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 toml wrld = "Your version" And that's it.

Example

basic rust structure. rust struct Test { position: [f32; 2], color: [f32; 4] } With WRLD : ```rust 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 rust impl Test { pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { wgpu::VertexBufferLayout { // let sizef32 = sizeof::() = 4 // let f32x2 = sizef32 * 2 = 8; // let f32x4 = sizef32 * 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

Changelog