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use rendy::{
hal::format::Format,
mesh::{AsAttribute, AsVertex, VertexFormat},
};
#[repr(transparent)]
#[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)]
pub struct Position(pub [f32; 2]);
#[repr(transparent)]
#[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)]
pub struct TexCoords(pub [f32; 2]);
#[repr(transparent)]
#[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)]
pub struct Color(pub [f32; 4]);
#[repr(transparent)]
#[derive(Debug, Default, Clone, Copy, PartialEq, PartialOrd)]
pub struct Mode(pub u32);
#[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()))
}
}