rustial_renderer_wgpu/gpu/line_vertex.rs
1//! Vertex type for dedicated line rendering with dash-pattern and SDF
2//! cap/join antialiasing support.
3
4use bytemuck::{Pod, Zeroable};
5
6/// A vertex for the dedicated line GPU pipeline.
7///
8/// Extends the basic vector vertex with per-vertex distance along the
9/// polyline centreline, an extrusion normal, and a cap/join flag.
10/// The fragment shader uses the distance for dash-pattern evaluation
11/// and the cap/join flag to switch between linear edge AA (ribbon body)
12/// and SDF circle-based AA (round caps/joins).
13#[repr(C)]
14#[derive(Debug, Clone, Copy, Pod, Zeroable)]
15pub struct LineVertex {
16 /// Position `[x, y, z]` in camera-relative meters.
17 pub position: [f32; 3],
18 /// Per-vertex RGBA color.
19 pub color: [f32; 4],
20 /// Extrusion normal `[nx, ny]` perpendicular to the line centreline.
21 ///
22 /// For ribbon body vertices the magnitude is 1.0. For round cap/join
23 /// fan vertices the magnitude is slightly > 1.0 (circumscribed) so
24 /// that the SDF clip at magnitude 1.0 traces a perfect circle.
25 pub line_normal: [f32; 2],
26 /// Distance along the polyline centreline (world-space meters).
27 pub line_distance: f32,
28 /// Cap/join flag: `1.0` for round cap/join fan vertices, `0.0` for
29 /// ribbon body. When > 0.5, the fragment shader uses SDF circle AA
30 /// instead of linear edge AA and discards fragments beyond the
31 /// ideal circle boundary.
32 pub cap_join: f32,
33}
34
35impl LineVertex {
36 /// Vertex buffer layout for the line pipeline.
37 pub fn layout() -> wgpu::VertexBufferLayout<'static> {
38 wgpu::VertexBufferLayout {
39 array_stride: std::mem::size_of::<LineVertex>() as wgpu::BufferAddress,
40 step_mode: wgpu::VertexStepMode::Vertex,
41 attributes: &[
42 // position
43 wgpu::VertexAttribute {
44 offset: 0,
45 shader_location: 0,
46 format: wgpu::VertexFormat::Float32x3,
47 },
48 // color
49 wgpu::VertexAttribute {
50 offset: 12,
51 shader_location: 1,
52 format: wgpu::VertexFormat::Float32x4,
53 },
54 // line_normal
55 wgpu::VertexAttribute {
56 offset: 28,
57 shader_location: 2,
58 format: wgpu::VertexFormat::Float32x2,
59 },
60 // line_distance
61 wgpu::VertexAttribute {
62 offset: 36,
63 shader_location: 3,
64 format: wgpu::VertexFormat::Float32,
65 },
66 // cap_join
67 wgpu::VertexAttribute {
68 offset: 40,
69 shader_location: 4,
70 format: wgpu::VertexFormat::Float32,
71 },
72 ],
73 }
74 }
75}