WRLD is a set of derive macro to make easy, pleasent and more safe wgpu code.
WRLD description is based on Learn wgpu tutorial.
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.
To get started with wrld, just put wrld in your cargo.toml dependency
toml
wrld = "Your version"
And that's it.
basic rust structure.
rust
struct Test {
position: [f32; 2],
color: [f32; 4]
}
With WRLD :
```rust
use wrld::Desc;
struct Test { #[f32x2(0)] position: [f32; 2], #[f32x4(1)] color: [f32; 4] }
// or
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::
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,
},
],
}
}
} ```