rustial_renderer_wgpu/gpu/heatmap_vertex.rs
1//! Vertex type for heatmap point rendering.
2
3use bytemuck::{Pod, Zeroable};
4
5/// A vertex for the heatmap GPU pipeline.
6///
7/// Each heatmap point is rendered as a screen-aligned quad. The fragment
8/// shader accumulates Gaussian weight contributions into a framebuffer
9/// which is then colour-mapped in a second pass.
10#[repr(C)]
11#[derive(Debug, Clone, Copy, Pod, Zeroable)]
12pub struct HeatmapVertex {
13 /// Point centre position `[x, y, z]` in camera-relative meters.
14 pub position: [f32; 3],
15 /// Quad corner offset `[u, v]` in `[-1..1]` range.
16 pub quad_offset: [f32; 2],
17 /// Heatmap parameters: `[weight, radius, intensity, 0]`.
18 pub params: [f32; 4],
19}
20
21impl HeatmapVertex {
22 /// Vertex buffer layout for the heatmap pipeline.
23 pub fn layout() -> wgpu::VertexBufferLayout<'static> {
24 wgpu::VertexBufferLayout {
25 array_stride: std::mem::size_of::<HeatmapVertex>() as wgpu::BufferAddress,
26 step_mode: wgpu::VertexStepMode::Vertex,
27 attributes: &[
28 // position
29 wgpu::VertexAttribute {
30 offset: 0,
31 shader_location: 0,
32 format: wgpu::VertexFormat::Float32x3,
33 },
34 // quad_offset
35 wgpu::VertexAttribute {
36 offset: 12,
37 shader_location: 1,
38 format: wgpu::VertexFormat::Float32x2,
39 },
40 // params (weight, radius, intensity, 0)
41 wgpu::VertexAttribute {
42 offset: 20,
43 shader_location: 2,
44 format: wgpu::VertexFormat::Float32x4,
45 },
46 ],
47 }
48 }
49}