mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
Use floats for vertex values
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parent
5c1ce0597f
commit
aa2f7e9789
6 changed files with 76 additions and 46 deletions
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@ -167,7 +167,7 @@ fn main() {
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let mut scheduler = SystemScheduler::<ApplicationStage>::new();
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let mut scheduler = SystemScheduler::<ApplicationStage>::new();
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let cube = Mesh::load(MeshType::Cube);
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let cube = Mesh::load(MeshType::Cube);
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let plane = Mesh::load(MeshType::Plane{ size: 25 });
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let plane = Mesh::load(MeshType::Plane{ size: 24.5 });
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let mut mesh_storage = AssetStorage::<Mesh, MeshType>::new();
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let mut mesh_storage = AssetStorage::<Mesh, MeshType>::new();
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let _cube_handle = mesh_storage.add(cube, "cube");
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let _cube_handle = mesh_storage.add(cube, "cube");
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@ -62,13 +62,13 @@ impl Application {
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step_mode: wgpu::InputStepMode::Vertex,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Char4,
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format: wgpu::VertexFormat::Float4,
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offset: 0,
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offset: 0,
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shader_location: 0,
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shader_location: 0,
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},
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},
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wgpu::VertexAttributeDescriptor {
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Char4,
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format: wgpu::VertexFormat::Float4,
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offset: 4 * 1,
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offset: 4 * 4,
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shader_location: 1,
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shader_location: 1,
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},
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},
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],
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],
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@ -1,7 +1,7 @@
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#version 450
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#version 450
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layout(location = 0) in ivec4 a_Pos;
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layout(location = 0) in vec4 a_Pos;
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layout(location = 1) in ivec4 a_Normal;
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layout(location = 1) in vec4 a_Normal;
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layout(location = 0) out vec3 v_Normal;
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layout(location = 0) out vec3 v_Normal;
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layout(location = 1) out vec4 v_Position;
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layout(location = 1) out vec4 v_Position;
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@ -5,7 +5,7 @@ use zerocopy::AsBytes;
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pub enum MeshType {
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pub enum MeshType {
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Cube,
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Cube,
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Plane {
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Plane {
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size: i8
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size: f32
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}
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}
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}
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}
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@ -44,45 +44,38 @@ impl Asset<MeshType> for Mesh {
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}
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}
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}
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}
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pub fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
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Vertex {
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pos: [pos[0], pos[1], pos[2], 1],
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normal: [nor[0], nor[1], nor[2], 0],
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}
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}
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pub fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
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pub fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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let vertex_data = [
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// top (0, 0, 1)
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// top (0, 0, 1)
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vertex([-1, -1, 1], [0, 0, 1]),
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Vertex::from(([-1, -1, 1], [0, 0, 1])),
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vertex([1, -1, 1], [0, 0, 1]),
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Vertex::from(([1, -1, 1], [0, 0, 1])),
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vertex([1, 1, 1], [0, 0, 1]),
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Vertex::from(([1, 1, 1], [0, 0, 1])),
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vertex([-1, 1, 1], [0, 0, 1]),
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Vertex::from(([-1, 1, 1], [0, 0, 1])),
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// bottom (0, 0, -1)
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// bottom (0, 0, -1)
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vertex([-1, 1, -1], [0, 0, -1]),
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Vertex::from(([-1, 1, -1], [0, 0, -1])),
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vertex([1, 1, -1], [0, 0, -1]),
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Vertex::from(([1, 1, -1], [0, 0, -1])),
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vertex([1, -1, -1], [0, 0, -1]),
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Vertex::from(([1, -1, -1], [0, 0, -1])),
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vertex([-1, -1, -1], [0, 0, -1]),
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Vertex::from(([-1, -1, -1], [0, 0, -1])),
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// right (1, 0, 0)
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// right (1, 0, 0)
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vertex([1, -1, -1], [1, 0, 0]),
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Vertex::from(([1, -1, -1], [1, 0, 0])),
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vertex([1, 1, -1], [1, 0, 0]),
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Vertex::from(([1, 1, -1], [1, 0, 0])),
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vertex([1, 1, 1], [1, 0, 0]),
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Vertex::from(([1, 1, 1], [1, 0, 0])),
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vertex([1, -1, 1], [1, 0, 0]),
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Vertex::from(([1, -1, 1], [1, 0, 0])),
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// left (-1, 0, 0)
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// left (-1, 0, 0)
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vertex([-1, -1, 1], [-1, 0, 0]),
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Vertex::from(([-1, -1, 1], [-1, 0, 0])),
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vertex([-1, 1, 1], [-1, 0, 0]),
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Vertex::from(([-1, 1, 1], [-1, 0, 0])),
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vertex([-1, 1, -1], [-1, 0, 0]),
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Vertex::from(([-1, 1, -1], [-1, 0, 0])),
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vertex([-1, -1, -1], [-1, 0, 0]),
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Vertex::from(([-1, -1, -1], [-1, 0, 0])),
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// front (0, 1, 0)
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// front (0, 1, 0)
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vertex([1, 1, -1], [0, 1, 0]),
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Vertex::from(([1, 1, -1], [0, 1, 0])),
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vertex([-1, 1, -1], [0, 1, 0]),
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Vertex::from(([-1, 1, -1], [0, 1, 0])),
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vertex([-1, 1, 1], [0, 1, 0]),
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Vertex::from(([-1, 1, 1], [0, 1, 0])),
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vertex([1, 1, 1], [0, 1, 0]),
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Vertex::from(([1, 1, 1], [0, 1, 0])),
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// back (0, -1, 0)
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// back (0, -1, 0)
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vertex([1, -1, 1], [0, -1, 0]),
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Vertex::from(([1, -1, 1], [0, -1, 0])),
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vertex([-1, -1, 1], [0, -1, 0]),
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Vertex::from(([-1, -1, 1], [0, -1, 0])),
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vertex([-1, -1, -1], [0, -1, 0]),
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Vertex::from(([-1, -1, -1], [0, -1, 0])),
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vertex([1, -1, -1], [0, -1, 0]),
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Vertex::from(([1, -1, -1], [0, -1, 0])),
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];
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];
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let index_data: &[u16] = &[
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let index_data: &[u16] = &[
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@ -97,12 +90,12 @@ pub fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
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(vertex_data.to_vec(), index_data.to_vec())
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(vertex_data.to_vec(), index_data.to_vec())
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}
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}
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pub fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
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pub fn create_plane(size: f32) -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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let vertex_data = [
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vertex([size, -size, 0], [0, 0, 1]),
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Vertex::from(([size, -size, 0.0], [0.0, 0.0, 1.0])),
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vertex([size, size, 0], [0, 0, 1]),
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Vertex::from(([size, size, 0.0], [0.0, 0.0, 1.0])),
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vertex([-size, -size, 0], [0, 0, 1]),
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Vertex::from(([-size, -size, 0.0], [0.0, 0.0, 1.0])),
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vertex([-size, size, 0], [0, 0, 1]),
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Vertex::from(([-size, size, 0.0], [0.0, 0.0, 1.0])),
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];
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];
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let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
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let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
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@ -1,6 +1,6 @@
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#version 450
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#version 450
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layout(location = 0) in ivec4 a_Pos;
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layout(location = 0) in vec4 a_Pos;
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layout(set = 0, binding = 0) uniform Globals {
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layout(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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mat4 u_ViewProj;
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@ -1,8 +1,45 @@
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use zerocopy::{AsBytes, FromBytes};
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use zerocopy::{AsBytes, FromBytes};
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use std::convert::From;
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#[repr(C)]
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#[repr(C)]
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#[derive(Clone, Copy, AsBytes, FromBytes)]
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#[derive(Clone, Copy, AsBytes, FromBytes)]
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pub struct Vertex {
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pub struct Vertex {
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pub pos: [i8; 4],
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pub position: [f32; 4],
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pub normal: [i8; 4],
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pub normal: [f32; 4],
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}
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impl From<([f32; 4], [f32; 4])> for Vertex {
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fn from((position, normal): ([f32; 4], [f32; 4])) -> Self {
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Vertex {
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position: position,
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normal: normal,
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}
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}
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}
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impl From<([f32; 3], [f32; 3])> for Vertex {
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fn from((position, normal): ([f32; 3], [f32; 3])) -> Self {
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Vertex {
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position: [position[0] as f32, position[1] as f32, position[2] as f32, 1.0],
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normal: [normal[0] as f32, normal[1] as f32, normal[2] as f32, 0.0],
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}
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}
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}
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impl From<([i8; 4], [i8; 4])> for Vertex {
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fn from((position, normal): ([i8; 4], [i8; 4])) -> Self {
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Vertex {
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position: [position[0] as f32, position[1] as f32, position[2] as f32, position[3] as f32],
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normal: [normal[0] as f32, normal[1] as f32, normal[2] as f32, normal[3] as f32],
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}
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}
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}
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impl From<([i8; 3], [i8; 3])> for Vertex {
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fn from((position, normal): ([i8; 3], [i8; 3])) -> Self {
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Vertex {
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position: [position[0] as f32, position[1] as f32, position[2] as f32, 1.0],
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normal: [normal[0] as f32, normal[1] as f32, normal[2] as f32, 0.0],
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}
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}
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}
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}
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