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Add VertexBufferLayout::offset_locations
(#9805)
# Objective When using instancing, 2 `VertexBufferLayout`s are needed, one for per-vertex and one for per-instance data. Shader locations of all attributes must not overlap, so one of the layouts needs to start its locations at an offset. However, `VertexBufferLayout::from_vertex_formats` will always start locations at 0, requiring manual adjustment, which is currently pretty verbose. ## Solution Add `VertexBufferLayout::offset_locations`, which adds an offset to all attribute locations. Code using this method looks like this: ```rust VertexState { shader: BACKBUFFER_SHADER_HANDLE.typed(), shader_defs: Vec::new(), entry_point: "vertex".into(), buffers: vec![ VertexBufferLayout::from_vertex_formats( VertexStepMode::Vertex, [VertexFormat::Float32x2], ), VertexBufferLayout::from_vertex_formats( VertexStepMode::Instance, [VertexFormat::Float32x2, VertexFormat::Float32x3], ) .offset_locations(1), ], } ``` Alternative solutions include: - Pass the starting location to `from_vertex_formats` – this is a bit simpler than my solution here, but most calls don't need an offset, so they'd always pass 0 there. - Do nothing and make the user hand-write this. --- ## Changelog - Add `VertexBufferLayout::offset_locations` to simplify buffer layout construction when using instancing. --------- Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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@ -158,6 +158,15 @@ impl VertexBufferLayout {
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attributes,
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attributes,
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}
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}
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}
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}
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/// Returns a [`VertexBufferLayout`] with the shader location of every attribute offset by
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/// `location`.
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pub fn offset_locations_by(mut self, location: u32) -> Self {
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self.attributes.iter_mut().for_each(|attr| {
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attr.shader_location += location;
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});
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self
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}
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}
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}
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/// Describes the fragment process in a render pipeline.
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/// Describes the fragment process in a render pipeline.
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