_pipeline, &self.render_pipeline,
&self.vertex_buffer, "Vertex Buffer",
&self.index_buffer, "Index Buffer",
self.num_indices, self.num_indices,
) )
.unwrap(); .unwrap();

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@ -6,8 +6,8 @@ pub const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
pub const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new( pub const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
NUM_INSTANCES_PER_ROW as f32 * 0.5, NUM_INSTANCES_PER_ROW as f32 * 0.5,
0.0,
NUM_INSTANCES_PER_ROW as f32 * 0.5, NUM_INSTANCES_PER_ROW as f32 * 0.5,
0.0
); );
pub struct Instance { pub struct Instance {
@ -32,7 +32,7 @@ pub struct InstanceRaw {
} }
impl InstanceRaw { impl InstanceRaw {
pub fn GetDescriptor<'a>() -> wgpu::VertexBufferLayout<'a> { pub fn GetLayout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout { wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress, array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex to Instance // We need to switch from using a step mode of Vertex to Instance

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@ -1,5 +1,6 @@
use super::Texture; use super::{
use super::{Material, Mesh, Vertex}; Material, Mesh, StepMode, Texture, Vertex, VertexAttribute, VertexBufferLayout, VertexFormat,
};
use anyhow::Result; use anyhow::Result;
use bytemuck::{Pod, Zeroable}; use bytemuck::{Pod, Zeroable};
use std::path::Path; use std::path::Path;
@ -112,26 +113,30 @@ pub struct ModelVertex {
} }
impl Vertex for ModelVertex { impl Vertex for ModelVertex {
fn GetDescriptor<'a>() -> wgpu::VertexBufferLayout<'a> { fn GetLayout() -> VertexBufferLayout {
use std::mem; use std::mem;
wgpu::VertexBufferLayout { VertexBufferLayout {
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress, label: "Model".into(),
step_mode: wgpu::VertexStepMode::Vertex, stride: mem::size_of::<ModelVertex>(),
attributes: &[ step_mode: StepMode::Vertex,
wgpu::VertexAttribute { attributes: vec![
VertexAttribute {
label: "Position".into(),
format: VertexFormat::Float32x3,
offset: 0, offset: 0,
shader_location: 0, shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}, },
wgpu::VertexAttribute { VertexAttribute {
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, label: "Position".into(),
shader_location: 1, shader_location: 1,
format: wgpu::VertexFormat::Float32x2, offset: mem::size_of::<[f32; 3]>(),
format: VertexFormat::Float32x2,
}, },
wgpu::VertexAttribute { VertexAttribute {
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress, label: "Color".into(),
shader_location: 2, shader_location: 2,
format: wgpu::VertexFormat::Float32x3, offset: mem::size_of::<[f32; 5]>(),
format: VertexFormat::Float32x3,
}, },
], ],
} }

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@ -5,5 +5,4 @@ pub struct PipelineDescriptor {
pub label: Cow<'static, str>, pub label: Cow<'static, str>,
pub layout: Option<String>, pub layout: Option<String>,
pub shader_stages: String, pub shader_stages: String,
} }

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@ -22,12 +22,12 @@ impl Renderer {
pub async fn New(window: Window) -> Result<Self> { pub async fn New(window: Window) -> Result<Self> {
let size = window.inner_size(); let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::Backends::all()); let instance = wgpu::Instance::new(wgpu::Backends::PRIMARY);
let surface = unsafe { instance.create_surface(&window) }; let surface = unsafe { instance.create_surface(&window) };
let adapter = instance let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions { .request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(), power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface), compatible_surface: Some(&surface),
force_fallback_adapter: false, force_fallback_adapter: false,
}) })
@ -122,10 +122,13 @@ impl Renderer {
pub fn Draw( pub fn Draw(
&self, &self,
pipeline: &wgpu::RenderPipeline, pipeline: &wgpu::RenderPipeline,
vertex_buffer: &wgpu::Buffer, vertex_buffer: &str,
index_buffer: &wgpu::Buffer, index_buffer: &str,
num_indices: u32, num_indices: u32,
) -> Result<()> { ) -> Result<()> {
let vertex_buffer = self.vertex_buffers.get(vertex_buffer).unwrap();
let index_buffer = self.index_buffers.get(index_buffer).unwrap();
let output = self.surface.get_current_texture()?; let output = self.surface.get_current_texture()?;
let view = output let view = output

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@ -1,24 +1,24 @@
pub mod Pipeline; pub mod Pipeline;
//#[path = "DrawModel.rs"] #[path = "DrawModel.rs"]
//mod _DrawModel; mod _DrawModel;
//pub use self::_DrawModel::*; pub use self::_DrawModel::*;
#[path = "IndexFormat.rs"] #[path = "IndexFormat.rs"]
mod _IndexFormat; mod _IndexFormat;
pub use self::_IndexFormat::*; pub use self::_IndexFormat::*;
//#[path = "Instance.rs"] #[path = "Instance.rs"]
//mod _Instance; mod _Instance;
//pub use self::_Instance::*; pub use self::_Instance::*;
//#[path = "Material.rs"] #[path = "Material.rs"]
//mod _Material; mod _Material;
//pub use self::_Material::*; pub use self::_Material::*;
//#[path = "Model.rs"] #[path = "Model.rs"]
//mod _Model; mod _Model;
//pub use self::_Model::*; pub use self::_Model::*;
#[path = "Renderer.rs"] #[path = "Renderer.rs"]
mod _Renderer; mod _Renderer;
@ -28,13 +28,13 @@ pub use self::_Renderer::*;
mod _StepMode; mod _StepMode;
pub use self::_StepMode::*; pub use self::_StepMode::*;
//#[path = "Mesh.rs"] #[path = "Mesh.rs"]
//mod _Mesh; mod _Mesh;
//pub use self::_Mesh::*; pub use self::_Mesh::*;
//#[path = "Texture.rs"] #[path = "Texture.rs"]
//mod _Texture; mod _Texture;
//pub use self::_Texture::*; pub use self::_Texture::*;
#[path = "Vertex.rs"] #[path = "Vertex.rs"]
mod _Vertex; mod _Vertex;

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@ -23,7 +23,7 @@ impl Runtime {
let mut renderer = pollster::block_on(Renderer::New(window))?; let mut renderer = pollster::block_on(Renderer::New(window))?;
let mut app = T::Init(&renderer)?; let mut app = T::Init(&mut renderer)?;
let mut last_update = Instant::now(); let mut last_update = Instant::now();
@ -47,7 +47,7 @@ impl Runtime {
let delta = now - last_update; let delta = now - last_update;
last_update = now; last_update = now;
app.Update(&renderer, delta); app.Update(&mut renderer, delta);
match app.Draw(&mut renderer) { match app.Draw(&mut renderer) {
Ok(_) => {} Ok(_) => {}
@ -55,7 +55,7 @@ impl Runtime {
Err(wgpu::SurfaceError::Lost) => { Err(wgpu::SurfaceError::Lost) => {
let size = renderer.window.inner_size(); let size = renderer.window.inner_size();
renderer.Resize(size.width, size.height); renderer.Resize(size.width, size.height);
app.Resize(&renderer); app.Resize(&mut renderer);
} }
// The system is out of memory, we should probably quit // The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => { Err(wgpu::SurfaceError::OutOfMemory) => {
@ -78,7 +78,7 @@ impl Runtime {
} }
} }
Event::WindowEvent { event, window_id } if window_id == renderer.window.id() => { Event::WindowEvent { event, window_id } if window_id == renderer.window.id() => {
if !app.Input(&renderer, &event) { if !app.Input(&mut renderer, &event) {
match event { match event {
WindowEvent::CloseRequested WindowEvent::CloseRequested
| WindowEvent::KeyboardInput { | WindowEvent::KeyboardInput {
@ -93,11 +93,11 @@ impl Runtime {
WindowEvent::Focused(focused) => is_focused = focused, WindowEvent::Focused(focused) => is_focused = focused,
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
renderer.Resize(new_inner_size.width, new_inner_size.height); renderer.Resize(new_inner_size.width, new_inner_size.height);
app.Resize(&renderer); app.Resize(&mut renderer);
} }
WindowEvent::Resized(physical_size) => { WindowEvent::Resized(physical_size) => {
renderer.Resize(physical_size.width, physical_size.height); renderer.Resize(physical_size.width, physical_size.height);
app.Resize(&renderer); app.Resize(&mut renderer);
} }
_ => {} _ => {}
} }

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@ -30,7 +30,7 @@ impl Shader {
pub fn FromGlsl(stage: ShaderStage, glsl: &str) -> Self { pub fn FromGlsl(stage: ShaderStage, glsl: &str) -> Self {
Self { Self {
label: "".into(), label: "Glsl".into(),
source: ShaderSource::Glsl(glsl.to_string()), source: ShaderSource::Glsl(glsl.to_string()),
stage, stage,
} }
@ -38,7 +38,7 @@ impl Shader {
pub fn FromWgsl(wgsl: &str) -> Self { pub fn FromWgsl(wgsl: &str) -> Self {
Self { Self {
label: "".into(), label: "Wgsl".into(),
source: ShaderSource::Wgsl(wgsl.to_string()), source: ShaderSource::Wgsl(wgsl.to_string()),
stage: ShaderStage::Multiple, stage: ShaderStage::Multiple,
} }

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@ -5,9 +5,9 @@ use winit::event::*;
/// Represents a application with reactive state. /// Represents a application with reactive state.
pub trait State: Sized + 'static { pub trait State: Sized + 'static {
fn Init(renderer: &Renderer) -> Result<Self>; fn Init(renderer: &mut Renderer) -> Result<Self>;
fn Input(&mut self, renderer: &Renderer, event: &WindowEvent) -> bool; fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool;
fn Update(&mut self, renderer: &Renderer, delta: Duration); fn Update(&mut self, renderer: &mut Renderer, delta: Duration);
fn Resize(&mut self, renderer: &Renderer); fn Resize(&mut self, renderer: &mut Renderer);
fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError>; fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError>;
} }