MeshItemsBuffer

Struct MeshItemsBuffer 

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pub struct MeshItemsBuffer {
    pub(crate) vertices_buffer: WgpuVecBuffer<Vec3>,
    pub(crate) mesh_ids_buffer: WgpuVecBuffer<u32>,
    pub(crate) vertex_colors_buffer: WgpuVecBuffer<Rgba>,
    pub(crate) vertex_normals_buffer: WgpuVecBuffer<Vec3>,
    pub(crate) indices_buffer: WgpuVecBuffer<u32>,
    pub(crate) transforms_buffer: WgpuVecBuffer<MeshTransform>,
    pub(crate) item_count: u32,
    pub(crate) total_vertices: u32,
    pub(crate) total_indices: u32,
    pub(crate) render_bind_group: Option<BindGroup>,
}

Fields§

§vertices_buffer: WgpuVecBuffer<Vec3>

Per-vertex positions (vertex buffer)

§mesh_ids_buffer: WgpuVecBuffer<u32>

Per-vertex mesh id (vertex buffer)

§vertex_colors_buffer: WgpuVecBuffer<Rgba>

Per-vertex colors (vertex buffer)

§vertex_normals_buffer: WgpuVecBuffer<Vec3>

Per-vertex normals (vertex buffer) — all-zero → flat shading fallback

§indices_buffer: WgpuVecBuffer<u32>

Merged triangle indices (index buffer)

§transforms_buffer: WgpuVecBuffer<MeshTransform>

Per-mesh transform matrices (storage buffer, indexed by mesh_id)

§item_count: u32§total_vertices: u32§total_indices: u32§render_bind_group: Option<BindGroup>

Implementations§

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impl MeshItemsBuffer

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pub fn new(ctx: &WgpuContext) -> Self

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pub fn update(&mut self, ctx: &WgpuContext, mesh_items: &[MeshItem])

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pub fn item_count(&self) -> u32

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pub fn total_indices(&self) -> u32

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pub fn vertex_buffer_layouts() -> [VertexBufferLayout<'static>; 4]

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pub fn render_bind_group_layout(ctx: &WgpuContext) -> BindGroupLayout

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fn create_render_bind_group(ctx: &WgpuContext, this: &Self) -> BindGroup

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