forked from 1b-agent/opencadstudio-upstream
Follow-up to 3.3. The selection xray pass still built one buffer + one draw call per selected wire, so select-all over a large drawing issued a draw per entity. That pass applies neither scissor nor mesh-edge skip, so all selected wires merge into one order-preserving run via from_run. Removes the now-dead WireGpu::new / build per-wire constructors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1979 lines
85 KiB
Rust
1979 lines
85 KiB
Rust
pub mod face3d_gpu;
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pub mod hatch_batched_gpu;
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pub mod hatch_gpu;
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pub mod image_gpu;
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pub mod mesh_gpu;
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pub mod uniforms;
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pub mod viewcube;
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pub mod wire_gpu;
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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use iced::{Rectangle, Size};
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pub use face3d_gpu::Face3DGpu;
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pub use hatch_gpu::HatchGpu;
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pub use image_gpu::ImageGpu;
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pub use mesh_gpu::MeshLodGpu;
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pub use uniforms::Uniforms;
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pub use viewcube::ViewCubePipeline;
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pub use wire_gpu::WireGpu;
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use crate::scene::hatch_model::HatchModel;
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use crate::scene::image_model::ImageModel;
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use crate::scene::mesh_model::MeshLodSet;
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use crate::scene::wire_model::WireModel;
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/// MSAA sample count for the main drawing pipelines.
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const MSAA_SAMPLES: u32 = 4;
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pub struct Pipeline {
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wire_pipeline: wgpu::RenderPipeline,
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/// Same shader as wire_pipeline but depth_compare=Greater, depth_write_enabled=false.
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/// Used to draw ghost copies of selected wires through occluding geometry.
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wire_xray_pipeline: wgpu::RenderPipeline,
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hatch_pipeline: wgpu::RenderPipeline,
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/// Phase 4-B — single-draw batched hatch pipeline. Per-instance
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/// data lives in storage buffers; one draw call covers every
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/// hatch in the frame.
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hatch_batched_pipeline: wgpu::RenderPipeline,
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image_pipeline: wgpu::RenderPipeline,
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mesh_pipeline: wgpu::RenderPipeline,
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/// Wireframe variant of the mesh pipeline (LineList topology, same
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/// vertex layout / shader). Used when the active render mode is
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/// Wireframe 2D or Wireframe 3D so 3D solids draw as their
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/// triangle edges instead of filled faces.
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mesh_wireframe_pipeline: wgpu::RenderPipeline,
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/// Depth-only variant of the mesh pipeline (TriangleList, no color
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/// writes, writes depth). Used in HiddenLine mode so 3D solids
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/// occlude wires behind them without painting visible pixels.
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mesh_depth_pipeline: wgpu::RenderPipeline,
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face3d_pipeline: wgpu::RenderPipeline,
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/// Depth-only variant of the face3d pipeline (no color writes,
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/// writes depth). Paired with `mesh_depth_pipeline` for HiddenLine.
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face3d_depth_pipeline: wgpu::RenderPipeline,
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uniform_buffer: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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hatch_bgl1: wgpu::BindGroupLayout,
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/// Group-1 layout for the batched hatch pipeline (storage buffers
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/// for instances / boundary / families / dashes).
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hatch_batched_bgl1: wgpu::BindGroupLayout,
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image_bgl1: wgpu::BindGroupLayout,
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depth_texture_size: Size<u32>,
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depth_view: wgpu::TextureView,
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/// 4× MSAA color buffer for the main drawing passes.
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msaa_view: wgpu::TextureView,
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/// Single-sample texture that receives the MSAA resolve result.
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resolve_view: wgpu::TextureView,
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/// Pipeline + resources for blitting the resolve texture to the surface target.
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blit_pipeline: wgpu::RenderPipeline,
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blit_bind_group_layout: wgpu::BindGroupLayout,
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blit_sampler: wgpu::Sampler,
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blit_bind_group: wgpu::BindGroup,
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/// UV transform (offset + scale) consumed by the blit shader so a
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/// partially off-canvas viewport still composites the right portion of
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/// its resolve texture to the visible portion of the surface.
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blit_uniform_buffer: wgpu::Buffer,
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/// Cached texture format (needed to recreate MSAA / depth textures on resize).
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surface_format: wgpu::TextureFormat,
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gpu_wires: Vec<WireGpu>,
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/// Pixel scissor rects [x, y, w, h] for viewport-clipped wires. Recomputed each frame.
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wire_pixel_scissors: Vec<Option<[u32; 4]>>,
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/// Ghost copies (25% alpha) of selected wires for the X-ray depth pass.
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gpu_selected_wires: Vec<WireGpu>,
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/// Phase 4-B — single batched-hatch GPU resource. Drawn in one
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/// indexed call with per-instance visibility masking the rest.
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/// Legacy per-hatch `Vec<HatchGpu>` + scissor / skip-flag plumbing
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/// removed in step 5; the `hatch_pipeline` itself stays around to
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/// serve the wipeout path which still uses `HatchGpu`.
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gpu_hatch_batched: Option<hatch_batched_gpu::HatchBatchedGpu>,
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/// Wipeout fills — rendered after wires in a separate pass.
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gpu_wipeouts: Vec<HatchGpu>,
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/// Per-wipeout draw-time skip flag (Phase 2.3 frustum cull). `true`
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/// when the wipeout's projected AABB sits entirely outside the
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/// viewport rect. Recomputed by `compute_wipeout_lod`.
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wipeout_skip_flags: Vec<bool>,
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/// Pixel scissor rects [x, y, w, h] for viewport-clipped wipeouts. Recomputed each frame.
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wipeout_pixel_scissors: Vec<Option<[u32; 4]>>,
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gpu_images: Vec<ImageGpu>,
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/// Pixel scissor rects [x, y, w, h] for viewport-clipped images. Recomputed each frame.
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image_pixel_scissors: Vec<Option<[u32; 4]>>,
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gpu_meshes: Vec<MeshLodGpu>,
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/// Per-mesh LOD level (0=high, 1=mid, 2=low) picked each frame from
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/// the projected pixel diagonal. Mirrors `hatch_pixel_scissors` —
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/// recomputed in `compute_mesh_lod`.
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mesh_lod_levels: Vec<usize>,
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/// Per-mesh frustum-visible flag (Phase 2.2). `false` when the
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/// mesh's projected AABB falls entirely outside the viewport rect
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/// — the draw loop skips it. Mirrors `mesh_lod_levels` length /
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/// index space; recomputed alongside it.
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mesh_visible: Vec<bool>,
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/// Batched 3DFACE fill (all faces in one buffer) and edges (merged wire).
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gpu_face3d_fill: Option<Face3DGpu>,
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gpu_face3d_edges: Vec<WireGpu>,
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pub viewcube: ViewCubePipeline,
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/// Last `(geometry_epoch, camera_generation)` value for which GPU buffers
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/// were uploaded. We re-upload when either side changes — pan/zoom bumps
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/// camera_generation, which triggers re-culling and a fresh upload.
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pub cached_epoch: (u64, u64),
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/// Content id of the wire buffer currently resident on the GPU (Phase
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/// 3.2). When the incoming `ViewportData.wire_content_id` matches, the
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/// world-space wire vertices are unchanged (e.g. a pure pan reused the
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/// Model-tile tessellation) and `upload_wires` is skipped. `u64::MAX` =
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/// nothing uploaded yet.
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pub cached_wire_id: u64,
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
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// ── Shared frame uniform buffer (view_proj etc.) ───────────────────
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("viewer.uniform_buffer"),
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size: std::mem::size_of::<Uniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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// Bind group layout 0 — shared by wire and hatch pipelines.
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let frame_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("viewer.frame_bgl"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("viewer.bind_group"),
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layout: &frame_bgl,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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// ── Wire pipeline ──────────────────────────────────────────────────
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let wire_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("wire.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl],
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push_constant_ranges: &[],
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});
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let depth_tex = create_depth_texture(device, Size::new(1, 1));
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let depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
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let wire_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("wire.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/wire.wgsl"
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))),
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});
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let wire_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("wire.pipeline"),
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layout: Some(&wire_layout),
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireInstance::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &wire_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// Selection overlay variant: renders selected wires on top of everything
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// (depth_compare=Always), without writing depth. Ensures selected entities
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// are always fully visible regardless of occluding geometry.
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let wire_xray_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("wire_xray.pipeline"),
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layout: Some(&wire_layout),
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vertex: wgpu::VertexState {
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module: &wire_shader,
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entry_point: Some("vs_main"),
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buffers: &[wire_gpu::WireInstance::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &wire_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// ── Hatch pipeline ─────────────────────────────────────────────────
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// binding 0 (HatchUniforms) is read by the vertex shader too — it
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// pulls `origin` to undo the CPU-side hatch-local pre-shift when
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// computing clip position. bindings 1 (Boundary) and 2
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// (FamilyBatch) stay fragment-only.
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let hatch_entry = |binding: u32, vis: wgpu::ShaderStages| wgpu::BindGroupLayoutEntry {
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binding,
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visibility: vis,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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};
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let frag = wgpu::ShaderStages::FRAGMENT;
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let vert_frag = wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT;
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let hatch_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("hatch.bgl1"),
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entries: &[
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hatch_entry(0, vert_frag),
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hatch_entry(1, frag),
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hatch_entry(2, frag),
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],
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});
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let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("hatch.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &hatch_bgl1],
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push_constant_ranges: &[],
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});
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let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("hatch.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/hatch.wgsl"
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))),
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});
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let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("hatch.pipeline"),
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layout: Some(&hatch_layout),
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vertex: wgpu::VertexState {
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module: &hatch_shader,
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entry_point: Some("vs_main"),
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buffers: &[hatch_gpu::HatchVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &hatch_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// ── Hatch batched pipeline (Phase 4-B) ─────────────────────────────
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let hatch_batched_bgl1 = hatch_batched_gpu::HatchBatchedGpu::bind_group_layout(device);
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let hatch_batched_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("hatch_batched.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &hatch_batched_bgl1],
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push_constant_ranges: &[],
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});
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let hatch_batched_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("hatch_batched.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/hatch_batched.wgsl"
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))),
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});
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let hatch_batched_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("hatch_batched.pipeline"),
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layout: Some(&hatch_batched_layout),
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vertex: wgpu::VertexState {
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module: &hatch_batched_shader,
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entry_point: Some("vs_main"),
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buffers: &[hatch_batched_gpu::HatchBatchedVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &hatch_batched_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// ── Mesh pipeline ──────────────────────────────────────────────────
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let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("mesh.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/mesh.wgsl"
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))),
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});
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let mesh_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("mesh.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl],
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push_constant_ranges: &[],
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});
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let mesh_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("mesh.pipeline"),
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layout: Some(&mesh_layout),
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vertex: wgpu::VertexState {
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module: &mesh_shader,
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entry_point: Some("vs_main"),
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buffers: &[mesh_gpu::MeshVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: Some(wgpu::Face::Back),
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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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<u64, f32>,
|
||
) {
|
||
// 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<WireGpu> = 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<WireModel> = 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<u64, f32>,
|
||
) {
|
||
// 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<HatchModel> =
|
||
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<u32>,
|
||
surface_dest: Rectangle<u32>,
|
||
bg_color: [f32; 4],
|
||
mesh_wireframe: bool,
|
||
hidden_line: bool,
|
||
show_3d_edges: bool,
|
||
) {
|
||
let vp = Rectangle::<u32> {
|
||
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<u32>) {
|
||
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<f32> = corners.iter().map(|c| (c.x + 1.0) * 0.5 * w).collect();
|
||
let py: Vec<f32> = 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<u32>) -> 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<u32>,
|
||
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<u32>,
|
||
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<Pipeline>,
|
||
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,
|
||
}
|
||
}
|
||
}
|