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PathUniforms

Struct PathUniforms 

Source
#[repr(C)]
pub struct PathUniforms {
Show 13 fields pub viewport_size: [f32; 2], pub opacity: f32, pub _pad0: f32, pub transform: [[f32; 4]; 3], pub clip_bounds: [f32; 4], pub clip_radius: [f32; 4], pub clip_type: u32, pub use_gradient_texture: u32, pub use_image_texture: u32, pub use_glass_effect: u32, pub image_uv_bounds: [f32; 4], pub glass_params: [f32; 4], pub glass_tint: [f32; 4],
}
Expand description

Uniform buffer for path rendering Layout matches shader struct exactly:

  • viewport_size: vec2<f32> (8 bytes)
  • opacity: f32 (4 bytes)
  • _pad0: f32 (4 bytes)
  • transform_row0: vec4<f32> (16 bytes)
  • transform_row1: vec4<f32> (16 bytes)
  • transform_row2: vec4<f32> (16 bytes)
  • clip_bounds: vec4<f32> (16 bytes) - (x, y, width, height) or (cx, cy, rx, ry)
  • clip_radius: vec4<f32> (16 bytes) - corner radii (tl, tr, br, bl) or (rx, ry, 0, 0)
  • clip_type: u32 (4 bytes) - 0=none, 1=rect, 2=circle, 3=ellipse
  • use_gradient_texture: u32 (4 bytes) - 0=use vertex colors, 1=sample gradient texture
  • use_image_texture: u32 (4 bytes) - 0=no image, 1=sample image texture
  • use_glass_effect: u32 (4 bytes) - 0=no glass, 1=glass effect on path
  • image_uv_bounds: vec4<f32> (16 bytes) - (u_min, v_min, u_max, v_max) for image UV mapping
  • glass_params: vec4<f32> (16 bytes) - (blur_radius, saturation, tint_strength, opacity)
  • glass_tint: vec4<f32> (16 bytes) - glass tint color RGBA Total: 160 bytes

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§viewport_size: [f32; 2]§opacity: f32§_pad0: f32§transform: [[f32; 4]; 3]

3x3 transform matrix stored as 3 vec4s (xyz used, w is padding)

§clip_bounds: [f32; 4]

Clip bounds: (x, y, width, height) for rects, (cx, cy, rx, ry) for circles/ellipses

§clip_radius: [f32; 4]

Clip corner radii for rounded rects: (top-left, top-right, bottom-right, bottom-left) For circles/ellipses: (rx, ry, 0, 0)

§clip_type: u32

Clip type: 0=none, 1=rect, 2=circle, 3=ellipse

§use_gradient_texture: u32

Use gradient texture: 0=use vertex colors (2-stop fast path), 1=sample gradient texture

§use_image_texture: u32

Use image texture: 0=no image, 1=sample image texture for brush

§use_glass_effect: u32

Use glass effect: 0=no glass, 1=glass effect on path (requires mask texture)

§image_uv_bounds: [f32; 4]

Image UV bounds for mapping: (u_min, v_min, u_max, v_max)

§glass_params: [f32; 4]

Glass parameters: (blur_radius, saturation, tint_strength, opacity)

§glass_tint: [f32; 4]

Glass tint color (RGBA)

Trait Implementations§

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impl Clone for PathUniforms

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fn clone(&self) -> PathUniforms

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for PathUniforms

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for PathUniforms

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Zeroable for PathUniforms

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fn zeroed() -> Self

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impl Copy for PathUniforms

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impl Pod for PathUniforms

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Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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Mutably borrows from an owned value. Read more
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If this function returns true, then it must be valid to reinterpret bits as &Self.
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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