1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
//! Vertex type for SDF circle rendering.
use bytemuck::{Pod, Zeroable};
/// A vertex for the SDF circle GPU pipeline.
///
/// Each circle is rendered as a screen-aligned quad (4 vertices, 6 indices).
/// The `quad_offset` attribute defines the corner of the quad in local space
/// (±1, ±1) and the fragment shader evaluates an SDF to produce anti-aliased
/// circles with optional stroke and blur.
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
pub struct CircleVertex {
/// Circle centre position `[x, y, z]` in camera-relative meters.
pub position: [f32; 3],
/// Quad corner offset `[u, v]` in `[-1..1]` range.
pub quad_offset: [f32; 2],
/// Fill colour `[r, g, b, a]`.
pub color: [f32; 4],
/// Stroke colour `[r, g, b, a]`.
pub stroke_color: [f32; 4],
/// Circle parameters: `[radius, stroke_width, blur, 0]`.
pub params: [f32; 4],
}
impl CircleVertex {
/// Vertex buffer layout for the circle pipeline.
pub fn layout() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<CircleVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
// position
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
// quad_offset
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
// color
wgpu::VertexAttribute {
offset: 20,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
// stroke_color
wgpu::VertexAttribute {
offset: 36,
shader_location: 3,
format: wgpu::VertexFormat::Float32x4,
},
// params (radius, stroke_width, blur, 0)
wgpu::VertexAttribute {
offset: 52,
shader_location: 4,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}