pub mod face3d_gpu; pub mod hatch_batched_gpu; pub mod hatch_gpu; pub mod image_gpu; pub mod mesh_gpu; pub mod uniforms; pub mod viewcube; pub mod wire_gpu; use iced::wgpu; use iced::wgpu::util::DeviceExt; use iced::{Rectangle, Size}; pub use face3d_gpu::Face3DGpu; pub use hatch_gpu::HatchGpu; pub use image_gpu::ImageGpu; pub use mesh_gpu::MeshLodGpu; pub use uniforms::Uniforms; pub use viewcube::ViewCubePipeline; pub use wire_gpu::WireGpu; use crate::scene::hatch_model::HatchModel; use crate::scene::image_model::ImageModel; use crate::scene::mesh_model::MeshLodSet; use crate::scene::wire_model::WireModel; /// MSAA sample count for the main drawing pipelines. const MSAA_SAMPLES: u32 = 4; pub struct Pipeline { wire_pipeline: wgpu::RenderPipeline, /// Same shader as wire_pipeline but depth_compare=Greater, depth_write_enabled=false. /// Used to draw ghost copies of selected wires through occluding geometry. wire_xray_pipeline: wgpu::RenderPipeline, hatch_pipeline: wgpu::RenderPipeline, /// Phase 4-B — single-draw batched hatch pipeline. Per-instance /// data lives in storage buffers; one draw call covers every /// hatch in the frame. hatch_batched_pipeline: wgpu::RenderPipeline, image_pipeline: wgpu::RenderPipeline, mesh_pipeline: wgpu::RenderPipeline, /// Wireframe variant of the mesh pipeline (LineList topology, same /// vertex layout / shader). Used when the active render mode is /// Wireframe 2D or Wireframe 3D so 3D solids draw as their /// triangle edges instead of filled faces. mesh_wireframe_pipeline: wgpu::RenderPipeline, /// Depth-only variant of the mesh pipeline (TriangleList, no color /// writes, writes depth). Used in HiddenLine mode so 3D solids /// occlude wires behind them without painting visible pixels. mesh_depth_pipeline: wgpu::RenderPipeline, face3d_pipeline: wgpu::RenderPipeline, /// Depth-only variant of the face3d pipeline (no color writes, /// writes depth). Paired with `mesh_depth_pipeline` for HiddenLine. face3d_depth_pipeline: wgpu::RenderPipeline, uniform_buffer: wgpu::Buffer, uniform_bind_group: wgpu::BindGroup, hatch_bgl1: wgpu::BindGroupLayout, /// Group-1 layout for the batched hatch pipeline (storage buffers /// for instances / boundary / families / dashes). hatch_batched_bgl1: wgpu::BindGroupLayout, image_bgl1: wgpu::BindGroupLayout, depth_texture_size: Size, depth_view: wgpu::TextureView, /// 4× MSAA color buffer for the main drawing passes. msaa_view: wgpu::TextureView, /// Single-sample texture that receives the MSAA resolve result. resolve_view: wgpu::TextureView, /// Pipeline + resources for blitting the resolve texture to the surface target. blit_pipeline: wgpu::RenderPipeline, blit_bind_group_layout: wgpu::BindGroupLayout, blit_sampler: wgpu::Sampler, blit_bind_group: wgpu::BindGroup, /// UV transform (offset + scale) consumed by the blit shader so a /// partially off-canvas viewport still composites the right portion of /// its resolve texture to the visible portion of the surface. blit_uniform_buffer: wgpu::Buffer, /// Cached texture format (needed to recreate MSAA / depth textures on resize). surface_format: wgpu::TextureFormat, gpu_wires: Vec, /// Pixel scissor rects [x, y, w, h] for viewport-clipped wires. Recomputed each frame. wire_pixel_scissors: Vec>, /// Ghost copies (25% alpha) of selected wires for the X-ray depth pass. gpu_selected_wires: Vec, /// Phase 4-B — single batched-hatch GPU resource. Drawn in one /// indexed call with per-instance visibility masking the rest. /// Legacy per-hatch `Vec` + scissor / skip-flag plumbing /// removed in step 5; the `hatch_pipeline` itself stays around to /// serve the wipeout path which still uses `HatchGpu`. gpu_hatch_batched: Option, /// Wipeout fills — rendered after wires in a separate pass. gpu_wipeouts: Vec, /// Per-wipeout draw-time skip flag (Phase 2.3 frustum cull). `true` /// when the wipeout's projected AABB sits entirely outside the /// viewport rect. Recomputed by `compute_wipeout_lod`. wipeout_skip_flags: Vec, /// Pixel scissor rects [x, y, w, h] for viewport-clipped wipeouts. Recomputed each frame. wipeout_pixel_scissors: Vec>, gpu_images: Vec, /// Pixel scissor rects [x, y, w, h] for viewport-clipped images. Recomputed each frame. image_pixel_scissors: Vec>, gpu_meshes: Vec, /// Per-mesh LOD level (0=high, 1=mid, 2=low) picked each frame from /// the projected pixel diagonal. Mirrors `hatch_pixel_scissors` — /// recomputed in `compute_mesh_lod`. mesh_lod_levels: Vec, /// Per-mesh frustum-visible flag (Phase 2.2). `false` when the /// mesh's projected AABB falls entirely outside the viewport rect /// — the draw loop skips it. Mirrors `mesh_lod_levels` length / /// index space; recomputed alongside it. mesh_visible: Vec, /// Batched 3DFACE fill (all faces in one buffer) and edges (merged wire). gpu_face3d_fill: Option, gpu_face3d_edges: Vec, pub viewcube: ViewCubePipeline, /// Last `(geometry_epoch, camera_generation)` value for which GPU buffers /// were uploaded. We re-upload when either side changes — pan/zoom bumps /// camera_generation, which triggers re-culling and a fresh upload. pub cached_epoch: (u64, u64), /// Content id of the wire buffer currently resident on the GPU (Phase /// 3.2). When the incoming `ViewportData.wire_content_id` matches, the /// world-space wire vertices are unchanged (e.g. a pure pan reused the /// Model-tile tessellation) and `upload_wires` is skipped. `u64::MAX` = /// nothing uploaded yet. pub cached_wire_id: u64, } impl Pipeline { pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self { // ── Shared frame uniform buffer (view_proj etc.) ─────────────────── let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("viewer.uniform_buffer"), size: std::mem::size_of::() as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); // Bind group layout 0 — shared by wire and hatch pipelines. let frame_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("viewer.frame_bgl"), entries: &[wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::VERTEX_FRAGMENT, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None, }, count: None, }], }); let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("viewer.bind_group"), layout: &frame_bgl, entries: &[wgpu::BindGroupEntry { binding: 0, resource: uniform_buffer.as_entire_binding(), }], }); // ── Wire pipeline ────────────────────────────────────────────────── let wire_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("wire.pipeline_layout"), bind_group_layouts: &[&frame_bgl], push_constant_ranges: &[], }); let depth_tex = create_depth_texture(device, Size::new(1, 1)); let depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default()); let wire_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("wire.shader"), source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!( "../../shaders/wire.wgsl" ))), }); let wire_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("wire.pipeline"), layout: Some(&wire_layout), vertex: wgpu::VertexState { module: &wire_shader, entry_point: Some("vs_main"), buffers: &[wire_gpu::WireInstance::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: None, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &wire_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // Selection overlay variant: renders selected wires on top of everything // (depth_compare=Always), without writing depth. Ensures selected entities // are always fully visible regardless of occluding geometry. let wire_xray_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("wire_xray.pipeline"), layout: Some(&wire_layout), vertex: wgpu::VertexState { module: &wire_shader, entry_point: Some("vs_main"), buffers: &[wire_gpu::WireInstance::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: None, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: false, depth_compare: wgpu::CompareFunction::Always, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &wire_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // ── Hatch pipeline ───────────────────────────────────────────────── // binding 0 (HatchUniforms) is read by the vertex shader too — it // pulls `origin` to undo the CPU-side hatch-local pre-shift when // computing clip position. bindings 1 (Boundary) and 2 // (FamilyBatch) stay fragment-only. let hatch_entry = |binding: u32, vis: wgpu::ShaderStages| wgpu::BindGroupLayoutEntry { binding, visibility: vis, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None, }, count: None, }; let frag = wgpu::ShaderStages::FRAGMENT; let vert_frag = wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT; let hatch_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("hatch.bgl1"), entries: &[ hatch_entry(0, vert_frag), hatch_entry(1, frag), hatch_entry(2, frag), ], }); let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("hatch.pipeline_layout"), bind_group_layouts: &[&frame_bgl, &hatch_bgl1], push_constant_ranges: &[], }); let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("hatch.shader"), source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!( "../../shaders/hatch.wgsl" ))), }); let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("hatch.pipeline"), layout: Some(&hatch_layout), vertex: wgpu::VertexState { module: &hatch_shader, entry_point: Some("vs_main"), buffers: &[hatch_gpu::HatchVertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: None, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &hatch_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // ── Hatch batched pipeline (Phase 4-B) ───────────────────────────── let hatch_batched_bgl1 = hatch_batched_gpu::HatchBatchedGpu::bind_group_layout(device); let hatch_batched_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("hatch_batched.pipeline_layout"), bind_group_layouts: &[&frame_bgl, &hatch_batched_bgl1], push_constant_ranges: &[], }); let hatch_batched_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("hatch_batched.shader"), source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!( "../../shaders/hatch_batched.wgsl" ))), }); let hatch_batched_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("hatch_batched.pipeline"), layout: Some(&hatch_batched_layout), vertex: wgpu::VertexState { module: &hatch_batched_shader, entry_point: Some("vs_main"), buffers: &[hatch_batched_gpu::HatchBatchedVertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: None, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &hatch_batched_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // ── Mesh pipeline ────────────────────────────────────────────────── let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("mesh.shader"), source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!( "../../shaders/mesh.wgsl" ))), }); let mesh_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("mesh.pipeline_layout"), bind_group_layouts: &[&frame_bgl], push_constant_ranges: &[], }); let mesh_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("mesh.pipeline"), layout: Some(&mesh_layout), vertex: wgpu::VertexState { module: &mesh_shader, entry_point: Some("vs_main"), buffers: &[mesh_gpu::MeshVertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: Some(wgpu::Face::Back), ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &mesh_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // Wireframe variant — same shader / vertex layout / depth state, // only the input topology changes (LineList) and back-face // culling drops out (each triangle edge is shared between two // faces, one of which would otherwise hide the edge). let mesh_wireframe_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("mesh.wireframe.pipeline"), layout: Some(&mesh_layout), vertex: wgpu::VertexState { module: &mesh_shader, entry_point: Some("vs_main"), buffers: &[mesh_gpu::MeshVertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::LineList, cull_mode: None, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &mesh_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // Depth-only variant — TriangleList, back-face culling stays on // (we only want front-facing fragments to write depth so wires // on the far side of the mesh stay hidden), `write_mask` zero // so no fragment ever reaches the colour buffer. let mesh_depth_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("mesh.depth.pipeline"), layout: Some(&mesh_layout), vertex: wgpu::VertexState { module: &mesh_shader, entry_point: Some("vs_main"), buffers: &[mesh_gpu::MeshVertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: Some(wgpu::Face::Back), ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &mesh_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: None, write_mask: wgpu::ColorWrites::empty(), })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // ── Face3D pipeline ──────────────────────────────────────────────── let face3d_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("face3d.shader"), source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!( "../../shaders/face3d.wgsl" ))), }); let face3d_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("face3d.pipeline_layout"), bind_group_layouts: &[&frame_bgl], push_constant_ranges: &[], }); let face3d_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("face3d.pipeline"), layout: Some(&face3d_layout), vertex: wgpu::VertexState { module: &face3d_shader, entry_point: Some("vs_main"), buffers: &[face3d_gpu::Face3DVertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: None, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &face3d_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // Depth-only variant — write_mask zero, no blend. The face3d // shader still runs but its colour output is discarded, so we // get a pure depth prepass for HiddenLine. let face3d_depth_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("face3d.depth.pipeline"), layout: Some(&face3d_layout), vertex: wgpu::VertexState { module: &face3d_shader, entry_point: Some("vs_main"), buffers: &[face3d_gpu::Face3DVertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: None, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &face3d_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: None, write_mask: wgpu::ColorWrites::empty(), })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); // ── Image pipeline ───────────────────────────────────────────────── let image_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("image.bgl1"), entries: &[ // binding 0: texture wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { sample_type: wgpu::TextureSampleType::Float { filterable: true }, view_dimension: wgpu::TextureViewDimension::D2, multisampled: false, }, count: None, }, // binding 1: sampler wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), count: None, }, // binding 2: ImageParams uniform (read in vertex for the // draw-order z bias and in fragment for opacity). wgpu::BindGroupLayoutEntry { binding: 2, visibility: wgpu::ShaderStages::VERTEX_FRAGMENT, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None, }, count: None, }, ], }); let image_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("image.pipeline_layout"), bind_group_layouts: &[&frame_bgl, &image_bgl1], push_constant_ranges: &[], }); let image_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("image.shader"), source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!( "../../shaders/image.wgsl" ))), }); let image_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("image.pipeline"), layout: Some(&image_layout), vertex: wgpu::VertexState { module: &image_shader, entry_point: Some("vs_main"), buffers: &[image_gpu::ImageVertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, cull_mode: None, ..Default::default() }, depth_stencil: Some(wgpu::DepthStencilState { format: wgpu::TextureFormat::Depth32Float, depth_write_enabled: true, depth_compare: wgpu::CompareFunction::LessEqual, stencil: wgpu::StencilState::default(), bias: wgpu::DepthBiasState::default(), }), multisample: wgpu::MultisampleState { count: MSAA_SAMPLES, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState { module: &image_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); let viewcube = ViewCubePipeline::new(device, queue, format); let init_size = Size::new(1, 1); let msaa_view = create_msaa_texture(device, init_size, format) .create_view(&wgpu::TextureViewDescriptor::default()); let resolve_tex = create_resolve_texture(device, init_size, format); let resolve_view = resolve_tex.create_view(&wgpu::TextureViewDescriptor::default()); // ── Blit pipeline (resolve texture → surface target) ────────────── let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("blit.shader"), source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!( "../../shaders/blit.wgsl" ))), }); let blit_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("blit.bgl"), entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { sample_type: wgpu::TextureSampleType::Float { filterable: true }, view_dimension: wgpu::TextureViewDimension::D2, multisampled: false, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), count: None, }, wgpu::BindGroupLayoutEntry { binding: 2, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None, }, count: None, }, ], }); // UV crop uniform: [uv_offset_x, uv_offset_y, uv_scale_x, uv_scale_y] // padded to 16 bytes (std140 vec2 alignment). Defaulted to the // identity crop (offset 0, scale 1) for the common on-canvas case. let blit_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("blit.uniform_buffer"), contents: bytemuck::cast_slice(&[0.0f32, 0.0, 1.0, 1.0]), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); let blit_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("blit.pipeline_layout"), bind_group_layouts: &[&blit_bgl], push_constant_ranges: &[], }); let blit_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("blit.pipeline"), layout: Some(&blit_layout), vertex: wgpu::VertexState { module: &blit_shader, entry_point: Some("vs_main"), buffers: &[], compilation_options: wgpu::PipelineCompilationOptions::default(), }, primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, ..Default::default() }, depth_stencil: None, multisample: wgpu::MultisampleState::default(), fragment: Some(wgpu::FragmentState { module: &blit_shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format, // Premultiplied-alpha blend: the geometry passes already // wrote into a transparent MSAA target with standard // `SrcAlpha / 1-SrcAlpha` blending, so AA-edge fragments // sit as `(rgb * a, a)` in the resolve texture. Treating // that as straight alpha during the surface blit would // multiply by alpha a second time and darken thin lines // / curves. `PREMULTIPLIED_ALPHA_BLENDING` uses `One` as // the source colour factor and leaves the dst weighted // by `1-SrcAlpha`, which is the correct compositing // operator for already-premultiplied content. blend: Some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING), write_mask: wgpu::ColorWrites::ALL, })], compilation_options: wgpu::PipelineCompilationOptions::default(), }), multiview: None, cache: None, }); let blit_sampler = device.create_sampler(&wgpu::SamplerDescriptor { label: Some("blit.sampler"), mag_filter: wgpu::FilterMode::Nearest, min_filter: wgpu::FilterMode::Nearest, ..Default::default() }); let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("blit.bind_group"), layout: &blit_bgl, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&resolve_view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&blit_sampler), }, wgpu::BindGroupEntry { binding: 2, resource: blit_uniform_buffer.as_entire_binding(), }, ], }); Self { wire_pipeline, wire_xray_pipeline, hatch_pipeline, hatch_batched_pipeline, image_pipeline, mesh_pipeline, mesh_wireframe_pipeline, mesh_depth_pipeline, face3d_pipeline, face3d_depth_pipeline, uniform_buffer, uniform_bind_group, hatch_bgl1, hatch_batched_bgl1, image_bgl1, depth_texture_size: Size::new(1, 1), depth_view, msaa_view, resolve_view, blit_pipeline, blit_bind_group_layout: blit_bgl, blit_sampler, blit_bind_group, blit_uniform_buffer, surface_format: format, gpu_wires: vec![], wire_pixel_scissors: vec![], gpu_selected_wires: vec![], gpu_hatch_batched: None, gpu_wipeouts: vec![], wipeout_skip_flags: vec![], wipeout_pixel_scissors: vec![], gpu_images: vec![], image_pixel_scissors: vec![], gpu_meshes: vec![], mesh_lod_levels: vec![], mesh_visible: vec![], gpu_face3d_fill: None, gpu_face3d_edges: vec![], viewcube, cached_epoch: (u64::MAX, u64::MAX), cached_wire_id: u64::MAX, } } pub fn upload_wires( &mut self, device: &wgpu::Device, wires: &[WireModel], depth_map: &rustc_hash::FxHashMap, ) { // Batch the wire pass: instead of one GPU buffer + one draw call per // WireModel (tens of thousands on a large drawing), merge maximal runs // of *consecutive* wires that share scissor + mesh-edge state into one // concatenated instance buffer each. The draw loop then issues one draw // per run. Runs must be consecutive (not regrouped) so the original // wire order — already sorted by draw order — is preserved; depth bias // and alpha blending both depend on it. Scissor and mesh-edge stay // grouping keys because the draw loop sets one scissor per batch and // skips whole mesh-edge batches in shaded modes. let mut batches: Vec = Vec::new(); let mut i = 0; while i < wires.len() { let scissor = wires[i].vp_scissor; let mesh_edge = !wires[i].fill_tris.is_empty(); let mut j = i + 1; while j < wires.len() && wires[j].vp_scissor == scissor && (!wires[j].fill_tris.is_empty()) == mesh_edge { j += 1; } batches.extend(WireGpu::from_run(device, &wires[i..j], depth_map, scissor, mesh_edge)); i = j; } self.gpu_wires = batches; // Full-brightness copies of selected wires, drawn on top of everything // in the selection overlay pass so they're always visible. The xray // pass applies neither scissor nor mesh-edge skip, so all selected // wires batch into one run (None / false) — select-all over a large // drawing no longer costs one draw call per entity. Order preserved. let selected: Vec = wires.iter().filter(|w| w.selected).cloned().collect(); self.gpu_selected_wires = WireGpu::from_run(device, &selected, depth_map, None, false); } /// Recompute pixel scissor rects for viewport-clipped wires from the current view_proj. /// Called every frame from prepare() because scissor pixels shift with pan/zoom. pub fn compute_wire_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) { self.wire_pixel_scissors = self .gpu_wires .iter() .map(|w| project_scissor(w.vp_scissor, view_proj, clip_w, clip_h)) .collect(); } /// Per-frame visibility refresh for the batched hatch path. /// Combines Phase 3.3 sub-pixel LOD skip with Phase 2.3 frustum /// cull and pushes the resulting 0/1 mask through to the GPU /// `visibility_buffer`. Vertex shader maps 0 → out-of-NDC clip, /// so the rasterizer culls the primitive before any fragment /// runs. pub fn compute_hatch_lod( &mut self, queue: &wgpu::Queue, view_proj: glam::Mat4, clip_w: u32, clip_h: u32, ) { let Some(batch) = &mut self.gpu_hatch_batched else { return; }; for (i, aabb) in batch.instance_aabbs.iter().enumerate() { let skip = aabb_below_pixel(*aabb, view_proj, clip_w, clip_h, 2.0) || aabb_offscreen(*aabb, view_proj, clip_w, clip_h); batch.visibility[i] = if skip { 0 } else { 1 }; } batch.upload_visibility(queue); } /// Recompute pixel scissor rects for viewport-clipped wipeouts. pub fn compute_wipeout_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) { self.wipeout_pixel_scissors = self .gpu_wipeouts .iter() .map(|h| project_scissor(h.vp_scissor, view_proj, clip_w, clip_h)) .collect(); } /// Per-frame wipeout frustum-skip flag (Phase 2.3). Mirrors /// `compute_hatch_lod`'s frustum branch. No sub-pixel skip: /// wipeouts mask, so dropping a sub-pixel one wouldn't be wrong /// but also wouldn't pay off — they're usually few. pub fn compute_wipeout_lod(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) { self.wipeout_skip_flags = self .gpu_wipeouts .iter() .map(|h| aabb_offscreen(h.world_aabb, view_proj, clip_w, clip_h)) .collect(); } /// Recompute pixel scissor rects for viewport-clipped raster images. pub fn compute_image_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) { self.image_pixel_scissors = self .gpu_images .iter() .map(|i| project_scissor(i.vp_scissor, view_proj, clip_w, clip_h)) .collect(); } /// Upload all 3DFACE entities as two batched GPU objects: /// - `gpu_face3d_fill`: filled triangles (1 buffer, 1 draw call) /// - `gpu_face3d_edges`: merged edge wires (1 buffer, 1 draw call) pub fn upload_face3d( &mut self, device: &wgpu::Device, face3d_wires: &[WireModel], all_wires: &[WireModel], wireframe_only: bool, depth_map: &rustc_hash::FxHashMap, ) { // Edge buffer is always built from `face3d_wires`, so 3DFACE // outlines stay on the screen regardless of mode. self.gpu_face3d_edges = WireGpu::from_batch(device, face3d_wires, depth_map); // Fill buffer split: 3D quads + PolyfaceMesh / PolygonMesh face // tris go to `vertex_buffer_3d` (gated by `keep_3d_mesh_fills`); // 2D fills (text-LOD greek, MultiLeader background) go to // `vertex_buffer_2d` and are visible in every mode. let keep_3d_mesh_fills = !wireframe_only; let has_any_2d_fill = all_wires .iter() .any(|w| !w.fill_tris.is_empty() && w.points.is_empty()); let has_any_3d_fill = !face3d_wires.is_empty() || all_wires .iter() .any(|w| !w.fill_tris.is_empty() && !w.points.is_empty()); let has_fills = has_any_2d_fill || (keep_3d_mesh_fills && has_any_3d_fill); if !has_fills { self.gpu_face3d_fill = None; } else { self.gpu_face3d_fill = Some(Face3DGpu::from_wires( device, face3d_wires, all_wires, keep_3d_mesh_fills, depth_map, )); } } pub fn upload_meshes(&mut self, device: &wgpu::Device, meshes: &[MeshLodSet]) { self.gpu_meshes = meshes .iter() .filter(|s| s.lods.iter().any(|m| !m.indices.is_empty())) .map(|s| MeshLodGpu::new(device, s)) .collect(); } /// Per-frame mesh LOD selector. Picks slot 0/1/2 based on the /// projected pixel diagonal of each mesh's `world_aabb` (Phase 3.4 /// ladder: >200 px → 0, 50–200 → 1, <50 → 2). Falls back to the /// nearest available lower slot when a level wasn't generated. pub fn compute_mesh_lod(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) { self.mesh_lod_levels = self .gpu_meshes .iter() .map(|m| pick_mesh_lod(m, view_proj, clip_w, clip_h)) .collect(); // Phase 2.2 — frustum-visibility flag per mesh. Cheap: same // 4-corner projection used for LOD selection, just answering a // different question (any corner inside the viewport rect?). self.mesh_visible = self .gpu_meshes .iter() .map(|m| !aabb_offscreen(m.world_aabb, view_proj, clip_w, clip_h)) .collect(); } pub fn upload_hatches(&mut self, device: &wgpu::Device, hatches: &[HatchModel]) { let renderable: Vec = hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect(); self.gpu_hatch_batched = hatch_batched_gpu::HatchBatchedGpu::build(device, &self.hatch_batched_bgl1, &renderable); } pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) { self.gpu_wipeouts = wipeouts .iter() .filter(|h| h.boundary.len() >= 3) .map(|h| HatchGpu::new(device, h, &self.hatch_bgl1)) .collect(); } pub fn upload_images( &mut self, device: &wgpu::Device, queue: &wgpu::Queue, images: &[ImageModel], ) { self.gpu_images = images .iter() .filter_map(|m| ImageGpu::new(device, queue, m, &self.image_bgl1)) .collect(); } pub fn upload_uniforms(&self, queue: &wgpu::Queue, uniforms: &Uniforms) { queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(uniforms)); } /// Write the blit shader's UV crop uniform. Call in `prepare` (the only /// place with a `&Queue`) — `render` then just submits the draw call. pub fn upload_blit_uv(&self, queue: &wgpu::Queue, uv_offset: [f32; 2], uv_scale: [f32; 2]) { queue.write_buffer( &self.blit_uniform_buffer, 0, bytemuck::cast_slice(&[uv_offset[0], uv_offset[1], uv_scale[0], uv_scale[1]]), ); } /// Render the geometry passes at `vp_size` (the full viewport size — the /// MSAA / resolve textures are this size) and blit the resulting resolve /// to `surface_dest` on the swap-chain. The UV crop is read from the /// blit uniform buffer (written by `upload_blit_uv` during `prepare`) /// so a viewport that hangs off the canvas still composites the correct /// sub-rectangle to the visible portion of the surface. pub fn render( &self, encoder: &mut wgpu::CommandEncoder, target: &wgpu::TextureView, vp_size: Size, surface_dest: Rectangle, bg_color: [f32; 4], mesh_wireframe: bool, hidden_line: bool, show_3d_edges: bool, ) { let vp = Rectangle:: { x: 0, y: 0, width: vp_size.width, height: vp_size.height, }; let msaa = &self.msaa_view; let [r, g, b, a] = bg_color; let clear_color = wgpu::Color { r: r as f64, g: g as f64, b: b as f64, a: a as f64, }; // ── Pass 1: hatch fills ──────────────────────────────────────────── { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("hatch.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: None, ops: wgpu::Operations { // Clear MSAA to background color on the first pass. load: wgpu::LoadOp::Clear(clear_color), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), store: wgpu::StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); // MSAA texture is clip-bounds-sized, so viewport starts at (0, 0). pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0); // Phase 4-B — single batched draw covers every hatch. // Vertex shader culls per-instance via the `visibility` // buffer (sub-pixel LOD + frustum cull written each frame // by `compute_hatch_lod`). Per-hatch viewport scissor // (paper-space MSPACE) isn't ported to the batched path // yet — follow-up if it shows up as a visual issue. if let Some(batch) = &self.gpu_hatch_batched { pass.set_pipeline(&self.hatch_batched_pipeline); pass.set_bind_group(0, &self.uniform_bind_group, &[]); pass.set_bind_group(1, &batch.bind_group, &[]); pass.set_vertex_buffer(0, batch.vertex_buffer.slice(..)); pass.draw(0..batch.vertex_count, 0..1); } } // ── Pass 2: raster images ───────────────────────────────────────── if !self.gpu_images.is_empty() { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("image.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0); pass.set_pipeline(&self.image_pipeline); pass.set_bind_group(0, &self.uniform_bind_group, &[]); let mut scissor_active = false; for (i, img) in self.gpu_images.iter().enumerate() { match self.image_pixel_scissors.get(i) { Some(Some([x, y, w, h])) => { pass.set_scissor_rect(*x, *y, *w, *h); scissor_active = true; } _ if scissor_active => { pass.set_scissor_rect(0, 0, vp.width, vp.height); scissor_active = false; } _ => {} } pass.set_bind_group(1, &img.bind_group, &[]); pass.set_vertex_buffer(0, img.vertex_buffer.slice(..)); pass.draw(0..6, 0..1); } if scissor_active { pass.set_scissor_rect(0, 0, vp.width, vp.height); } } // ── Pass 4: solid meshes ────────────────────────────────────────── if !self.gpu_meshes.is_empty() { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("mesh.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0); pass.set_bind_group(0, &self.uniform_bind_group, &[]); // Four draw paths share this pass: // - Solid: `mesh_pipeline` + triangle index buf. // - Wireframe: `mesh_wireframe_pipeline` + the // pre-built `wire_index_buffer`. // - HiddenLine: depth prepass (`mesh_depth_pipeline`, // writes Z, no colour) → wire overlay. // - Solid+Edges: `mesh_pipeline` shaded fill → wire // overlay; LessEqual depth test on the // wire pass keeps the edges crisp on // top of the shaded surface. let want_solid_with_edges = !hidden_line && !mesh_wireframe && show_3d_edges; if hidden_line { pass.set_pipeline(&self.mesh_depth_pipeline); for (i, set) in self.gpu_meshes.iter().enumerate() { if !self.mesh_visible.get(i).copied().unwrap_or(true) { continue; } let level = self .mesh_lod_levels .get(i) .copied() .unwrap_or(0) .min(set.lods.len().saturating_sub(1)); let Some(mesh) = set.lods.get(level) else { continue; }; if mesh.index_count == 0 { continue; } pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); pass.draw_indexed(0..mesh.index_count, 0, 0..1); } pass.set_pipeline(&self.mesh_wireframe_pipeline); for (i, set) in self.gpu_meshes.iter().enumerate() { if !self.mesh_visible.get(i).copied().unwrap_or(true) { continue; } let level = self .mesh_lod_levels .get(i) .copied() .unwrap_or(0) .min(set.lods.len().saturating_sub(1)); let Some(mesh) = set.lods.get(level) else { continue; }; if mesh.wire_index_count == 0 { continue; } pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); pass.set_index_buffer( mesh.wire_index_buffer.slice(..), wgpu::IndexFormat::Uint32, ); pass.draw_indexed(0..mesh.wire_index_count, 0, 0..1); } } else { if mesh_wireframe { pass.set_pipeline(&self.mesh_wireframe_pipeline); } else { pass.set_pipeline(&self.mesh_pipeline); } for (i, set) in self.gpu_meshes.iter().enumerate() { if !self.mesh_visible.get(i).copied().unwrap_or(true) { continue; } let level = self .mesh_lod_levels .get(i) .copied() .unwrap_or(0) .min(set.lods.len().saturating_sub(1)); let Some(mesh) = set.lods.get(level) else { continue; }; let (ibuf, icount) = if mesh_wireframe { (&mesh.wire_index_buffer, mesh.wire_index_count) } else { (&mesh.index_buffer, mesh.index_count) }; if icount == 0 { continue; } pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); pass.set_index_buffer(ibuf.slice(..), wgpu::IndexFormat::Uint32); pass.draw_indexed(0..icount, 0, 0..1); } // *WithEdges variants: overlay wire-edge segments on top // of the shaded fill. The LessEqual depth test on the // wireframe pipeline keeps the edges visible at the // fragments that just got written by the solid pass. if want_solid_with_edges { pass.set_pipeline(&self.mesh_wireframe_pipeline); for (i, set) in self.gpu_meshes.iter().enumerate() { if !self.mesh_visible.get(i).copied().unwrap_or(true) { continue; } let level = self .mesh_lod_levels .get(i) .copied() .unwrap_or(0) .min(set.lods.len().saturating_sub(1)); let Some(mesh) = set.lods.get(level) else { continue; }; if mesh.wire_index_count == 0 { continue; } pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); pass.set_index_buffer( mesh.wire_index_buffer.slice(..), wgpu::IndexFormat::Uint32, ); pass.draw_indexed(0..mesh.wire_index_count, 0, 0..1); } } } } // ── Pass 5a: 3DFACE fills (3D + 2D split) ───────────────────────── // 3D quads + PolyfaceMesh face tris go through the depth-only // pipeline in HiddenLine so wires hidden behind them disappear. // 2D fills (text greek, MultiLeader bg) always draw with colour. if let Some(ref fill) = self.gpu_face3d_fill { if fill.vertex_count_3d > 0 || fill.vertex_count_2d > 0 { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("face3d.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0); pass.set_bind_group(0, &self.uniform_bind_group, &[]); if fill.vertex_count_3d > 0 { if hidden_line { pass.set_pipeline(&self.face3d_depth_pipeline); } else { pass.set_pipeline(&self.face3d_pipeline); } pass.set_vertex_buffer(0, fill.vertex_buffer_3d.slice(..)); pass.draw(0..fill.vertex_count_3d, 0..1); } if fill.vertex_count_2d > 0 { pass.set_pipeline(&self.face3d_pipeline); pass.set_vertex_buffer(0, fill.vertex_buffer_2d.slice(..)); pass.draw(0..fill.vertex_count_2d, 0..1); } } } // ── Pass 5b: 3DFACE edges (batched, possibly multiple chunks) ──── // FlatShaded / GouraudShaded hide the 3DFACE outline (the user // chose a clean shaded look); every other mode keeps it. if show_3d_edges && !self.gpu_face3d_edges.is_empty() { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("face3d_edges.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0); pass.set_pipeline(&self.wire_pipeline); pass.set_bind_group(0, &self.uniform_bind_group, &[]); for edges in &self.gpu_face3d_edges { if edges.instance_count > 0 { pass.set_vertex_buffer(0, edges.instance_buffer.slice(..)); pass.draw(0..6, 0..edges.instance_count); } } } // ── Pass 5: wires ───────────────────────────────────────────────── { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("wire.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0); pass.set_pipeline(&self.wire_pipeline); pass.set_bind_group(0, &self.uniform_bind_group, &[]); let mut scissor_active = false; for (i, wire) in self.gpu_wires.iter().enumerate() { if wire.instance_count == 0 { continue; } // PolyfaceMesh / PolygonMesh outline edges live in // `gpu_wires` (their `WireModel` has both `points` and // `fill_tris`). In FlatShaded / GouraudShaded the user // wants a clean shaded surface, so the wire pass skips // these instances; the *WithEdges and pure wireframe // modes leave the flag at true and draw them. if !show_3d_edges && wire.is_3d_mesh_edge { continue; } match self.wire_pixel_scissors.get(i) { Some(Some([x, y, w, h])) => { pass.set_scissor_rect(*x, *y, *w, *h); scissor_active = true; } _ if scissor_active => { pass.set_scissor_rect(0, 0, vp.width, vp.height); scissor_active = false; } _ => {} } pass.set_vertex_buffer(0, wire.instance_buffer.slice(..)); pass.draw(0..6, 0..wire.instance_count); } if scissor_active { pass.set_scissor_rect(0, 0, vp.width, vp.height); } } // ── Pass 6: wipeout fills (drawn after wires to mask them) ──────── if !self.gpu_wipeouts.is_empty() { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("wipeout.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0); pass.set_pipeline(&self.hatch_pipeline); pass.set_bind_group(0, &self.uniform_bind_group, &[]); let mut scissor_active = false; for (i, wipeout) in self.gpu_wipeouts.iter().enumerate() { if self.wipeout_skip_flags.get(i).copied().unwrap_or(false) { continue; } match self.wipeout_pixel_scissors.get(i) { Some(Some([x, y, w, h])) => { pass.set_scissor_rect(*x, *y, *w, *h); scissor_active = true; } _ if scissor_active => { pass.set_scissor_rect(0, 0, vp.width, vp.height); scissor_active = false; } _ => {} } pass.set_bind_group(1, &wipeout.bind_group, &[]); pass.set_vertex_buffer(0, wipeout.vertex_buffer.slice(..)); pass.draw(0..6, 0..1); } if scissor_active { pass.set_scissor_rect(0, 0, vp.width, vp.height); } } // ── Pass 7: selected wire overlay pass ─────────────────────────── // Redraws selected wires with depth_compare=Always so they appear on // top of all other geometry at full brightness. if !self.gpu_selected_wires.is_empty() { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("wire_xray.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }), stencil_ops: None, }), timestamp_writes: None, occlusion_query_set: None, }); pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0); pass.set_pipeline(&self.wire_xray_pipeline); pass.set_bind_group(0, &self.uniform_bind_group, &[]); for wire in &self.gpu_selected_wires { if wire.instance_count > 0 { pass.set_vertex_buffer(0, wire.instance_buffer.slice(..)); pass.draw(0..6, 0..wire.instance_count); } } } // ── Resolve MSAA → clip-sized resolve texture ───────────────────── // Both msaa_view and resolve_view are sized to clip_bounds, so the // resolve does NOT touch any pixels outside the shader widget's area. { let _resolve = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("msaa.resolve_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: msaa, depth_slice: None, resolve_target: Some(&self.resolve_view), ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Discard, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); // No draw calls — the pass itself triggers the MSAA resolve. } // ── Blit resolve texture → surface target at surface_dest position ── // The viewport maps the NDC quad to exactly `surface_dest` in the // swap-chain; `uv_offset` + `uv_scale` (passed through the blit // uniform) crop the resolve so we sample only the visible portion // of the full viewport's MSAA texture. if surface_dest.width > 0 && surface_dest.height > 0 { let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("blit.render_pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: target, depth_slice: None, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Load, store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); pass.set_viewport( surface_dest.x as f32, surface_dest.y as f32, surface_dest.width as f32, surface_dest.height as f32, 0.0, 1.0, ); pass.set_pipeline(&self.blit_pipeline); pass.set_bind_group(0, &self.blit_bind_group, &[]); pass.draw(0..6, 0..1); } } pub fn ensure_depth_texture(&mut self, device: &wgpu::Device, size: Size) { if self.depth_texture_size != size { let depth_tex = create_depth_texture(device, size); self.depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default()); let msaa_tex = create_msaa_texture(device, size, self.surface_format); self.msaa_view = msaa_tex.create_view(&wgpu::TextureViewDescriptor::default()); let resolve_tex = create_resolve_texture(device, size, self.surface_format); let resolve_view = resolve_tex.create_view(&wgpu::TextureViewDescriptor::default()); self.blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("blit.bind_group"), layout: &self.blit_bind_group_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&resolve_view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&self.blit_sampler), }, wgpu::BindGroupEntry { binding: 2, resource: self.blit_uniform_buffer.as_entire_binding(), }, ], }); self.resolve_view = resolve_view; self.depth_texture_size = size; } } } /// Project a mesh's `world_aabb` and pick a LOD slot: /// diagonal > 200 px → 0 (HIGH) /// diagonal 50–200 px → 1 (MID) /// diagonal < 50 px → 2 (LOW) /// When the picked slot is missing from `gpu_meshes[i].lods`, walks down /// to the next available coarser/finer level so the mesh always renders. fn pick_mesh_lod( mesh: &MeshLodGpu, view_proj: glam::Mat4, clip_w: u32, clip_h: u32, ) -> usize { let diag_px = aabb_diagonal_pixels(mesh.world_aabb, view_proj, clip_w, clip_h); let target = if diag_px > 200.0 { 0 } else if diag_px > 50.0 { 1 } else { 2 }; // Walk down to nearest available LOD (some entities won't have all 3). for level in (0..=target).rev() { if mesh.lods.get(level).is_some() { return level; } } 0 } fn aabb_diagonal_pixels( aabb: [f32; 4], view_proj: glam::Mat4, clip_w: u32, clip_h: u32, ) -> f32 { let [x0, y0, x1, y1] = aabb; if !x0.is_finite() || !y0.is_finite() || !x1.is_finite() || !y1.is_finite() { return f32::INFINITY; } let w = clip_w as f32; let h = clip_h as f32; let corners = [ view_proj.project_point3(glam::Vec3::new(x0, y0, 0.0)), view_proj.project_point3(glam::Vec3::new(x1, y0, 0.0)), view_proj.project_point3(glam::Vec3::new(x0, y1, 0.0)), view_proj.project_point3(glam::Vec3::new(x1, y1, 0.0)), ]; let mut min_px = f32::INFINITY; let mut max_px = f32::NEG_INFINITY; let mut min_py = f32::INFINITY; let mut max_py = f32::NEG_INFINITY; for c in &corners { let px = (c.x + 1.0) * 0.5 * w; let py = (1.0 - c.y) * 0.5 * h; if px < min_px { min_px = px; } if px > max_px { max_px = px; } if py < min_py { min_py = py; } if py > max_py { max_py = py; } } let dx = max_px - min_px; let dy = max_py - min_py; (dx * dx + dy * dy).sqrt() } /// `true` when the world-XY AABB projects entirely outside the /// viewport rect (extended by `MARGIN_FRAC` to absorb pan inertia and /// avoid edge pop-in). Phase 2.2 mesh-frustum / Phase 2.3 hatch + /// wipeout cull. Equivalent to a 2D bounding-box rejection test in /// NDC; uses the same 4-corner projection that LOD picking already /// does, so the extra cost is negligible. /// /// IMPORTANT: the AABB must be in the same local space (world_offset /// subtracted) that `view_proj` expects. `HatchGpu.world_aabb` rebuilds /// the absolute local-space rect from `model.world_origin + boundary /// extents` for this reason; meshes already store an absolute rect. fn aabb_offscreen( aabb: [f32; 4], view_proj: glam::Mat4, clip_w: u32, clip_h: u32, ) -> bool { let [x0, y0, x1, y1] = aabb; if !x0.is_finite() || !y0.is_finite() || !x1.is_finite() || !y1.is_finite() { return false; } let w = clip_w as f32; let h = clip_h as f32; let corners = [ view_proj.project_point3(glam::Vec3::new(x0, y0, 0.0)), view_proj.project_point3(glam::Vec3::new(x1, y0, 0.0)), view_proj.project_point3(glam::Vec3::new(x0, y1, 0.0)), view_proj.project_point3(glam::Vec3::new(x1, y1, 0.0)), ]; let mut min_px = f32::INFINITY; let mut max_px = f32::NEG_INFINITY; let mut min_py = f32::INFINITY; let mut max_py = f32::NEG_INFINITY; for c in &corners { let px = (c.x + 1.0) * 0.5 * w; let py = (1.0 - c.y) * 0.5 * h; if px < min_px { min_px = px; } if px > max_px { max_px = px; } if py < min_py { min_py = py; } if py > max_py { max_py = py; } } // 25% pad on each side — matches `view_world_aabb` (wire path), // keeps edge geometry rendered while panning before the next // upload reaches the GPU. const MARGIN_FRAC: f32 = 0.25; let mx = w * MARGIN_FRAC; let my = h * MARGIN_FRAC; max_px < -mx || min_px > w + mx || max_py < -my || min_py > h + my } /// Return `true` when the world-XY AABB's screen-space size is below the /// given pixel threshold. Used by LOD passes (hatch skip, etc.) to drop /// draw calls that wouldn't contribute a visible pixel. fn aabb_below_pixel( aabb: [f32; 4], view_proj: glam::Mat4, clip_w: u32, clip_h: u32, threshold_px: f32, ) -> bool { let [x0, y0, x1, y1] = aabb; if !x0.is_finite() || !y0.is_finite() || !x1.is_finite() || !y1.is_finite() { return false; } let w = clip_w as f32; let h = clip_h as f32; let corners = [ view_proj.project_point3(glam::Vec3::new(x0, y0, 0.0)), view_proj.project_point3(glam::Vec3::new(x1, y0, 0.0)), view_proj.project_point3(glam::Vec3::new(x0, y1, 0.0)), view_proj.project_point3(glam::Vec3::new(x1, y1, 0.0)), ]; let mut min_px = f32::INFINITY; let mut max_px = f32::NEG_INFINITY; let mut min_py = f32::INFINITY; let mut max_py = f32::NEG_INFINITY; for c in &corners { let px = (c.x + 1.0) * 0.5 * w; let py = (1.0 - c.y) * 0.5 * h; if px < min_px { min_px = px; } if px > max_px { max_px = px; } if py < min_py { min_py = py; } if py > max_py { max_py = py; } } (max_px - min_px).max(max_py - min_py) < threshold_px } /// Project a world-space XY scissor rect through `view_proj` into the four /// pixel-space corners and return the smallest aligned-rect that bounds them, /// clamped to the clip viewport. Returns `None` when the rect is missing or /// the projection collapses (off-screen, behind camera). fn project_scissor( rect: Option<[f32; 4]>, view_proj: glam::Mat4, clip_w: u32, clip_h: u32, ) -> Option<[u32; 4]> { let [x0, y0, x1, y1] = rect?; let w = clip_w as f32; let h = clip_h as f32; let corners = [ view_proj.project_point3(glam::Vec3::new(x0, y0, 0.0)), view_proj.project_point3(glam::Vec3::new(x1, y0, 0.0)), view_proj.project_point3(glam::Vec3::new(x0, y1, 0.0)), view_proj.project_point3(glam::Vec3::new(x1, y1, 0.0)), ]; let px: Vec = corners.iter().map(|c| (c.x + 1.0) * 0.5 * w).collect(); let py: Vec = corners.iter().map(|c| (1.0 - c.y) * 0.5 * h).collect(); let sx0 = px.iter().cloned().fold(f32::INFINITY, f32::min).max(0.0) as u32; let sy0 = py.iter().cloned().fold(f32::INFINITY, f32::min).max(0.0) as u32; let sx1 = (px.iter().cloned().fold(f32::NEG_INFINITY, f32::max) as u32).min(clip_w); let sy1 = (py.iter().cloned().fold(f32::NEG_INFINITY, f32::max) as u32).min(clip_h); if sx1 <= sx0 || sy1 <= sy0 { return None; } Some([sx0, sy0, sx1 - sx0, sy1 - sy0]) } fn create_depth_texture(device: &wgpu::Device, size: Size) -> wgpu::Texture { device.create_texture(&wgpu::TextureDescriptor { label: Some("viewer.depth_texture"), size: wgpu::Extent3d { width: size.width.max(1), height: size.height.max(1), depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: MSAA_SAMPLES, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Depth32Float, usage: wgpu::TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }) } fn create_resolve_texture( device: &wgpu::Device, size: Size, format: wgpu::TextureFormat, ) -> wgpu::Texture { device.create_texture(&wgpu::TextureDescriptor { label: Some("viewer.resolve_texture"), size: wgpu::Extent3d { width: size.width.max(1), height: size.height.max(1), depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format, usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING, view_formats: &[], }) } fn create_msaa_texture( device: &wgpu::Device, size: Size, format: wgpu::TextureFormat, ) -> wgpu::Texture { device.create_texture(&wgpu::TextureDescriptor { label: Some("viewer.msaa_texture"), size: wgpu::Extent3d { width: size.width.max(1), height: size.height.max(1), depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: MSAA_SAMPLES, dimension: wgpu::TextureDimension::D2, format, usage: wgpu::TextureUsages::RENDER_ATTACHMENT, view_formats: &[], }) } /// Holds one inner `Pipeline` per viewport drawn this frame. A single /// shader widget owns one `MultiPipeline`; the unified renderer grows the /// `inners` vector to match the viewport count and draws each into its own /// screen rectangle. Inner `Pipeline` code (upload / LOD / render / blit) /// is unchanged — it just runs once per viewport. pub struct MultiPipeline { pub(crate) inners: Vec, format: wgpu::TextureFormat, } impl MultiPipeline { /// Ensure exactly `n` (≥1) inner pipelines exist, creating any missing /// ones. Extra pipelines beyond `n` are dropped. pub(crate) fn ensure_len( &mut self, device: &wgpu::Device, queue: &wgpu::Queue, n: usize, ) { let n = n.max(1); while self.inners.len() < n { self.inners.push(Pipeline::new(device, queue, self.format)); } self.inners.truncate(n); } } impl iced::widget::shader::Pipeline for MultiPipeline { fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self { Self { inners: vec![Pipeline::new(device, queue, format)], format, } } }