pub struct UiDrawCallDescriptor {Show 13 fields
pub element_type: UiElementType,
pub position: Vec2,
pub size: Vec2,
pub corner_radii: Vec4,
pub border_width: f32,
pub border_color: Vec4,
pub fill_color: Vec4,
pub gradient: GradientDescriptor,
pub atlas_texture_id: Id<AtlasTextureDescriptor>,
pub atlas_descriptor_id: Id<AtlasDescriptor>,
pub clip_rect: Vec4,
pub opacity: f32,
pub z: f32,
}Expand description
Describes a single 2D UI element on the GPU.
This is the per-instance data stored in the GPU slab. The vertex shader reads this to generate quad corners, and the fragment shader reads it to evaluate SDF shapes, gradients, textures, etc.
Fields§
§element_type: UiElementTypeThe type of element (Rectangle, Circle, Ellipse, Image, TextGlyph, Path).
position: Vec2Position of the element’s top-left corner in screen space.
size: Vec2Size of the element in screen pixels (width, height).
corner_radii: Vec4Per-corner radii for rounded rectangles (top-left, top-right, bottom-right, bottom-left).
border_width: f32Border width in pixels. 0 means no border.
border_color: Vec4Border color (RGBA).
fill_color: Vec4Fill color (RGBA). Used when gradient_type is None.
gradient: GradientDescriptorGradient fill descriptor.
atlas_texture_id: Id<AtlasTextureDescriptor>ID of the atlas texture descriptor on the slab.
For Image and TextGlyph elements: points to an
AtlasTextureDescriptor.
For Path elements: when not Id::NONE, points to an
AtlasTextureDescriptor for image-filled paths.
Set to Id::NONE when unused.
atlas_descriptor_id: Id<AtlasDescriptor>ID of the atlas descriptor on the slab.
For Path elements: repurposed to store the slab offset of
the first UiVertex (via Id::new(offset)).
Set to Id::NONE when unused.
clip_rect: Vec4Scissor/clip rectangle (x, y, width, height). Reserved for future use — not currently enforced by the shader or renderer. Set to (0, 0, viewport_w, viewport_h) by default.
opacity: f32Element opacity (0.0 = fully transparent, 1.0 = fully opaque). Multiplied with the final alpha.
z: f32Z-depth for sorting (painter’s algorithm). Lower values are drawn first (further back).
Trait Implementations§
Source§impl Clone for UiDrawCallDescriptor
impl Clone for UiDrawCallDescriptor
Source§fn clone(&self) -> UiDrawCallDescriptor
fn clone(&self) -> UiDrawCallDescriptor
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreimpl Copy for UiDrawCallDescriptor
Source§impl Debug for UiDrawCallDescriptor
impl Debug for UiDrawCallDescriptor
Source§impl Default for UiDrawCallDescriptor
impl Default for UiDrawCallDescriptor
Source§fn default() -> UiDrawCallDescriptor
fn default() -> UiDrawCallDescriptor
Source§impl PartialEq for UiDrawCallDescriptor
impl PartialEq for UiDrawCallDescriptor
Source§fn eq(&self, other: &UiDrawCallDescriptor) -> bool
fn eq(&self, other: &UiDrawCallDescriptor) -> bool
self and other values to be equal, and is used by ==.Source§impl SlabItem for UiDrawCallDescriptorwhere
UiElementType: SlabItem,
Vec2: SlabItem,
Vec4: SlabItem,
f32: SlabItem,
GradientDescriptor: SlabItem,
Id<AtlasTextureDescriptor>: SlabItem,
Id<AtlasDescriptor>: SlabItem,
impl SlabItem for UiDrawCallDescriptorwhere
UiElementType: SlabItem,
Vec2: SlabItem,
Vec4: SlabItem,
f32: SlabItem,
GradientDescriptor: SlabItem,
Id<AtlasTextureDescriptor>: SlabItem,
Id<AtlasDescriptor>: SlabItem,
impl StructuralPartialEq for UiDrawCallDescriptor
Auto Trait Implementations§
impl Freeze for UiDrawCallDescriptor
impl RefUnwindSafe for UiDrawCallDescriptor
impl Send for UiDrawCallDescriptor
impl Sync for UiDrawCallDescriptor
impl Unpin for UiDrawCallDescriptor
impl UnsafeUnpin for UiDrawCallDescriptor
impl UnwindSafe for UiDrawCallDescriptor
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