TextureAtlas

Struct TextureAtlas 

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pub struct TextureAtlas { /* private fields */ }
Expand description

The TextureAtlas maintains the per-frame descriptor sets used for binding textures.

New textures can be added to the atlas at any time and will be available for use in the next frame.

§Shader Requirements

To use the texture atlas, the fragment shader must include a descriptor set with a sampler binding and a texture binding. This looks something like this in glsl:

layout(set = 0, binding = 0) uniform sampler u_Sampler;
layout(set = 0, binding = 1) uniform texture2D u_Textures[];

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impl TextureAtlas

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pub fn new(ctx: &VulkanContext) -> Result<Self>

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pub fn descriptor_set_layout(&self) -> &DescriptorSetLayout

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pub fn descriptor_set(&self) -> DescriptorSet

Returns the atlas’s descriptor set.

Used by the application to bind the atlas descriptor.

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pub fn add_texture(&mut self, ctx: &VulkanContext, texture: Arc<Texture>) -> i32

Adds a texture to the atlas and returns the index which can be used in vertices to reference the texture again.

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