8 releases (1 stable)
1.0.0 | Sep 8, 2022 |
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0.21.31 |
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0.3.0 | Aug 30, 2022 |
0.2.2 | Aug 28, 2022 |
0.1.2 | Aug 20, 2022 |
#624 in Graphics APIs
42KB
437 lines
WRLD (Wgpu Rust Language Descriptor)
WRLD is a set of derive macro to make easy, pleasent and more safe wgpu code.
WRLD description is based on Learn wgpu tutorial.
Motivation
The main reason of wrld was to create VertexBufferLayout with only one macro that support all of the type that wgpu support natively.
However the more i develop it. The more i see features that could be implemented that wgpu dosen't support out of the box.
Getting started
To get started with wrld, just put wrld in your cargo.toml dependency
wrld = "Your version"
And that's it.
Example
basic rust structure.
struct Test {
position: [f32; 2],
color: [f32; 4]
}
With WRLD :
use wrld::Desc;
#[repr(C)]
#[derive(Desc)]
struct Test {
#[f32x2(0)] position: [f32; 2],
#[f32x4(1)] color: [f32; 4]
}
// or
#[repr(transparent)]
#[derive(Desc)]
struct TestTransparent {
#[f32x2(0)] position: f32,
#[f32x4(1)] color: f32
}
Will produce
impl Test {
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
// let size_f32 = size_of::<f32>() = 4
// let f32x2 = size_f32 * 2 = 8;
// let f32x4 = size_f32 * 4 = 16;
// let array_stride = 8 + 16 = 24;
array_stride: 24 as wgpu::BufferAddress // array_stride variable,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0u64,
format: wgpu::VertexFormat::Float32x2,
shader_location: 0u32,
},
wgpu::VertexAttribute {
offset: 8u64,
format: wgpu::VertexFormat::Float32x4,
shader_location: 1u32,
},
],
}
}
}
Changelog
Dependencies
~6–19MB
~266K SLoC