use crate::scene::view::camera::Camera; use iced::Rectangle; #[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] #[repr(C)] pub struct Uniforms { pub viewport_size: [f32; 2], /// World units per screen pixel at the current zoom. Used by the /// hatch shader to substitute solid fill when pattern line spacing /// falls below ~2 px (Phase 3.3 LOD). pub world_per_pixel: f32, /// LWDISPLAY toggle (1.0 = show lineweights, 0.0 = force 1 px). /// Read by the wire shader so the toggle does not require a retessellate. pub lwdisplay_enable: f32, /// 1.0 → mesh fragment shader replaces the interpolated vertex /// normal with `normalize(cross(dpdx(pos), dpdy(pos)))` so each /// triangle gets a uniform shade (FlatShaded mode); 0.0 → keeps the /// per-vertex normal interpolation (GouraudShaded-style). pub flat_shade: f32, /// Transparency-display toggle (1.0 = honour entity transparency, /// 0.0 = force opaque). Read by the wire shader so the toggle does not /// require a retessellate. pub transparency_enable: f32, /// Pads the struct to 112 B (next multiple of 16) so wgpu's uniform /// alignment rules are satisfied. pub _pad: [f32; 2], // ── Relative-to-eye (double-single) additions ─────────────────────────── // Appended at the end so existing field offsets are unchanged; shaders that // still read only the legacy fields keep working. Pipelines migrate to RTE // one at a time. `view_rot` is the rotation-only view-projection; vertices // pre-subtract the eye (via `eye_high`/`eye_low`, two f32 emulating f64) so // the large eye translation never enters the f32 matrix → no large-coord // jitter. pub view_rot: glam::Mat4, pub eye_high: [f32; 3], pub _pad_eh: f32, pub eye_low: [f32; 3], pub _pad_el: f32, } impl Uniforms { pub fn new(camera: &Camera, bounds: Rectangle, lwdisplay_enable: bool) -> Self { let half_h = camera.ortho_size(); let world_per_pixel = if bounds.height > 0.0 { (2.0 * half_h) / bounds.height } else { 0.0 }; let (eye_high, eye_low) = camera.eye_high_low(); Self { viewport_size: [bounds.width, bounds.height], world_per_pixel, lwdisplay_enable: if lwdisplay_enable { 1.0 } else { 0.0 }, flat_shade: 0.0, transparency_enable: 1.0, _pad: [0.0; 2], view_rot: camera.view_proj_rte(bounds), eye_high, _pad_eh: 0.0, eye_low, _pad_el: 0.0, } } }