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attr.rsbigint.rsbuffer.rscustom_keyword.rscustom_punctuation.rsdata.rsderive.rsdiscouraged.rserror.rsexport.rsexpr.rsext.rsfile.rsgenerics.rsgroup.rsident.rsitem.rslib.rslifetime.rslit.rslookahead.rsmac.rsmacros.rsop.rsparse.rsparse_macro_input.rsparse_quote.rspat.rspath.rsprint.rspunctuated.rsreserved.rssealed.rsspan.rsspanned.rsstmt.rsthread.rstoken.rstt.rsty.rsverbatim.rswhitespace.rs
takeable_option
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void
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x11
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reader
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>
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use rendy::{ hal::format::Format, mesh::{AsAttribute, AsVertex, VertexFormat}, }; /// The position of the vertex within vector space. /// /// [-1.0, 1.0] is the leftmost, bottom position of the display. /// [1.0, -1.0] is the rightmost, top position of the display. #[repr(transparent)] #[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)] pub struct Position(pub [f32; 2]); /// The coordinates of the texture used by this `Vertex`. /// /// [0.0, 0.0] is the leftmost, top position of the texture. /// [1.0, 1.0] is the rightmost, bottom position of the texture. #[repr(transparent)] #[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)] pub struct TexCoords(pub [f32; 2]); /// A color associated with the `Vertex`. /// /// The way that the color is used depends on the `mode`. #[repr(transparent)] #[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)] pub struct Color(pub [f32; 4]); /// The mode with which the `Vertex` will be drawn within the fragment shader. /// /// `0` for rendering text. /// `1` for rendering an image. /// `2` for rendering non-textured 2D geometry. /// /// If any other value is given, the fragment shader will not output any color. #[repr(transparent)] #[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)] pub struct Mode(pub u32); /// The `Vertex` type passed to the vertex shader. #[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)] #[repr(C)] pub struct Vertex { pub pos: Position, pub uv: TexCoords, pub color: Color, pub mode: Mode, } impl From<[f32; 2]> for Position { fn from(v: [f32; 2]) -> Self { Position(v) } } impl From<[f32; 2]> for TexCoords { fn from(v: [f32; 2]) -> Self { TexCoords(v) } } impl From<[f32; 4]> for Color { fn from(v: [f32; 4]) -> Self { Color(v) } } impl From<u32> for Mode { fn from(v: u32) -> Self { Mode(v) } } impl AsAttribute for Position { const NAME: &'static str = "pos"; const FORMAT: Format = Format::Rg32Sfloat; } impl AsAttribute for TexCoords { const NAME: &'static str = "uv"; const FORMAT: Format = Format::Rg32Sfloat; } impl AsAttribute for Color { const NAME: &'static str = "color"; const FORMAT: Format = Format::Rgba32Sfloat; } impl AsAttribute for Mode { const NAME: &'static str = "mode"; const FORMAT: Format = Format::R32Uint; } impl AsVertex for Vertex { fn vertex() -> VertexFormat { VertexFormat::new((Position::vertex(), TexCoords::vertex(), Color::vertex(), Mode::vertex())) } }