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//! Vertex type for fill-extrusion geometry with lighting normals.
use bytemuck::{Pod, Zeroable};
/// A vertex for 3-D fill-extrusion geometry: position, normal, and color.
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
pub struct FillExtrusionVertex {
/// Position `[x, y, z]` in camera-relative meters.
pub position: [f32; 3],
/// Per-face surface normal `[nx, ny, nz]`.
pub normal: [f32; 3],
/// Per-vertex RGBA color.
pub color: [f32; 4],
}
impl FillExtrusionVertex {
/// Vertex buffer layout for the fill-extrusion pipeline.
pub fn layout() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<FillExtrusionVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
// location 0: position
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
// location 1: normal
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
// location 2: color
wgpu::VertexAttribute {
offset: (std::mem::size_of::<[f32; 3]>() * 2) as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}