synvael/crates/renderer/src/vertex.rs

69 lines
3.2 KiB
Rust

// 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, colour, and face orientation.
///
/// 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. Every field is 4-byte aligned and the struct is 28 bytes, so no implicit padding exists for `Pod` to expose.
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, 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],
/// Index of the face's outward normal into the shader's normal table.
///
/// Cubic geometry admits only six distinct normals, so the direction is packed as an index rather than a `vec3`, saving 8 bytes per vertex. The vertex shader decodes it; the index ordering is defined by `FaceDir::to_index` in `meshing.rs` and must stay in step with the `FACE_NORMALS` table in `cube.vert`.
pub normal: u32,
}
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::<Self>()).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; 3] {
[
// 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),
// Location 2: packed face normal index (uint -> R32_UINT). The shader input must be declared `uint`; reading an integer-formatted attribute through a float declaration is undefined and silently produces garbage on some drivers.
ash::vk::VertexInputAttributeDescription::default()
.binding(0)
.location(2)
.format(ash::vk::Format::R32_UINT)
.offset(24),
]
}
}