pub struct VertexBufferLayout {
pub array_stride: u64,
pub step_mode: VertexStepMode,
pub attributes: Vec<VertexAttribute>,
}Expand description
Describes how the vertex buffer is interpreted.
Fields§
§array_stride: u64The stride, in bytes, between elements of this buffer.
step_mode: VertexStepModeHow often this vertex buffer is “stepped” forward.
attributes: Vec<VertexAttribute>The list of attributes which comprise a single vertex.
Implementations§
Source§impl VertexBufferLayout
impl VertexBufferLayout
Sourcepub fn from_vertex_formats<T>(
step_mode: VertexStepMode,
vertex_formats: T,
) -> VertexBufferLayoutwhere
T: IntoIterator<Item = VertexFormat>,
pub fn from_vertex_formats<T>(
step_mode: VertexStepMode,
vertex_formats: T,
) -> VertexBufferLayoutwhere
T: IntoIterator<Item = VertexFormat>,
Creates a new densely packed VertexBufferLayout from an iterator of vertex formats.
Iteration order determines the shader_location and offset of the VertexAttributes.
The first iterated item will have a shader_location and offset of zero.
The array_stride is the sum of the size of the iterated VertexFormats (in bytes).
Examples found in repository?
examples/2d/mesh2d_manual.rs (line 164)
153 fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
154 // Customize how to store the meshes' vertex attributes in the vertex buffer
155 // Our meshes only have position and color
156 let formats = vec![
157 // Position
158 VertexFormat::Float32x3,
159 // Color
160 VertexFormat::Uint32,
161 ];
162
163 let vertex_layout =
164 VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);
165
166 let format = match key.contains(Mesh2dPipelineKey::HDR) {
167 true => ViewTarget::TEXTURE_FORMAT_HDR,
168 false => TextureFormat::bevy_default(),
169 };
170
171 RenderPipelineDescriptor {
172 vertex: VertexState {
173 // Use our custom shader
174 shader: self.shader.clone(),
175 // Use our custom vertex buffer
176 buffers: vec![vertex_layout],
177 ..default()
178 },
179 fragment: Some(FragmentState {
180 // Use our custom shader
181 shader: self.shader.clone(),
182 targets: vec![Some(ColorTargetState {
183 format,
184 blend: Some(BlendState::ALPHA_BLENDING),
185 write_mask: ColorWrites::ALL,
186 })],
187 ..default()
188 }),
189 // Use the two standard uniforms for 2d meshes
190 layout: vec![
191 // Bind group 0 is the view uniform
192 self.mesh2d_pipeline.view_layout.clone(),
193 // Bind group 1 is the mesh uniform
194 self.mesh2d_pipeline.mesh_layout.clone(),
195 ],
196 primitive: PrimitiveState {
197 cull_mode: Some(Face::Back),
198 topology: key.primitive_topology(),
199 ..default()
200 },
201 depth_stencil: Some(DepthStencilState {
202 format: CORE_2D_DEPTH_FORMAT,
203 depth_write_enabled: false,
204 depth_compare: CompareFunction::GreaterEqual,
205 stencil: StencilState {
206 front: StencilFaceState::IGNORE,
207 back: StencilFaceState::IGNORE,
208 read_mask: 0,
209 write_mask: 0,
210 },
211 bias: DepthBiasState {
212 constant: 0,
213 slope_scale: 0.0,
214 clamp: 0.0,
215 },
216 }),
217 multisample: MultisampleState {
218 count: key.msaa_samples(),
219 mask: !0,
220 alpha_to_coverage_enabled: false,
221 },
222 label: Some("colored_mesh2d_pipeline".into()),
223 ..default()
224 }
225 }Sourcepub fn offset_locations_by(self, location: u32) -> VertexBufferLayout
pub fn offset_locations_by(self, location: u32) -> VertexBufferLayout
Returns a VertexBufferLayout with the shader location of every attribute offset by
location.
Trait Implementations§
Source§impl Clone for VertexBufferLayout
impl Clone for VertexBufferLayout
Source§fn clone(&self) -> VertexBufferLayout
fn clone(&self) -> VertexBufferLayout
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for VertexBufferLayout
impl Debug for VertexBufferLayout
Source§impl Default for VertexBufferLayout
impl Default for VertexBufferLayout
Source§fn default() -> VertexBufferLayout
fn default() -> VertexBufferLayout
Returns the “default value” for a type. Read more
Source§impl Hash for VertexBufferLayout
impl Hash for VertexBufferLayout
Source§impl PartialEq for VertexBufferLayout
impl PartialEq for VertexBufferLayout
impl Eq for VertexBufferLayout
impl StructuralPartialEq for VertexBufferLayout
Auto Trait Implementations§
impl Freeze for VertexBufferLayout
impl RefUnwindSafe for VertexBufferLayout
impl Send for VertexBufferLayout
impl Sync for VertexBufferLayout
impl Unpin for VertexBufferLayout
impl UnwindSafe for VertexBufferLayout
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