pub struct MeshVertexBufferLayout { /* private fields */ }Implementations§
Source§impl MeshVertexBufferLayout
impl MeshVertexBufferLayout
pub fn new( attribute_ids: Vec<MeshVertexAttributeId>, layout: VertexBufferLayout, ) -> MeshVertexBufferLayout
Sourcepub fn contains(&self, attribute_id: impl Into<MeshVertexAttributeId>) -> bool
pub fn contains(&self, attribute_id: impl Into<MeshVertexAttributeId>) -> bool
Examples found in repository?
examples/shader_advanced/custom_render_phase.rs (line 192)
185 fn specialize(
186 &self,
187 key: Self::Key,
188 layout: &MeshVertexBufferLayoutRef,
189 ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
190 // We will only use the position of the mesh in our shader so we only need to specify that
191 let mut vertex_attributes = Vec::new();
192 if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
193 // Make sure this matches the shader location
194 vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
195 }
196 // This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
197 let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
198 let view_layout = self
199 .mesh_pipeline
200 .get_view_layout(MeshPipelineViewLayoutKey::from(key));
201 Ok(RenderPipelineDescriptor {
202 label: Some("Specialized Mesh Pipeline".into()),
203 // We want to reuse the data from bevy so we use the same bind groups as the default
204 // mesh pipeline
205 layout: vec![
206 // Bind group 0 is the view uniform
207 view_layout.main_layout,
208 // Bind group 1 is empty
209 view_layout.empty_layout,
210 // Bind group 2 is the mesh uniform
211 self.mesh_pipeline.mesh_layouts.model_only.clone(),
212 ],
213 vertex: VertexState {
214 shader: self.shader_handle.clone(),
215 buffers: vec![vertex_buffer_layout],
216 ..default()
217 },
218 fragment: Some(FragmentState {
219 shader: self.shader_handle.clone(),
220 targets: vec![Some(ColorTargetState {
221 format: key.target_format(),
222 blend: None,
223 write_mask: ColorWrites::ALL,
224 })],
225 ..default()
226 }),
227 primitive: PrimitiveState {
228 topology: key.primitive_topology(),
229 strip_index_format: key.strip_index_format(),
230 cull_mode: Some(Face::Back),
231 ..default()
232 },
233 // It's generally recommended to specialize your pipeline for MSAA,
234 // but it's not always possible
235 ..default()
236 })
237 }More examples
examples/shader_advanced/specialized_mesh_pipeline.rs (line 199)
192 fn specialize(
193 &self,
194 mesh_key: Self::Key,
195 layout: &MeshVertexBufferLayoutRef,
196 ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
197 // Define the vertex attributes based on a standard bevy [`Mesh`]
198 let mut vertex_attributes = Vec::new();
199 if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
200 // Make sure this matches the shader location
201 vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
202 }
203 if layout.0.contains(Mesh::ATTRIBUTE_COLOR) {
204 // Make sure this matches the shader location
205 vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(1));
206 }
207 // This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
208 let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
209
210 let view_layout = self
211 .mesh_pipeline
212 .get_view_layout(MeshPipelineViewLayoutKey::from(mesh_key));
213
214 Ok(RenderPipelineDescriptor {
215 label: Some("Specialized Mesh Pipeline".into()),
216 layout: vec![
217 view_layout.main_layout,
218 view_layout.empty_layout,
219 self.mesh_pipeline.mesh_layouts.model_only.clone(),
220 ],
221 vertex: VertexState {
222 shader: self.shader_handle.clone(),
223 // Customize how to store the meshes' vertex attributes in the vertex buffer
224 buffers: vec![vertex_buffer_layout],
225 ..default()
226 },
227 fragment: Some(FragmentState {
228 shader: self.shader_handle.clone(),
229 targets: vec![Some(ColorTargetState {
230 // This isn't required, but bevy supports rendering different formats
231 // so it's generally recommended to specialize the pipeline for that
232 format: mesh_key.target_format(),
233 // For this example we only use opaque meshes,
234 // but if you wanted to use alpha blending you would need to set it here
235 blend: None,
236 write_mask: ColorWrites::ALL,
237 })],
238 ..default()
239 }),
240 primitive: PrimitiveState {
241 topology: mesh_key.primitive_topology(),
242 strip_index_format: mesh_key.strip_index_format(),
243 front_face: FrontFace::Ccw,
244 cull_mode: Some(Face::Back),
245 polygon_mode: PolygonMode::Fill,
246 ..default()
247 },
248 // Note that if your view has no depth buffer this will need to be
249 // changed.
250 depth_stencil: Some(DepthStencilState {
251 format: CORE_3D_DEPTH_FORMAT,
252 depth_write_enabled: Some(true),
253 depth_compare: Some(CompareFunction::GreaterEqual),
254 stencil: default(),
255 bias: default(),
256 }),
257 // It's generally recommended to specialize your pipeline for MSAA,
258 // but it's not always possible
259 multisample: MultisampleState {
260 count: mesh_key.msaa_samples(),
261 ..default()
262 },
263 ..default()
264 })
265 }pub fn attribute_ids(&self) -> &[MeshVertexAttributeId]
pub fn layout(&self) -> &VertexBufferLayout
Sourcepub fn get_layout(
&self,
attribute_descriptors: &[VertexAttributeDescriptor],
) -> Result<VertexBufferLayout, MissingVertexAttributeError>
pub fn get_layout( &self, attribute_descriptors: &[VertexAttributeDescriptor], ) -> Result<VertexBufferLayout, MissingVertexAttributeError>
Examples found in repository?
examples/shader_advanced/custom_vertex_attribute.rs (lines 80-83)
74 fn specialize(
75 _pipeline: &MaterialPipeline,
76 descriptor: &mut RenderPipelineDescriptor,
77 layout: &MeshVertexBufferLayoutRef,
78 _key: MaterialPipelineKey<Self>,
79 ) -> Result<(), SpecializedMeshPipelineError> {
80 let vertex_layout = layout.0.get_layout(&[
81 Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
82 ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
83 ])?;
84 descriptor.vertex.buffers = vec![vertex_layout];
85 Ok(())
86 }More examples
examples/gltf/custom_gltf_vertex_attribute.rs (lines 87-91)
82 fn specialize(
83 descriptor: &mut RenderPipelineDescriptor,
84 layout: &MeshVertexBufferLayoutRef,
85 _key: Material2dKey<Self>,
86 ) -> Result<(), SpecializedMeshPipelineError> {
87 let vertex_layout = layout.0.get_layout(&[
88 Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
89 Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
90 ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
91 ])?;
92 descriptor.vertex.buffers = vec![vertex_layout];
93 Ok(())
94 }examples/gltf/gltf_extension_mesh_2d.rs (lines 138-142)
133 fn specialize(
134 descriptor: &mut RenderPipelineDescriptor,
135 layout: &MeshVertexBufferLayoutRef,
136 _key: Material2dKey<Self>,
137 ) -> Result<(), SpecializedMeshPipelineError> {
138 let vertex_layout = layout.0.get_layout(&[
139 Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
140 Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
141 ATTRIBUTE_BARYCENTRIC.at_shader_location(2),
142 ])?;
143 descriptor.vertex.buffers = vec![vertex_layout];
144 Ok(())
145 }examples/shader_advanced/custom_render_phase.rs (line 197)
185 fn specialize(
186 &self,
187 key: Self::Key,
188 layout: &MeshVertexBufferLayoutRef,
189 ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
190 // We will only use the position of the mesh in our shader so we only need to specify that
191 let mut vertex_attributes = Vec::new();
192 if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
193 // Make sure this matches the shader location
194 vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
195 }
196 // This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
197 let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
198 let view_layout = self
199 .mesh_pipeline
200 .get_view_layout(MeshPipelineViewLayoutKey::from(key));
201 Ok(RenderPipelineDescriptor {
202 label: Some("Specialized Mesh Pipeline".into()),
203 // We want to reuse the data from bevy so we use the same bind groups as the default
204 // mesh pipeline
205 layout: vec![
206 // Bind group 0 is the view uniform
207 view_layout.main_layout,
208 // Bind group 1 is empty
209 view_layout.empty_layout,
210 // Bind group 2 is the mesh uniform
211 self.mesh_pipeline.mesh_layouts.model_only.clone(),
212 ],
213 vertex: VertexState {
214 shader: self.shader_handle.clone(),
215 buffers: vec![vertex_buffer_layout],
216 ..default()
217 },
218 fragment: Some(FragmentState {
219 shader: self.shader_handle.clone(),
220 targets: vec![Some(ColorTargetState {
221 format: key.target_format(),
222 blend: None,
223 write_mask: ColorWrites::ALL,
224 })],
225 ..default()
226 }),
227 primitive: PrimitiveState {
228 topology: key.primitive_topology(),
229 strip_index_format: key.strip_index_format(),
230 cull_mode: Some(Face::Back),
231 ..default()
232 },
233 // It's generally recommended to specialize your pipeline for MSAA,
234 // but it's not always possible
235 ..default()
236 })
237 }examples/shader_advanced/specialized_mesh_pipeline.rs (line 208)
192 fn specialize(
193 &self,
194 mesh_key: Self::Key,
195 layout: &MeshVertexBufferLayoutRef,
196 ) -> Result<RenderPipelineDescriptor, SpecializedMeshPipelineError> {
197 // Define the vertex attributes based on a standard bevy [`Mesh`]
198 let mut vertex_attributes = Vec::new();
199 if layout.0.contains(Mesh::ATTRIBUTE_POSITION) {
200 // Make sure this matches the shader location
201 vertex_attributes.push(Mesh::ATTRIBUTE_POSITION.at_shader_location(0));
202 }
203 if layout.0.contains(Mesh::ATTRIBUTE_COLOR) {
204 // Make sure this matches the shader location
205 vertex_attributes.push(Mesh::ATTRIBUTE_COLOR.at_shader_location(1));
206 }
207 // This will automatically generate the correct `VertexBufferLayout` based on the vertex attributes
208 let vertex_buffer_layout = layout.0.get_layout(&vertex_attributes)?;
209
210 let view_layout = self
211 .mesh_pipeline
212 .get_view_layout(MeshPipelineViewLayoutKey::from(mesh_key));
213
214 Ok(RenderPipelineDescriptor {
215 label: Some("Specialized Mesh Pipeline".into()),
216 layout: vec![
217 view_layout.main_layout,
218 view_layout.empty_layout,
219 self.mesh_pipeline.mesh_layouts.model_only.clone(),
220 ],
221 vertex: VertexState {
222 shader: self.shader_handle.clone(),
223 // Customize how to store the meshes' vertex attributes in the vertex buffer
224 buffers: vec![vertex_buffer_layout],
225 ..default()
226 },
227 fragment: Some(FragmentState {
228 shader: self.shader_handle.clone(),
229 targets: vec![Some(ColorTargetState {
230 // This isn't required, but bevy supports rendering different formats
231 // so it's generally recommended to specialize the pipeline for that
232 format: mesh_key.target_format(),
233 // For this example we only use opaque meshes,
234 // but if you wanted to use alpha blending you would need to set it here
235 blend: None,
236 write_mask: ColorWrites::ALL,
237 })],
238 ..default()
239 }),
240 primitive: PrimitiveState {
241 topology: mesh_key.primitive_topology(),
242 strip_index_format: mesh_key.strip_index_format(),
243 front_face: FrontFace::Ccw,
244 cull_mode: Some(Face::Back),
245 polygon_mode: PolygonMode::Fill,
246 ..default()
247 },
248 // Note that if your view has no depth buffer this will need to be
249 // changed.
250 depth_stencil: Some(DepthStencilState {
251 format: CORE_3D_DEPTH_FORMAT,
252 depth_write_enabled: Some(true),
253 depth_compare: Some(CompareFunction::GreaterEqual),
254 stencil: default(),
255 bias: default(),
256 }),
257 // It's generally recommended to specialize your pipeline for MSAA,
258 // but it's not always possible
259 multisample: MultisampleState {
260 count: mesh_key.msaa_samples(),
261 ..default()
262 },
263 ..default()
264 })
265 }Trait Implementations§
Source§impl Clone for MeshVertexBufferLayout
impl Clone for MeshVertexBufferLayout
Source§fn clone(&self) -> MeshVertexBufferLayout
fn clone(&self) -> MeshVertexBufferLayout
Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · 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 MeshVertexBufferLayout
impl Debug for MeshVertexBufferLayout
impl Eq for MeshVertexBufferLayout
Source§impl Hash for MeshVertexBufferLayout
impl Hash for MeshVertexBufferLayout
Source§impl PartialEq for MeshVertexBufferLayout
impl PartialEq for MeshVertexBufferLayout
Source§fn eq(&self, other: &MeshVertexBufferLayout) -> bool
fn eq(&self, other: &MeshVertexBufferLayout) -> bool
Tests for
self and other values to be equal, and is used by ==.impl StructuralPartialEq for MeshVertexBufferLayout
Auto Trait Implementations§
impl Freeze for MeshVertexBufferLayout
impl RefUnwindSafe for MeshVertexBufferLayout
impl Send for MeshVertexBufferLayout
impl Sync for MeshVertexBufferLayout
impl Unpin for MeshVertexBufferLayout
impl UnsafeUnpin for MeshVertexBufferLayout
impl UnwindSafe for MeshVertexBufferLayout
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