Skip to main content

rustial_renderer_wgpu/gpu/
circle_vertex.rs

1//! Vertex type for SDF circle rendering.
2
3use bytemuck::{Pod, Zeroable};
4
5/// A vertex for the SDF circle GPU pipeline.
6///
7/// Each circle is rendered as a screen-aligned quad (4 vertices, 6 indices).
8/// The `quad_offset` attribute defines the corner of the quad in local space
9/// (±1, ±1) and the fragment shader evaluates an SDF to produce anti-aliased
10/// circles with optional stroke and blur.
11#[repr(C)]
12#[derive(Debug, Clone, Copy, Pod, Zeroable)]
13pub struct CircleVertex {
14    /// Circle centre position `[x, y, z]` in camera-relative meters.
15    pub position: [f32; 3],
16    /// Quad corner offset `[u, v]` in `[-1..1]` range.
17    pub quad_offset: [f32; 2],
18    /// Fill colour `[r, g, b, a]`.
19    pub color: [f32; 4],
20    /// Stroke colour `[r, g, b, a]`.
21    pub stroke_color: [f32; 4],
22    /// Circle parameters: `[radius, stroke_width, blur, 0]`.
23    pub params: [f32; 4],
24}
25
26impl CircleVertex {
27    /// Vertex buffer layout for the circle pipeline.
28    pub fn layout() -> wgpu::VertexBufferLayout<'static> {
29        wgpu::VertexBufferLayout {
30            array_stride: std::mem::size_of::<CircleVertex>() as wgpu::BufferAddress,
31            step_mode: wgpu::VertexStepMode::Vertex,
32            attributes: &[
33                // position
34                wgpu::VertexAttribute {
35                    offset: 0,
36                    shader_location: 0,
37                    format: wgpu::VertexFormat::Float32x3,
38                },
39                // quad_offset
40                wgpu::VertexAttribute {
41                    offset: 12,
42                    shader_location: 1,
43                    format: wgpu::VertexFormat::Float32x2,
44                },
45                // color
46                wgpu::VertexAttribute {
47                    offset: 20,
48                    shader_location: 2,
49                    format: wgpu::VertexFormat::Float32x4,
50                },
51                // stroke_color
52                wgpu::VertexAttribute {
53                    offset: 36,
54                    shader_location: 3,
55                    format: wgpu::VertexFormat::Float32x4,
56                },
57                // params (radius, stroke_width, blur, 0)
58                wgpu::VertexAttribute {
59                    offset: 52,
60                    shader_location: 4,
61                    format: wgpu::VertexFormat::Float32x4,
62                },
63            ],
64        }
65    }
66}