pub struct GeometryBuffer<V: Copy = Vertex> {
pub vertex_buffer: ResizingBuffer<V>,
pub index_buffer: ResizingBuffer<u32>,
}
Fields§
§vertex_buffer: ResizingBuffer<V>
§index_buffer: ResizingBuffer<u32>
Implementations§
Source§impl<V: Copy> GeometryBuffer<V>
impl<V: Copy> GeometryBuffer<V>
Sourcepub fn new(name: &str) -> Self
pub fn new(name: &str) -> Self
Examples found in repository?
examples/test.rs (line 53)
42 fn init(&mut self, _cc: &eframe::CreationContext, rd: &mut RenderData) -> Self::RenderResources {
43 let main_pipeline = rd.create_pipeline(PipelineDesc {
44 layout: vec![vec![BindingDesc::Uniforms]],
45 vertex_buffers: vec![Vertex::desc()],
46 vertex_shader: "vertex_shader",
47 fragment_shader: "solid_fragment_shader",
48 topology: wgpu::PrimitiveTopology::TriangleList,
49 ..Default::default()
50 });
51 AppResources {
52 main_pipeline,
53 trianges: GeometryBuffer::new("triangles"),
54 }
55 }
Sourcepub fn update(&mut self, device: &Device, queue: &Queue) -> usize
pub fn update(&mut self, device: &Device, queue: &Queue) -> usize
Examples found in repository?
examples/test.rs (line 95)
67 fn prepare(
68 &mut self,
69 _rd: &mut RenderData,
70 resources: &mut Self::RenderResources,
71 device: &wgpu::Device,
72 queue: &wgpu::Queue,
73 _encoder: &mut wgpu::CommandEncoder,
74 _screen_size: (u32, u32),
75 ) -> Vec<wgpu::CommandBuffer> {
76 resources.trianges.clear();
77 resources.trianges.vertex_buffer.extend_from_slice(&[
78 Vertex {
79 position: [0.0, 0.0, 0.0],
80 color: [1.0, 0.0, 0.0, 1.0],
81 uv: [0.0, 0.0],
82 },
83 Vertex {
84 position: [1.0, 0.0, 0.0],
85 color: [0.0, 1.0, 0.0, 1.0],
86 uv: [0.0, 0.0],
87 },
88 Vertex {
89 position: [0.0, 1.0, 0.0],
90 color: [0.0, 0.0, 1.0, 1.0],
91 uv: [0.0, 0.0],
92 },
93 ]);
94 resources.trianges.index_buffer.extend_from_slice(&[0, 1, 2]);
95 resources.trianges.update(device, queue);
96 Vec::new()
97 }
Sourcepub fn clear(&mut self)
pub fn clear(&mut self)
Examples found in repository?
examples/test.rs (line 76)
67 fn prepare(
68 &mut self,
69 _rd: &mut RenderData,
70 resources: &mut Self::RenderResources,
71 device: &wgpu::Device,
72 queue: &wgpu::Queue,
73 _encoder: &mut wgpu::CommandEncoder,
74 _screen_size: (u32, u32),
75 ) -> Vec<wgpu::CommandBuffer> {
76 resources.trianges.clear();
77 resources.trianges.vertex_buffer.extend_from_slice(&[
78 Vertex {
79 position: [0.0, 0.0, 0.0],
80 color: [1.0, 0.0, 0.0, 1.0],
81 uv: [0.0, 0.0],
82 },
83 Vertex {
84 position: [1.0, 0.0, 0.0],
85 color: [0.0, 1.0, 0.0, 1.0],
86 uv: [0.0, 0.0],
87 },
88 Vertex {
89 position: [0.0, 1.0, 0.0],
90 color: [0.0, 0.0, 1.0, 1.0],
91 uv: [0.0, 0.0],
92 },
93 ]);
94 resources.trianges.index_buffer.extend_from_slice(&[0, 1, 2]);
95 resources.trianges.update(device, queue);
96 Vec::new()
97 }
Auto Trait Implementations§
impl<V = Vertex> !Freeze for GeometryBuffer<V>
impl<V = Vertex> !RefUnwindSafe for GeometryBuffer<V>
impl<V> Send for GeometryBuffer<V>where
V: Send,
impl<V> Sync for GeometryBuffer<V>where
V: Sync,
impl<V> Unpin for GeometryBuffer<V>where
V: Unpin,
impl<V = Vertex> !UnwindSafe for GeometryBuffer<V>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§impl<T> Pointable for T
impl<T> Pointable for T
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self
from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self
is actually part of its subset T
(and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset
but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self
to the equivalent element of its superset.