// SPDX-License-Identifier: AGPL-3.0-only //! Vertex data structures and layout descriptions. use bytemuck::{Pod, Zeroable}; /// Represents a single vertex in 3D space with position and texture coordinates. /// /// Uses `repr(C)` to ensure the memory layout matches what the GPU expects (no Rust-specific reordering). /// `Pod` and `Zeroable` allows safely casting this struct to a raw byte slice. #[repr(C)] #[derive(Copy, Clone, Debug, Pod, Zeroable)] pub struct Vertex { /// 3D position of the vertex (X, Y, Z). pub position: [f32; 3], /// The RGB color of the vertex [r, g, b]. pub color: [f32; 3], } impl Vertex { /// Describes how Vulkan should read the vertex data from a buffer. /// /// This defines the 'stride' (distance between vertices) and specifies that data is read per-vertex rather than per-instance. /// /// # Panics /// Panics if the size of the vertex structure exceeds the maximum value of a 32-bit unsigned integer. #[expect( clippy::expect_used, reason = "the vertex struct size is far below u32::MAX" )] pub fn get_binding_description() -> ash::vk::VertexInputBindingDescription { ash::vk::VertexInputBindingDescription::default() .binding(0) .stride( u32::try_from(std::mem::size_of::()).expect("Vertex size exceeds u32 range"), ) .input_rate(ash::vk::VertexInputRate::VERTEX) } /// Describes the layout of individual fields (attributes) within a single vertex. /// /// These 'locations' must match the `layout(location = X)` qualifiers in the vertex shader. pub fn get_attribute_descriptions() -> [ash::vk::VertexInputAttributeDescription; 2] { [ // Location 0: position (vec3 -> R32G32B32_SFLOAT) ash::vk::VertexInputAttributeDescription::default() .binding(0) .location(0) .format(ash::vk::Format::R32G32B32_SFLOAT) .offset(0), ash::vk::VertexInputAttributeDescription::default() .binding(0) .location(1) .format(ash::vk::Format::R32G32B32_SFLOAT) .offset(12), ] } }