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//! Vertex type for image overlay rendering.
use bytemuck::{Pod, Zeroable};
/// A vertex for the image overlay GPU pipeline.
///
/// Each image overlay is a textured quad with four of these vertices.
#[repr(C)]
#[derive(Debug, Clone, Copy, Pod, Zeroable)]
pub struct ImageOverlayVertex {
/// Position `[x, y, z]` in camera-relative meters.
pub position: [f32; 3],
/// Texture coordinate `[u, v]` in `[0..1]` range.
pub uv: [f32; 2],
/// Per-vertex opacity (0.0–1.0).
pub opacity: f32,
}
impl ImageOverlayVertex {
/// Vertex buffer layout for the image overlay pipeline.
pub fn layout() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<ImageOverlayVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
// position
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
// uv
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
// opacity
wgpu::VertexAttribute {
offset: 20,
shader_location: 2,
format: wgpu::VertexFormat::Float32,
},
],
}
}
}