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// Wire GPU buffers — quad (TriangleList) rendering for thick lines.
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//
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// Each segment [A→B] emits 6 vertices (2 triangles). Every vertex carries
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// both endpoints so the vertex shader can compute the screen-space
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// perpendicular direction and expand the quad to the correct pixel width.
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//
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// NaN sentinel: text glyphs pack multiple disconnected strokes into one
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// WireModel, separated by [NaN, NaN, NaN] points. Segments where either
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// endpoint contains NaN are silently skipped during upload.
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//
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// Vertex layout (96 bytes, stride = 96):
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// pos_a [f32; 3] offset 0 12 B — segment start (world)
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// pos_b [f32; 3] offset 12 12 B — segment end (world)
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// which_end f32 offset 24 4 B — 0.0 = A end, 1.0 = B end
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// side f32 offset 28 4 B — ±1.0 perpendicular side
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// color [f32; 4] offset 32 16 B — RGBA [0,1]
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// distance f32 offset 48 4 B — arc-length from wire start
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// half_width f32 offset 52 4 B — half line width in pixels
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// pattern_length f32 offset 56 4 B — dash pattern total length
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// _pad f32 offset 60 4 B
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// pat0 [f32; 4] offset 64 16 B — pattern elements 0-3
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// pat1 [f32; 4] offset 80 16 B — pattern elements 4-7
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// ------
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// 96 B / vertex
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use crate::scene::wire_model::WireModel;
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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// ── Vertex layout ─────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct WireVertex {
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pub pos_a: [f32; 3],
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pub pos_b: [f32; 3],
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pub which_end: f32,
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pub side: f32,
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pub color: [f32; 4],
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pub distance: f32,
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pub half_width: f32,
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pub pattern_length: f32,
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pub _pad: f32,
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pub pat0: [f32; 4],
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pub pat1: [f32; 4],
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}
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impl WireVertex {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<WireVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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}, // pos_a
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wgpu::VertexAttribute {
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offset: 12,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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}, // pos_b
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wgpu::VertexAttribute {
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offset: 24,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32,
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}, // which_end
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wgpu::VertexAttribute {
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offset: 28,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32,
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}, // side
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wgpu::VertexAttribute {
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offset: 32,
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shader_location: 4,
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format: wgpu::VertexFormat::Float32x4,
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}, // color
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wgpu::VertexAttribute {
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offset: 48,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32,
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}, // distance
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wgpu::VertexAttribute {
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offset: 52,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32,
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}, // half_width
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wgpu::VertexAttribute {
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offset: 56,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32,
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}, // pattern_length
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wgpu::VertexAttribute {
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offset: 64,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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}, // pat0
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wgpu::VertexAttribute {
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offset: 80,
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shader_location: 9,
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format: wgpu::VertexFormat::Float32x4,
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}, // pat1
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],
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}
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}
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}
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// ── GPU handle ────────────────────────────────────────────────────────────
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pub struct WireGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub vertex_count: u32,
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}
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impl WireGpu {
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pub fn new(device: &wgpu::Device, wire: &WireModel) -> Self {
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let pat0 = [
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wire.pattern[0],
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wire.pattern[1],
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wire.pattern[2],
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wire.pattern[3],
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];
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let pat1 = [
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wire.pattern[4],
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wire.pattern[5],
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wire.pattern[6],
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wire.pattern[7],
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];
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let half_width = wire.line_weight_px * 0.5;
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let n = wire.points.len();
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let seg_count = if n >= 2 { n - 1 } else { 0 };
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let mut vertices: Vec<WireVertex> = Vec::with_capacity(seg_count * 6);
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// Precompute cumulative arc-length at each point.
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// NaN points do not contribute to arc length — they are separator sentinels.
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let mut dists = vec![0.0_f32; n];
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for i in 1..n {
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let p = wire.points[i - 1];
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let q = wire.points[i];
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// If either point is a NaN sentinel, keep the same distance
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// (the segment will be skipped anyway).
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if p[0].is_nan() || q[0].is_nan() {
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dists[i] = dists[i - 1];
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} else {
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let dx = q[0] - p[0];
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let dy = q[1] - p[1];
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let dz = q[2] - p[2];
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dists[i] = dists[i - 1] + (dx * dx + dy * dy + dz * dz).sqrt();
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}
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}
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for i in 0..seg_count {
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let a = wire.points[i];
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let b = wire.points[i + 1];
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// Skip any segment that involves a NaN sentinel point.
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// NaN sentinels are inserted between disconnected glyph strokes
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// by tessellate.rs so that multiple strokes can share one WireModel.
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if a[0].is_nan()
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|| a[1].is_nan()
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|| a[2].is_nan()
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|| b[0].is_nan()
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|| b[1].is_nan()
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|| b[2].is_nan()
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{
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continue;
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}
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let dist_a = dists[i];
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let dist_b = dists[i + 1];
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let make = |which_end: f32, side: f32| -> WireVertex {
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let dist = if which_end < 0.5 { dist_a } else { dist_b };
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WireVertex {
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pos_a: a,
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pos_b: b,
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which_end,
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side,
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color: wire.color,
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distance: dist,
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half_width,
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pattern_length: wire.pattern_length,
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_pad: 0.0,
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pat0,
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pat1,
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}
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};
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// Triangle 1: A(-1), B(-1), B(+1)
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vertices.push(make(0.0, -1.0));
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vertices.push(make(1.0, -1.0));
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vertices.push(make(1.0, 1.0));
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// Triangle 2: A(-1), B(+1), A(+1)
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vertices.push(make(0.0, -1.0));
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vertices.push(make(1.0, 1.0));
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vertices.push(make(0.0, 1.0));
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("wire.vbuf.{}", wire.name)),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Self {
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vertex_buffer,
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vertex_count: vertices.len() as u32,
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}
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}
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}
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