pub use bc::{
Camera, Color, Context, EntityRef, MeshBuilder, MeshRef, NodeRef, Pass, Projection, Prototype,
Scene, TargetRef,
};
use std::mem;
pub mod pass;
pub mod window;
#[repr(C)]
#[derive(Clone, Copy, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Position(pub [f32; 3]);
impl Position {
const fn layout<const LOCATION: u32>() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Position>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
format: wgpu::VertexFormat::Float32x3,
offset: 0,
shader_location: LOCATION + 0,
}],
}
}
}