rustial-renderer-wgpu 0.0.1

Pure WGPU renderer for the rustial 2.5D map engine
Documentation
//! 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,
                },
            ],
        }
    }
}