Struct GeometryBuffer

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pub struct GeometryBuffer<V: Copy = Vertex> {
    pub vertex_buffer: ResizingBuffer<V>,
    pub index_buffer: ResizingBuffer<u32>,
}

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§vertex_buffer: ResizingBuffer<V>§index_buffer: ResizingBuffer<u32>

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impl<V: Copy> GeometryBuffer<V>

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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  }
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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  }
Source

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  }
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impl GeometryBuffer<Vertex>

Source

pub fn add_line(&mut self, a: Point3<f32>, b: Point3<f32>, color: [f32; 4])

Auto Trait Implementations§

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impl<V = Vertex> !Freeze for GeometryBuffer<V>

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impl<V = Vertex> !RefUnwindSafe for GeometryBuffer<V>

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impl<V> Send for GeometryBuffer<V>
where V: Send,

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impl<V> Sync for GeometryBuffer<V>
where V: Sync,

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impl<V> Unpin for GeometryBuffer<V>
where V: Unpin,

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impl<V = Vertex> !UnwindSafe for GeometryBuffer<V>

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impl<T> Any for T
where T: 'static + ?Sized,

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