Rename Geometry2D to Mesh2D and move it to iced_wgpu
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0d620b7701
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12 changed files with 184 additions and 198 deletions
239
wgpu/src/triangle.rs
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239
wgpu/src/triangle.rs
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//! Draw meshes of triangles.
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use crate::Transformation;
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use iced_native::Rectangle;
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use std::{mem, sync::Arc};
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#[derive(Debug)]
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pub(crate) struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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constants: wgpu::BindGroup,
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constants_buffer: wgpu::Buffer,
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}
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impl Pipeline {
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pub fn new(device: &mut wgpu::Device) -> Pipeline {
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let constant_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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}],
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});
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let constants_buffer = device
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.create_buffer_mapped(
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1,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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)
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.fill_from_slice(&[Uniforms::default()]);
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let constant_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &constant_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &constants_buffer,
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range: 0..std::mem::size_of::<Uniforms>() as u64,
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},
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}],
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});
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&constant_layout],
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});
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let vs = include_bytes!("shader/triangle.vert.spv");
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let vs_module = device.create_shader_module(
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&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
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.expect("Read triangle vertex shader as SPIR-V"),
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);
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let fs = include_bytes!("shader/triangle.frag.spv");
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let fs_module = device.create_shader_module(
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&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
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.expect("Read triangle fragment shader as SPIR-V"),
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);
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Vertex2D>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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// Position
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wgpu::VertexAttributeDescriptor {
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shader_location: 0,
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format: wgpu::VertexFormat::Float2,
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offset: 0,
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},
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// Color
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wgpu::VertexAttributeDescriptor {
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shader_location: 1,
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format: wgpu::VertexFormat::Float4,
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offset: 4 * 2,
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},
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],
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}],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Pipeline {
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pipeline,
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constants: constant_bind_group,
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constants_buffer,
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}
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}
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pub fn draw(
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&mut self,
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device: &mut wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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transformation: Transformation,
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scale: f32,
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meshes: &Vec<Arc<Mesh2D>>,
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bounds: Rectangle<u32>,
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) {
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let uniforms = Uniforms {
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transform: transformation.into(),
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scale,
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};
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let constants_buffer = device
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.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&[uniforms]);
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encoder.copy_buffer_to_buffer(
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&constants_buffer,
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0,
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&self.constants_buffer,
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0,
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std::mem::size_of::<Uniforms>() as u64,
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);
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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resolve_target: None,
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load_op: wgpu::LoadOp::Load,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 0.0,
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},
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},
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],
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depth_stencil_attachment: None,
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});
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for mesh in meshes {
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let vertices_buffer = device
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.create_buffer_mapped(
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mesh.vertices.len(),
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wgpu::BufferUsage::VERTEX,
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)
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.fill_from_slice(&mesh.vertices);
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let indices_buffer = device
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.create_buffer_mapped(
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mesh.indices.len(),
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wgpu::BufferUsage::INDEX,
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)
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.fill_from_slice(&mesh.indices);
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_index_buffer(&indices_buffer, 0);
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render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
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render_pass.set_scissor_rect(
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bounds.x,
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bounds.y,
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bounds.width,
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bounds.height,
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);
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render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Clone, Copy)]
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struct Uniforms {
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transform: [f32; 16],
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scale: f32,
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}
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impl Default for Uniforms {
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fn default() -> Self {
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Self {
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transform: *Transformation::identity().as_ref(),
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scale: 1.0,
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}
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}
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}
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/// A two-dimensional vertex with some color in __linear__ RGBA.
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#[repr(C)]
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#[derive(Copy, Clone, Debug)]
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pub struct Vertex2D {
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/// The vertex position
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pub position: [f32; 2],
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/// The vertex color in __linear__ RGBA.
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pub color: [f32; 4],
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}
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/// A set of [`Vertex2D`] and indices representing a list of triangles.
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///
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/// [`Vertex2D`]: struct.Vertex2D.html
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#[derive(Clone, Debug)]
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pub struct Mesh2D {
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/// The vertices of the mesh
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pub vertices: Vec<Vertex2D>,
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/// The list of vertex indices that defines the triangles of the mesh.
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///
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/// Therefore, this list should always have a length that is a multiple of 3.
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pub indices: Vec<u16>,
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}
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