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.
Fields§
§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§
§impl VertexBufferLayout
impl VertexBufferLayout
pub fn from_vertex_formats<T>(
step_mode: VertexStepMode,
vertex_formats: T
) -> VertexBufferLayoutwhere
T: IntoIterator<Item = VertexFormat>,
pub fn from_vertex_formats<T>(
step_mode: VertexStepMode,
vertex_formats: T
) -> VertexBufferLayoutwhere
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§
§impl Clone for VertexBufferLayout
impl Clone for VertexBufferLayout
§fn clone(&self) -> VertexBufferLayout
fn clone(&self) -> VertexBufferLayout
Returns a copy of the value. Read more
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source
. Read more§impl Debug for VertexBufferLayout
impl Debug for VertexBufferLayout
§impl Default for VertexBufferLayout
impl Default for VertexBufferLayout
§fn default() -> VertexBufferLayout
fn default() -> VertexBufferLayout
Returns the “default value” for a type. Read more
§impl Hash for VertexBufferLayout
impl Hash for VertexBufferLayout
§impl PartialEq for VertexBufferLayout
impl PartialEq for VertexBufferLayout
§fn eq(&self, other: &VertexBufferLayout) -> bool
fn eq(&self, other: &VertexBufferLayout) -> bool
This method tests for
self
and other
values to be equal, and is used
by ==
.impl Eq for VertexBufferLayout
impl StructuralPartialEq for VertexBufferLayout
Auto Trait Implementations§
impl Freeze for VertexBufferLayout
impl RefUnwindSafe for VertexBufferLayout
impl Send for VertexBufferLayout
impl Sync for VertexBufferLayout
impl Unpin for VertexBufferLayout
impl UnwindSafe for VertexBufferLayout
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