#[repr(C)]pub struct MeshInputUniform {
pub world_from_local: [Vec4; 3],
pub lightmap_uv_rect: UVec2,
pub flags: u32,
pub previous_input_index: u32,
pub first_vertex_index: u32,
pub first_index_index: u32,
pub index_count: u32,
pub current_skin_index: u32,
pub material_and_lightmap_bind_group_slot: u32,
pub timestamp: u32,
pub tag: u32,
pub pad: u32,
}Expand description
Information that has to be transferred from CPU to GPU in order to produce
the full MeshUniform.
This is essentially a subset of the fields in MeshUniform above.
Fields§
§world_from_local: [Vec4; 3]Affine 4x3 matrix transposed to 3x4.
lightmap_uv_rect: UVec2Four 16-bit unsigned normalized UV values packed into a UVec2:
<--- MSB LSB --->
+---- min v ----+ +---- min u ----+
lightmap_uv_rect.x: vvvvvvvv vvvvvvvv uuuuuuuu uuuuuuuu,
+---- max v ----+ +---- max u ----+
lightmap_uv_rect.y: VVVVVVVV VVVVVVVV UUUUUUUU UUUUUUUU,
(MSB: most significant bit; LSB: least significant bit.)flags: u32Various MeshFlags.
previous_input_index: u32The index of this mesh’s MeshInputUniform in the previous frame’s
buffer, if applicable.
This is used for TAA. If not present, this will be u32::MAX.
first_vertex_index: u32The index of this mesh’s first vertex in the vertex buffer.
Multiple meshes can be packed into a single vertex buffer (see
MeshAllocator). This value stores the offset of the first vertex in
this mesh in that buffer.
first_index_index: u32The index of this mesh’s first index in the index buffer, if any.
Multiple meshes can be packed into a single index buffer (see
MeshAllocator). This value stores the offset of the first index in
this mesh in that buffer.
If this mesh isn’t indexed, this value is ignored.
index_count: u32For an indexed mesh, the number of indices that make it up; for a non-indexed mesh, the number of vertices in it.
current_skin_index: u32The current skin index, or u32::MAX if there’s no skin.
material_and_lightmap_bind_group_slot: u32The material and lightmap indices, packed into 32 bits.
Low 16 bits: index of the material inside the bind group data. High 16 bits: index of the lightmap in the binding array.
timestamp: u32The number of the frame on which this MeshInputUniform was built.
This is used to validate the previous transform and skin. If this
MeshInputUniform wasn’t updated on this frame, then we know that
neither this mesh’s transform nor that of its joints have been updated
on this frame, and therefore the transforms of both this mesh and its
joints must be identical to those for the previous frame.
tag: u32User supplied tag to identify this mesh instance.
pad: u32Padding.
Trait Implementations§
Source§impl Clone for MeshInputUniform
impl Clone for MeshInputUniform
Source§fn clone(&self) -> MeshInputUniform
fn clone(&self) -> MeshInputUniform
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl CreateFrom for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<12>>,
[Vec4; 3]: for<'__> CreateFrom,
UVec2: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
impl CreateFrom for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<12>>,
[Vec4; 3]: for<'__> CreateFrom,
UVec2: for<'__> CreateFrom,
u32: for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom + for<'__> CreateFrom,
fn create_from<B>(reader: &mut Reader<B>) -> MeshInputUniformwhere
B: BufferRef,
Source§impl Debug for MeshInputUniform
impl Debug for MeshInputUniform
Source§impl Default for MeshInputUniform
impl Default for MeshInputUniform
Source§fn default() -> MeshInputUniform
fn default() -> MeshInputUniform
Source§impl ReadFrom for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<12>>,
[Vec4; 3]: for<'__> ReadFrom,
UVec2: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
impl ReadFrom for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<12>>,
[Vec4; 3]: for<'__> ReadFrom,
UVec2: for<'__> ReadFrom,
u32: for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom + for<'__> ReadFrom,
Source§impl ShaderSize for MeshInputUniform
impl ShaderSize for MeshInputUniform
Source§const SHADER_SIZE: NonZero<u64> = _
const SHADER_SIZE: NonZero<u64> = _
ShaderType::min_size)Source§impl ShaderType for MeshInputUniformwhere
[Vec4; 3]: ShaderType + ShaderSize,
UVec2: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
impl ShaderType for MeshInputUniformwhere
[Vec4; 3]: ShaderType + ShaderSize,
UVec2: ShaderType + ShaderSize,
u32: ShaderType + ShaderSize,
Source§fn assert_uniform_compat()
fn assert_uniform_compat()
Self meets the requirements of the
uniform address space restrictions on stored values and the
uniform address space layout constraints Read moreSource§impl WriteInto for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<12>>,
[Vec4; 3]: for<'__> WriteInto,
UVec2: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
impl WriteInto for MeshInputUniformwhere
MeshInputUniform: ShaderType<ExtraMetadata = StructMetadata<12>>,
[Vec4; 3]: for<'__> WriteInto,
UVec2: for<'__> WriteInto,
u32: for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto + for<'__> WriteInto,
fn write_into<B>(&self, writer: &mut Writer<B>)where
B: BufferMut,
impl Copy for MeshInputUniform
impl Pod for MeshInputUniform
Auto Trait Implementations§
impl Freeze for MeshInputUniform
impl RefUnwindSafe for MeshInputUniform
impl Send for MeshInputUniform
impl Sync for MeshInputUniform
impl Unpin for MeshInputUniform
impl UnwindSafe for MeshInputUniform
Blanket Implementations§
Source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
Source§fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U
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T: ?Sized,
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T: ?Sized,
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T: AnyBitPattern,
impl<T> CheckedBitPattern for Twhere
T: AnyBitPattern,
Source§type Bits = T
type Bits = T
Self must have the same layout as the specified Bits except for
the possible invalid bit patterns being checked during
is_valid_bit_pattern.Source§fn is_valid_bit_pattern(_bits: &T) -> bool
fn is_valid_bit_pattern(_bits: &T) -> bool
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