[−][src]Struct solstice::mesh::VertexMesh
The Mesh represents a set of vertices to be drawn by a shader program and how to draw them.
A well-formed Vertex implementation will provide information to the mesh about it's layout in
order to properly sync the data to the GPU. A derive macro exists in
Vertex
that will derive this implementation for you.
use solstice::vertex::{VertexFormat, AttributeType}; #[repr(C, packed)] struct TestVertex { position: [f32; 2], color: [f32; 4], } impl solstice::vertex::Vertex for TestVertex { fn build_bindings() -> &'static [VertexFormat] { &[VertexFormat { name: "position", offset: 0, atype: AttributeType::F32F32, normalize: false, }, VertexFormat { name: "color", offset: std::mem::size_of::<[f32; 2]>(), atype: AttributeType::F32F32F32F32, normalize: false }] } } let vertex_data = vec![ TestVertex { position: [0.5, 0.], color: [1., 0., 0., 1.] }, TestVertex { position: [0., 1.0], color: [0., 1., 0., 1.] }, TestVertex { position: [1., 0.], color: [0., 0., 1., 1.] }, ];
Vertex data is then copied into the mesh.
let mut mesh = solstice::mesh::Mesh::new(&mut ctx, 3); mesh.set_vertices(&vertex_data, 0);
Once constructed, a Mesh is of an immutable size but the draw range can be modified to effectively change it's size without changing the underlying memory's size.
let mut mesh = solstice::mesh::Mesh::new(&mut ctx, 3000).unwrap(); mesh.set_draw_range(Some(0..3)); // draws only the first three vertices of the 3000 allocated
Implementations
impl<V> VertexMesh<V> where
V: Vertex,
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V: Vertex,
pub fn new(ctx: &mut Context, size: usize) -> Result<Self, GraphicsError>
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Construct a Mesh with a given number of vertices.
pub fn with_data(
ctx: &mut Context,
vertices: &[V]
) -> Result<Self, GraphicsError>
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ctx: &mut Context,
vertices: &[V]
) -> Result<Self, GraphicsError>
pub fn with_buffer(buffer: Buffer) -> Self
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pub fn set_vertices(&self, ctx: &mut Context, vertices: &[V], offset: usize)
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Write new data into a range of the Mesh's vertex data.
pub fn set_draw_range(&mut self, draw_range: Option<Range<usize>>)
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Sets the range of vertices to be drawn. Passing None
will draw the entire mesh.
pub fn set_draw_mode(&mut self, draw_mode: DrawMode)
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Sets how the vertex data should be tesselated.
pub fn draw_range(&self) -> Range<usize>
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pub fn draw_mode(&self) -> DrawMode
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Trait Implementations
impl<V: Debug> Debug for VertexMesh<V>
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impl<V: Vertex> Mesh for VertexMesh<V>
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fn attachments(&self) -> Vec<AttachedAttributes<'_>>
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fn draw(
&self,
ctx: &mut Context,
draw_range: Range<usize>,
draw_mode: DrawMode,
instance_count: usize
)
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&self,
ctx: &mut Context,
draw_range: Range<usize>,
draw_mode: DrawMode,
instance_count: usize
)
impl<V: Vertex, '_> Mesh for &'_ VertexMesh<V>
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fn attachments(&self) -> Vec<AttachedAttributes<'_>>
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fn draw(
&self,
ctx: &mut Context,
draw_range: Range<usize>,
draw_mode: DrawMode,
instance_count: usize
)
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&self,
ctx: &mut Context,
draw_range: Range<usize>,
draw_mode: DrawMode,
instance_count: usize
)
impl<V: Vertex> MeshAttacher for VertexMesh<V>
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Auto Trait Implementations
impl<V> RefUnwindSafe for VertexMesh<V> where
V: RefUnwindSafe,
V: RefUnwindSafe,
impl<V> Send for VertexMesh<V> where
V: Send,
V: Send,
impl<V> Sync for VertexMesh<V> where
V: Sync,
V: Sync,
impl<V> Unpin for VertexMesh<V> where
V: Unpin,
V: Unpin,
impl<V> UnwindSafe for VertexMesh<V> where
V: UnwindSafe,
V: UnwindSafe,
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,