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use cgmath::{Point2, Point3};
use std::mem;
use crate::{
foundation::colorspace::Color,
platform::core::{
traits::{VertexAttributesLayout, VertexBufferLayout},
BufferAddress, VertexAttribute, VertexFormat, VertexStepMode,
},
prelude::color,
};
#[repr(C)]
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct P3N3T2C4 {
pub pos: Point3<f32>,
pub nor: Point3<f32>,
pub uv: Point2<f32>,
pub color: Color,
}
impl Default for P3N3T2C4 {
fn default() -> Self {
Self {
pos: Point3 {
x: 0.0,
y: 0.0,
z: 0.0,
},
nor: Point3 {
x: 0.0,
y: 0.0,
z: 0.0,
},
uv: Point2 { x: 0.0, y: 0.0 },
color: color::BLACK,
}
}
}
impl P3N3T2C4 {
pub fn new(pos: Point3<f32>, nor: Point3<f32>, uv: Point2<f32>, color: Color) -> Self {
Self {
pos,
nor,
uv,
color,
}
}
pub fn from_components(pos: [f32; 3], nor: [f32; 3], uv: [f32; 2], color: [f32; 4]) -> Self {
Self {
pos: Point3 {
x: pos[0],
y: pos[1],
z: pos[2],
},
nor: Point3 {
x: nor[0],
y: nor[1],
z: nor[2],
},
uv: Point2 { x: uv[0], y: uv[1] },
color: Color {
red: color[0],
green: color[1],
blue: color[2],
alpha: color[3],
},
}
}
}
impl VertexAttributesLayout for P3N3T2C4 {
fn layout() -> &'static VertexBufferLayout<'static> {
&VertexBufferLayout {
array_stride: mem::size_of::<P3N3T2C4>() as BufferAddress,
step_mode: VertexStepMode::Vertex,
attributes: &[
VertexAttribute {
offset: 0,
shader_location: 0,
format: VertexFormat::Float32x3,
},
VertexAttribute {
offset: mem::size_of::<[f32; 3]>() as BufferAddress,
shader_location: 1,
format: VertexFormat::Float32x3,
},
VertexAttribute {
offset: mem::size_of::<[f32; 6]>() as BufferAddress,
shader_location: 2,
format: VertexFormat::Float32x2,
},
VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as BufferAddress,
shader_location: 3,
format: VertexFormat::Float32x4,
},
],
}
}
}