// Wire GPU buffers — quad (TriangleList) rendering for thick lines. // // Each segment [A→B] emits 6 vertices (2 triangles). Every vertex carries // both endpoints so the vertex shader can compute the screen-space // perpendicular direction and expand the quad to the correct pixel width. // // NaN sentinel: text glyphs pack multiple disconnected strokes into one // WireModel, separated by [NaN, NaN, NaN] points. Segments where either // endpoint contains NaN are silently skipped during upload. // // Vertex layout (96 bytes, stride = 96): // pos_a [f32; 3] offset 0 12 B — segment start (world) // pos_b [f32; 3] offset 12 12 B — segment end (world) // which_end f32 offset 24 4 B — 0.0 = A end, 1.0 = B end // side f32 offset 28 4 B — ±1.0 perpendicular side // color [f32; 4] offset 32 16 B — RGBA [0,1] // distance f32 offset 48 4 B — arc-length from wire start // half_width f32 offset 52 4 B — half line width in pixels // pattern_length f32 offset 56 4 B — dash pattern total length // _pad f32 offset 60 4 B // pat0 [f32; 4] offset 64 16 B — pattern elements 0-3 // pat1 [f32; 4] offset 80 16 B — pattern elements 4-7 // ------ // 96 B / vertex use crate::scene::wire_model::WireModel; use iced::wgpu; use iced::wgpu::util::DeviceExt; // ── Vertex layout ───────────────────────────────────────────────────────── #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] pub struct WireVertex { pub pos_a: [f32; 3], pub pos_b: [f32; 3], pub which_end: f32, pub side: f32, pub color: [f32; 4], pub distance: f32, pub half_width: f32, pub pattern_length: f32, pub _pad: f32, pub pat0: [f32; 4], pub pat1: [f32; 4], } impl WireVertex { pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> { wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as u64, step_mode: wgpu::VertexStepMode::Vertex, attributes: &[ wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x3, }, // pos_a wgpu::VertexAttribute { offset: 12, shader_location: 1, format: wgpu::VertexFormat::Float32x3, }, // pos_b wgpu::VertexAttribute { offset: 24, shader_location: 2, format: wgpu::VertexFormat::Float32, }, // which_end wgpu::VertexAttribute { offset: 28, shader_location: 3, format: wgpu::VertexFormat::Float32, }, // side wgpu::VertexAttribute { offset: 32, shader_location: 4, format: wgpu::VertexFormat::Float32x4, }, // color wgpu::VertexAttribute { offset: 48, shader_location: 5, format: wgpu::VertexFormat::Float32, }, // distance wgpu::VertexAttribute { offset: 52, shader_location: 6, format: wgpu::VertexFormat::Float32, }, // half_width wgpu::VertexAttribute { offset: 56, shader_location: 7, format: wgpu::VertexFormat::Float32, }, // pattern_length wgpu::VertexAttribute { offset: 64, shader_location: 8, format: wgpu::VertexFormat::Float32x4, }, // pat0 wgpu::VertexAttribute { offset: 80, shader_location: 9, format: wgpu::VertexFormat::Float32x4, }, // pat1 ], } } } // ── GPU handle ──────────────────────────────────────────────────────────── pub struct WireGpu { pub vertex_buffer: wgpu::Buffer, pub vertex_count: u32, /// Paper-space bbox [x0, y0, x1, y1] for GPU scissor clipping. /// Set only for viewport-projected wires; None for regular wires. pub vp_scissor: Option<[f32; 4]>, } impl WireGpu { pub fn new(device: &wgpu::Device, wire: &WireModel) -> Self { let mut g = Self::build(device, wire, wire.color); g.vp_scissor = wire.vp_scissor; g } /// Creates a ghost copy with `alpha` applied on top of the wire's own alpha. #[allow(dead_code)] pub fn new_ghost(device: &wgpu::Device, wire: &WireModel, alpha: f32) -> Self { let [r, g, b, a] = wire.color; Self::build(device, wire, [r, g, b, a * alpha]) } /// Merge multiple WireModels into GPU buffers chunked to fit the 256 MB GPU limit. /// Each wire keeps its own color and pattern — they're stored per-vertex. /// Returns an empty Vec if the combined vertex list is empty. pub fn from_batch(device: &wgpu::Device, wires: &[WireModel]) -> Vec { let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum(); if total_segs == 0 { return vec![]; } let mut vertices: Vec = Vec::with_capacity(total_segs * 6); for wire in wires { let color = wire.color; let pat0 = [wire.pattern[0], wire.pattern[1], wire.pattern[2], wire.pattern[3]]; let pat1 = [wire.pattern[4], wire.pattern[5], wire.pattern[6], wire.pattern[7]]; let half_width = wire.line_weight_px * 0.5; let n = wire.points.len(); // Cumulative arc-length per point. let mut dists = vec![0.0_f32; n]; for i in 1..n { let p = wire.points[i - 1]; let q = wire.points[i]; if !p[0].is_finite() || !q[0].is_finite() { // plinegen=false: reset to 0 at the first real point after a NaN separator. dists[i] = if !wire.plinegen && !p[0].is_finite() && q[0].is_finite() { 0.0 } else { dists[i - 1] }; } else { let dx = q[0] - p[0]; let dy = q[1] - p[1]; let dz = q[2] - p[2]; dists[i] = dists[i - 1] + (dx * dx + dy * dy + dz * dz).sqrt(); } } for i in 0..n.saturating_sub(1) { let a = wire.points[i]; let b = wire.points[i + 1]; if !a[0].is_finite() || !a[1].is_finite() || !a[2].is_finite() || !b[0].is_finite() || !b[1].is_finite() || !b[2].is_finite() { continue; } let dist_a = dists[i]; let dist_b = dists[i + 1]; let make = |which_end: f32, side: f32| -> WireVertex { let dist = if which_end < 0.5 { dist_a } else { dist_b }; WireVertex { pos_a: a, pos_b: b, which_end, side, color, distance: dist, half_width, pattern_length: wire.pattern_length, _pad: 0.0, pat0, pat1, } }; vertices.push(make(0.0, -1.0)); vertices.push(make(1.0, -1.0)); vertices.push(make(1.0, 1.0)); vertices.push(make(0.0, -1.0)); vertices.push(make(1.0, 1.0)); vertices.push(make(0.0, 1.0)); } } if vertices.is_empty() { return vec![]; } // GPU max buffer size is 256 MB; chunk to stay within the limit. const MAX_VERTS: usize = 268_435_456 / std::mem::size_of::(); vertices .chunks(MAX_VERTS) .enumerate() .map(|(i, chunk)| { let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some(&format!("wire.batch.vbuf.{i}")), contents: bytemuck::cast_slice(chunk), usage: wgpu::BufferUsages::VERTEX, }); Self { vertex_buffer, vertex_count: chunk.len() as u32, vp_scissor: None, } }) .collect() } fn build(device: &wgpu::Device, wire: &WireModel, color: [f32; 4]) -> Self { let pat0 = [ wire.pattern[0], wire.pattern[1], wire.pattern[2], wire.pattern[3], ]; let pat1 = [ wire.pattern[4], wire.pattern[5], wire.pattern[6], wire.pattern[7], ]; let half_width = wire.line_weight_px * 0.5; let n = wire.points.len(); let seg_count = if n >= 2 { n - 1 } else { 0 }; let mut vertices: Vec = Vec::with_capacity(seg_count * 6); // Precompute cumulative arc-length at each point. // NaN points do not contribute to arc length — they are separator sentinels. let mut dists = vec![0.0_f32; n]; for i in 1..n { let p = wire.points[i - 1]; let q = wire.points[i]; if !p[0].is_finite() || !q[0].is_finite() { // plinegen=false: reset to 0 at the first real point after a NaN separator. dists[i] = if !wire.plinegen && !p[0].is_finite() && q[0].is_finite() { 0.0 } else { dists[i - 1] }; } else { let dx = q[0] - p[0]; let dy = q[1] - p[1]; let dz = q[2] - p[2]; dists[i] = dists[i - 1] + (dx * dx + dy * dy + dz * dz).sqrt(); } } for i in 0..seg_count { let a = wire.points[i]; let b = wire.points[i + 1]; // Skip segments where either endpoint is non-finite (NaN sentinels // from disconnected glyph strokes, or ±inf from Ray/XLine far-point // overflow when the direction vector is very large). if !a[0].is_finite() || !a[1].is_finite() || !a[2].is_finite() || !b[0].is_finite() || !b[1].is_finite() || !b[2].is_finite() { continue; } let dist_a = dists[i]; let dist_b = dists[i + 1]; let make = |which_end: f32, side: f32| -> WireVertex { let dist = if which_end < 0.5 { dist_a } else { dist_b }; WireVertex { pos_a: a, pos_b: b, which_end, side, color, distance: dist, half_width, pattern_length: wire.pattern_length, _pad: 0.0, pat0, pat1, } }; // Triangle 1: A(-1), B(-1), B(+1) vertices.push(make(0.0, -1.0)); vertices.push(make(1.0, -1.0)); vertices.push(make(1.0, 1.0)); // Triangle 2: A(-1), B(+1), A(+1) vertices.push(make(0.0, -1.0)); vertices.push(make(1.0, 1.0)); vertices.push(make(0.0, 1.0)); } let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some(&format!("wire.vbuf.{}", wire.name)), contents: bytemuck::cast_slice(&vertices), usage: wgpu::BufferUsages::VERTEX, }); Self { vertex_buffer, vertex_count: vertices.len() as u32, vp_scissor: None, } } }