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//! Vertex type for heatmap point rendering.
use bytemuck::{Pod, Zeroable};
/// A vertex for the heatmap GPU pipeline.
///
/// Each heatmap point is rendered as a screen-aligned quad. The fragment
/// shader accumulates Gaussian weight contributions into a framebuffer
/// which is then colour-mapped in a second pass.
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
pub struct HeatmapVertex {
/// Point 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],
/// Heatmap parameters: `[weight, radius, intensity, 0]`.
pub params: [f32; 4],
}
impl HeatmapVertex {
/// Vertex buffer layout for the heatmap pipeline.
pub fn layout() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HeatmapVertex>() 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,
},
// params (weight, radius, intensity, 0)
wgpu::VertexAttribute {
offset: 20,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}