pub struct VertexAttributeDescriptor {
pub usage: VertexAttributeUsage,
pub data_type: VertexAttributeDataType,
pub size: u8,
pub divisor: u8,
pub shader_location: u8,
pub normalized: bool,
}
Expand description
Input vertex attribute descriptor used to construct layouts and feed vertex buffer.
Fields§
§usage: VertexAttributeUsage
Claimed usage of the attribute. It could be Position, Normal, etc.
data_type: VertexAttributeDataType
Data type of every component of the attribute. It could be F32, U32, U16, etc.
size: u8
Size of attribute expressed in components. For example, for Position
it could
be 3 - which means there are 3 components in attribute of data_type
.
divisor: u8
Sets a “fetch rate” for vertex shader at which it will read vertex attribute: 0 - per vertex (default) 1 - per instance 2 - per 2 instances and so on.
shader_location: u8
Defines location of the attribute in a shader (layout(location = x) attrib;
)
normalized: bool
Whether the attribute values should be normalized into 0.0..1.0
range or not.
If this field is set to false
, then the numbers will appear “as-is” when fetching
them in a shader. On the other hand, if it is true
, then any numeric value will be
normalized by applying normalized = num / T::max()
equation. This way all numbers will
always stay in 0.0..1.0
range.
For example, normalization could be useful for RGB colors that expressed as three bytes (u8).
In this case normalization will turn the color into 0.0..1.0
range.
Trait Implementations§
Source§impl Debug for VertexAttributeDescriptor
impl Debug for VertexAttributeDescriptor
Auto Trait Implementations§
impl Freeze for VertexAttributeDescriptor
impl RefUnwindSafe for VertexAttributeDescriptor
impl Send for VertexAttributeDescriptor
impl Sync for VertexAttributeDescriptor
impl Unpin for VertexAttributeDescriptor
impl UnwindSafe for VertexAttributeDescriptor
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