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Object

Struct Object 

Source
pub struct Object {
    pub transform: Transform,
    pub shader_program: ShaderProgram,
    /* private fields */
}
Expand description

Represents an object in a 3D scene.

Fields§

§transform: Transform

The transformation matrix of the object.

§shader_program: ShaderProgram

The shader program used to render the object.

Implementations§

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impl Object

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pub fn new(mesh: Vao, shader_program: ShaderProgram) -> Self

Creates a new object with the specified mesh and shader program.

§Arguments
  • mesh - The mesh of the object, represented as a VAO.
  • shader_program - The shader program used to render the object.
§Returns

A new Object instance with the given mesh and shader program, and an identity transformation matrix.

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pub fn render( &mut self, view_matrix: Matrix4<f32>, projection_matrix: Matrix4<f32>, )

Renders the object using the given view and projection matrices.

§Arguments
  • view_matrix - The view matrix to use for rendering.
  • projection_matrix - The projection matrix to use for rendering.

This function binds the object’s shader program and sets the “model”, “view”, and “projection” uniforms to the object’s transformation matrix, the given view matrix, and the given projection matrix, respectively. It then binds the object’s mesh and renders it using the gl::DrawElements function with the gl::TRIANGLES primitive type.

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fn from_sample_(s: S) -> S

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fn into_sample(self) -> T

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const ALIGN: usize

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type Init = T

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unsafe fn init(init: <T as Pointable>::Init) -> usize

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