Struct bevy::render::render_resource::VertexBufferLayout

pub struct VertexBufferLayout {
    pub array_stride: u64,
    pub step_mode: VertexStepMode,
    pub attributes: Vec<VertexAttribute>,
}
Expand description

Describes how the vertex buffer is interpreted.

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§array_stride: u64

The stride, in bytes, between elements of this buffer.

§step_mode: VertexStepMode

How often this vertex buffer is “stepped” forward.

§attributes: Vec<VertexAttribute>

The list of attributes which comprise a single vertex.

Implementations§

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impl VertexBufferLayout

pub fn from_vertex_formats<T>( step_mode: VertexStepMode, vertex_formats: T, ) -> VertexBufferLayout
where T: IntoIterator<Item = VertexFormat>,

Creates a new densely packed VertexBufferLayout from an iterator of vertex formats. Iteration order determines the shader_location and offset of the VertexAttributes. The first iterated item will have a shader_location and offset of zero. The array_stride is the sum of the size of the iterated VertexFormats (in bytes).

Examples found in repository?
examples/2d/mesh2d_manual.rs (line 157)
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    fn specialize(&self, key: Self::Key) -> RenderPipelineDescriptor {
        // Customize how to store the meshes' vertex attributes in the vertex buffer
        // Our meshes only have position and color
        let formats = vec![
            // Position
            VertexFormat::Float32x3,
            // Color
            VertexFormat::Uint32,
        ];

        let vertex_layout =
            VertexBufferLayout::from_vertex_formats(VertexStepMode::Vertex, formats);

        let format = match key.contains(Mesh2dPipelineKey::HDR) {
            true => ViewTarget::TEXTURE_FORMAT_HDR,
            false => TextureFormat::bevy_default(),
        };

        RenderPipelineDescriptor {
            vertex: VertexState {
                // Use our custom shader
                shader: COLORED_MESH2D_SHADER_HANDLE,
                entry_point: "vertex".into(),
                shader_defs: vec![],
                // Use our custom vertex buffer
                buffers: vec![vertex_layout],
            },
            fragment: Some(FragmentState {
                // Use our custom shader
                shader: COLORED_MESH2D_SHADER_HANDLE,
                shader_defs: vec![],
                entry_point: "fragment".into(),
                targets: vec![Some(ColorTargetState {
                    format,
                    blend: Some(BlendState::ALPHA_BLENDING),
                    write_mask: ColorWrites::ALL,
                })],
            }),
            // Use the two standard uniforms for 2d meshes
            layout: vec![
                // Bind group 0 is the view uniform
                self.mesh2d_pipeline.view_layout.clone(),
                // Bind group 1 is the mesh uniform
                self.mesh2d_pipeline.mesh_layout.clone(),
            ],
            push_constant_ranges: vec![],
            primitive: PrimitiveState {
                front_face: FrontFace::Ccw,
                cull_mode: Some(Face::Back),
                unclipped_depth: false,
                polygon_mode: PolygonMode::Fill,
                conservative: false,
                topology: key.primitive_topology(),
                strip_index_format: None,
            },
            depth_stencil: None,
            multisample: MultisampleState {
                count: key.msaa_samples(),
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            label: Some("colored_mesh2d_pipeline".into()),
        }
    }

Trait Implementations§

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impl Clone for VertexBufferLayout

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fn clone(&self) -> VertexBufferLayout

Returns a copy of the value. Read more
1.0.0 · source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for VertexBufferLayout

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for VertexBufferLayout

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fn default() -> VertexBufferLayout

Returns the “default value” for a type. Read more
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impl Hash for VertexBufferLayout

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
1.3.0 · source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for VertexBufferLayout

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fn eq(&self, other: &VertexBufferLayout) -> bool

This method tests for self and other values to be equal, and is used by ==.
1.0.0 · source§

fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Eq for VertexBufferLayout

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impl StructuralPartialEq for VertexBufferLayout

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