use rogalik_common::ResourceId;
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
pub position: [f32; 3],
pub color: [f32; 4],
pub tex_coords: [f32; 2],
}
impl Vertex {
const ATTRS: [wgpu::VertexAttribute; 3] = wgpu::vertex_attr_array![
0 => Float32x3,
1 => Float32x4,
2 => Float32x2,
];
pub fn layout() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRS,
}
}
}
#[derive(Clone, Copy)]
pub struct Triangle {
pub indices: [u16; 3],
pub z_index: i32,
pub params: BindParams,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct BindParams {
pub shader_id: ResourceId,
pub material_id: ResourceId,
pub camera_id: ResourceId,
}