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//! Vertex type for fill-pattern rendering (position + colour + pattern UV).
use bytemuck::{Pod, Zeroable};
/// A vertex for the fill-pattern GPU pipeline.
///
/// Extends [`super::fill_vertex::FillVertex`] with per-vertex UV
/// coordinates used to sample the repeating pattern texture.
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
pub struct FillPatternVertex {
/// Position `[x, y, z]` in camera-relative meters.
pub position: [f32; 3],
/// Per-vertex RGBA color (used as fallback / tint).
pub color: [f32; 4],
/// Pattern UV coordinates.
///
/// Values outside `[0, 1]` repeat via the GPU sampler's `Repeat`
/// address mode. UV = world_position / pattern_size.
pub uv: [f32; 2],
}
impl FillPatternVertex {
/// Vertex buffer layout for the fill-pattern pipeline.
pub fn layout() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<FillPatternVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
// position
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
// color
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
// uv
wgpu::VertexAttribute {
offset: 28,
shader_location: 2,
format: wgpu::VertexFormat::Float32x2,
},
],
}
}
}