Struct Vector3

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#[repr(C)]
pub struct Vector3 { pub x: f32, pub y: f32, pub z: f32, }

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§x: f32§y: f32§z: f32

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impl Vector3

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pub const ZERO: Self

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pub const ONE: Self

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pub const UP: Self

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pub const DOWN: Self

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pub const LEFT: Self

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pub const RIGHT: Self

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pub const FORWARD: Self

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pub fn new<T: ToPrimitive>(x: T, y: T, z: T) -> Self

Examples found in repository?
examples/pipeline.rs (line 121)
61fn main() {
62    let mut runner = est_render::runner::new().expect("Failed to create runner");
63    let mut window = runner
64        .create_window("Engine Example", Point2::new(800, 600))
65        .build()
66        .expect("Failed to create window");
67
68    let mut gpu = est_render::gpu::new(Some(&mut window))
69        .build()
70        .expect("Failed to create GPU");
71
72    let mut msaa_texture = gpu
73        .create_texture()
74        .set_render_target(Point2::new(800, 600), None)
75        .set_sample_count(SampleCount::SampleCount4)
76        .build()
77        .expect("Failed to create MSAA texture");
78
79    let blank_texture = gpu
80        .create_texture()
81        .set_raw_image(
82            &[255u8; 4],
83            Point2::new(1, 1),
84            TextureFormat::Bgra8Unorm,
85        )
86        .set_usage(TextureUsage::Sampler)
87        .build()
88        .expect("Failed to create blank texture");
89
90    let shader = gpu
91        .create_graphics_shader()
92        .set_vertex_code(VERTEX_DRAWING_SHADER)
93        .set_fragment_code(FRAGMENT_DRAWING_SHADER)
94        .build()
95        .expect("Failed to create graphics shader");
96
97    let compute_shader = gpu
98        .create_compute_shader()
99        .set_source(COMPUTE_NOOP_SHADER)
100        .build()
101        .expect("Failed to create compute shader");
102
103    let pipeline = gpu
104        .create_render_pipeline()
105        .set_shader(Some(&shader))
106        .set_blend(Some(&BlendState::ALPHA_BLEND))
107        .set_attachment_texture(0, 0, Some(&blank_texture))
108        .set_attachment_sampler(0, 1, Some(&TextureSampler::DEFAULT))
109        .build()
110        .expect("Failed to create render pipeline");
111
112    let compute_pipeline = gpu
113        .create_compute_pipeline()
114        .set_shader(Some(&compute_shader))
115        .build()
116        .expect("Failed to create compute pipeline");
117
118    // Triangle vertices
119    let vertices = vec![
120        Vertex {
121            position: Vector3::new(-0.5, -0.5, 0.0),
122            color: Color::new(1.0, 0.0, 0.0, 1.0),
123            texcoord: Vector2::new(0.0, 1.0),
124        },
125        Vertex {
126            position: Vector3::new(0.5, -0.5, 0.0),
127            color: Color::new(0.0, 1.0, 0.0, 1.0),
128            texcoord: Vector2::new(1.0, 1.0),
129        },
130        Vertex {
131            position: Vector3::new(0.0, 0.5, 0.0),
132            color: Color::new(0.0, 0.0, 1.0, 1.0),
133            texcoord: Vector2::new(0.5, 0.0),
134        },
135    ];
136
137    let indexes = vec![0u16, 1u16, 2u16];
138
139    let vbo = gpu
140        .create_buffer()
141        .set_data_vec(vertices)
142        .set_usage(BufferUsage::VERTEX)
143        .build()
144        .expect("Failed to create vertex buffer");
145
146    let ibo = gpu
147        .create_buffer()
148        .set_data_vec(indexes)
149        .set_usage(BufferUsage::INDEX)
150        .build()
151        .expect("Failed to create index buffer");
152
153    while runner.pool_events(PollMode::WaitDraw) {
154        for event in runner.get_events() {
155            match event {
156                Event::KeyboardInput {
157                    window_id,
158                    key,
159                    pressed,
160                } => {
161                    if *window_id == window.id() && key == "Escape" && *pressed {
162                        window.quit();
163                    }
164                }
165                Event::WindowResized { window_id: _, size } => {
166                    if size.x <= 0 || size.y <= 0 {
167                        continue; // Skip invalid sizes
168                    }
169
170                    msaa_texture = gpu
171                        .create_texture()
172                        .set_render_target(Point2::new(size.x as u32, size.y as u32), None)
173                        .set_sample_count(SampleCount::SampleCount4)
174                        .build()
175                        .expect("Failed to resize MSAA texture");
176                }
177                Event::RedrawRequested { window_id: _ } => {
178                    if let Ok(mut cmd) = gpu.begin_command() {
179                        if let Ok(mut cm) = cmd.begin_computepass() {
180                            cm.set_pipeline(Some(&compute_pipeline));
181                            cm.dispatch(1, 1, 1);
182                        }
183
184                        if let Ok(mut rp) = cmd.begin_renderpass() {
185                            rp.set_clear_color(Color::BLACK);
186                            rp.push_msaa_texture(&msaa_texture);
187
188                            rp.set_pipeline(Some(&pipeline));
189                            rp.set_gpu_buffer(Some(&vbo), Some(&ibo));
190                            rp.draw_indexed(0..3, 0, 1);
191                        }
192                    }
193
194                    window.request_redraw();
195                }
196                _ => {}
197            }
198        }
199    }
200}
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pub fn cross(&self, other: &Self) -> Self

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pub fn dot(&self, other: &Self) -> f32

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pub fn length(&self) -> f32

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pub fn normalize(&self) -> Self

Trait Implementations§

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impl Add for Vector3

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type Output = Vector3

The resulting type after applying the + operator.
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fn add(self, other: Self) -> Self

Performs the + operation. Read more
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impl AddAssign for Vector3

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fn add_assign(&mut self, other: Self)

Performs the += operation. Read more
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impl Clone for Vector3

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fn clone(&self) -> Vector3

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 Vector3

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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 Vector3

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Div<f32> for Vector3

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type Output = Vector3

The resulting type after applying the / operator.
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fn div(self, scalar: f32) -> Self

Performs the / operation. Read more
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impl From<[f32; 3]> for Vector3

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fn from(array: [f32; 3]) -> Self

Converts to this type from the input type.
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impl From<(f32, f32)> for Vector3

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fn from(tuple: (f32, f32)) -> Self

Converts to this type from the input type.
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impl From<(f32, f32, f32)> for Vector3

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fn from(tuple: (f32, f32, f32)) -> Self

Converts to this type from the input type.
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impl From<(i32, i32, i32)> for Vector3

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fn from(tuple: (i32, i32, i32)) -> Self

Converts to this type from the input type.
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impl From<(u32, u32, u32)> for Vector3

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fn from(tuple: (u32, u32, u32)) -> Self

Converts to this type from the input type.
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impl From<Vector2> for Vector3

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fn from(vector: Vector2) -> Self

Converts to this type from the input type.
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impl From<Vector3> for Vector2

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fn from(vector: Vector3) -> Self

Converts to this type from the input type.
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impl Mul<Vector3> for Matrix4

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type Output = Vector3

The resulting type after applying the * operator.
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fn mul(self, rhs: Vector3) -> Vector3

Performs the * operation. Read more
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impl Mul<f32> for Vector3

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type Output = Vector3

The resulting type after applying the * operator.
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fn mul(self, scalar: f32) -> Self

Performs the * operation. Read more
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impl PartialEq for Vector3

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fn eq(&self, other: &Self) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Sub for Vector3

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type Output = Vector3

The resulting type after applying the - operator.
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fn sub(self, other: Self) -> Self

Performs the - operation. Read more
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impl SubAssign for Vector3

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fn sub_assign(&mut self, other: Self)

Performs the -= operation. Read more
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impl Zeroable for Vector3

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fn zeroed() -> Self

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impl Copy for Vector3

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impl Eq for Vector3

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impl Pod for Vector3

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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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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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