forked from 1b-agent/opencadstudio-upstream
On a geometry edit the resident set gets a fresh content id, so the batched wire path (build_wire_buffers) re-emits and re-uploads EVERY wire instance — the whole buffer even when one line moved. Behind the OCS_WIRE_GPU_PATCH flag (default off, native only), add a persistent per-entity instance arena: one long-lived VERTEX|COPY_DST instance buffer + its WireConst storage, with a per-entity slab table. An in-place edit (move / rotate / scale / colour — same segment count) becomes a queue.write_buffer of just that entity`s slab. Scope is deliberately IN-PLACE ONLY. draw_depth_map normalises each entity`s draw-order z-bias by the block`s entity count, so an Add or Remove re-scales EVERY entity`s z-bias — which a per-slab patch can`t honour — and a segment-count change relocates the entity. patch() returns false for any of those (and for mesh-edge / scissored sets), and the caller falls back to the identical full batched rebuild, so correctness never rides on the fast path. An adversarial review of an earlier append/tombstone design surfaced exactly these draw-order hazards; restricting to in-place removes them while keeping the common interactive-edit win. The Scene hands the changed handles to the arena via model_wire_gpu_patch, recorded by try_resident_patch for the Model block and matched by content id in prepare(); scissored paper viewports and mixed 2D/3D sets keep the batched path. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
659 lines
29 KiB
Rust
659 lines
29 KiB
Rust
// Wire GPU buffers — instanced quad rendering for thick lines.
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//
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// Each segment [A→B] is one INSTANCE; the vertex shader expands a 6-vertex
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// unit quad whose corners are derived from `@builtin(vertex_index)`. This
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// cuts upload bandwidth by ~6.5× versus the old layout (which duplicated
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// the segment payload across six vertex records).
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//
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// NaN sentinel: text glyphs pack multiple disconnected strokes into one
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// WireModel, separated by [NaN, NaN, NaN] points. Segments where either
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// endpoint contains NaN are silently skipped during emission.
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//
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// Instance layout (step_mode = Instance):
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// pos_a [f32; 3] — segment start (high half, world / offset-relative)
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// pos_a_low [f32; 3] — segment start low residual (double-single pair)
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// pos_b [f32; 3] — segment end (high)
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// pos_b_low [f32; 3] — segment end low residual
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// color [u8; 4] — RGBA, Unorm8x4 → vec4<f32> in shader
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// distance_a f32 — arc-length at endpoint A
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// distance_b f32 — arc-length at endpoint B
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// half_width f32 — half line width in pixels
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// pattern_length f32 — dash pattern total length
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// pat0 [f32; 4] — pattern elements 0-3
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// pat1 [f32; 4] — pattern elements 4-7
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// draw_depth f32 — normalized draw-order depth bias
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// The high+low pair encodes the f64 source so the relative-to-eye shader
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// stays precise at UTM-scale coordinates and after a cross-drawing paste.
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use crate::scene::model::wire_model::WireModel;
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use iced::wgpu;
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/// Allocate a VERTEX buffer with `mapped_at_creation` and write `data` directly
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/// into the mapped slice. Skips the intermediate staging copy that
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/// `create_buffer_init` performs and avoids holding a second `Vec` worth of
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/// memory during upload — meaningful on cold open where wire buffers can run
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/// into the hundreds of MB.
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fn instance_buffer_mapped(
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device: &wgpu::Device,
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label: &str,
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data: &[WireInstance],
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) -> wgpu::Buffer {
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let bytes: &[u8] = bytemuck::cast_slice(data);
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// wgpu rejects size-0 buffers; the renderer already guards `instance_count`
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// before issuing a draw, so a placeholder allocation is fine here.
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let size = bytes.len().max(std::mem::size_of::<WireInstance>()) as u64;
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let buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(label),
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size,
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usage: wgpu::BufferUsages::VERTEX,
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mapped_at_creation: true,
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});
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{
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let mut view = buf.slice(..).get_mapped_range_mut();
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view[..bytes.len()].copy_from_slice(bytes);
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}
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buf.unmap();
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buf
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}
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// ── Instance layout ───────────────────────────────────────────────────────
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// ── Native: slim per-segment instance + shared per-wire constants ───────────
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//
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// Every segment of a wire used to carry the wire's color / line-weight / dash
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// pattern / draw-depth (~44 B) on each instance — re-fetched once per segment
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// even though it's constant along the wire. On native we hoist those into a
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// per-wire `WireConst` storage buffer indexed by `wire_id`, so the instance
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// keeps only the per-segment data (endpoints + arc-length distances). Cuts the
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// instance from 104 B to 60 B (~42 %) and removes the redundant per-segment
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// re-fetch of the shared constants. WebGL2 has no vertex-stage storage buffers,
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// so the wasm build below keeps the original self-contained fat instance.
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#[cfg(not(target_arch = "wasm32"))]
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct WireInstance {
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pub pos_a: [f32; 3],
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pub pos_a_low: [f32; 3],
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pub pos_b: [f32; 3],
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pub pos_b_low: [f32; 3],
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pub distance_a: f32,
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pub distance_b: f32,
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/// Index into the per-wire `WireConst` storage buffer (group 1).
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pub wire_id: u32,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl WireInstance {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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// Must match `InstanceIn` in wire_indexed.wgsl.
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const ATTRS: &[wgpu::VertexAttribute] = &[
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_a) as u64, shader_location: 0, format: wgpu::VertexFormat::Float32x3 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_b) as u64, shader_location: 1, format: wgpu::VertexFormat::Float32x3 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_a_low) as u64, shader_location: 2, format: wgpu::VertexFormat::Float32x3 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_b_low) as u64, shader_location: 3, format: wgpu::VertexFormat::Float32x3 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, distance_a) as u64, shader_location: 4, format: wgpu::VertexFormat::Float32 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, distance_b) as u64, shader_location: 5, format: wgpu::VertexFormat::Float32 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, wire_id) as u64, shader_location: 6, format: wgpu::VertexFormat::Uint32 },
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];
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<WireInstance>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: ATTRS,
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}
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}
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}
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/// Per-wire constants shared by every segment of a wire (native only). std430
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/// layout: three vec4 then eight scalars = 80 B, matching `WireConst` in
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/// wire_indexed.wgsl. `align_end` / `align_total` carry the "A"-type endpoint
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/// alignment (see `wire_distances`); 0.0 total = no alignment.
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#[cfg(not(target_arch = "wasm32"))]
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct WireConst {
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pub color: [f32; 4],
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pub pat0: [f32; 4],
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pub pat1: [f32; 4],
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pub half_width: f32,
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pub pattern_length: f32,
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pub draw_depth: f32,
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pub align_end: f32,
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pub align_total: f32,
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pub _pad0: f32,
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pub _pad1: f32,
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pub _pad2: f32,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl WireConst {
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/// Bind-group layout for the per-wire storage buffer (group 1 of the wire /
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/// xray pipelines). Read-only storage, visible to the vertex stage.
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pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("wire_const.bgl"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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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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}
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}
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// ── Web (WebGL2): self-contained fat instance (no vertex-stage storage) ─────
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#[cfg(target_arch = "wasm32")]
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct WireInstance {
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pub pos_a: [f32; 3],
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pub pos_a_low: [f32; 3],
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pub pos_b: [f32; 3],
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pub pos_b_low: [f32; 3],
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/// RGBA packed as `Unorm8x4` — the vertex shader receives a `vec4<f32>`
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/// in [0, 1] after the GPU does the conversion. 8 bits per channel is
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/// indistinguishable from f32 at 8-bit display output.
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pub color: [u8; 4],
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pub distance_a: f32,
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pub distance_b: f32,
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pub half_width: f32,
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pub pattern_length: f32,
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pub pat0: [f32; 4],
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pub pat1: [f32; 4],
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/// Normalized draw-order depth in (0,1); applied as a small clip-z bias
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/// in the shader so this wire orders against other entity types.
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pub draw_depth: f32,
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/// "A"-type endpoint alignment (see `wire_distances`): the end-dash length
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/// and the total wire length. `align_total == 0.0` = not aligned.
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pub align_end: f32,
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pub align_total: f32,
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}
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#[cfg(target_arch = "wasm32")]
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impl WireInstance {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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// Offsets come from the struct layout (must match the shader location
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// indices in wire.wgsl). The low residuals are appended at locations
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// 10/11 so the existing 0-9 stay stable.
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const ATTRS: &[wgpu::VertexAttribute] = &[
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_a) as u64, shader_location: 0, format: wgpu::VertexFormat::Float32x3 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_b) as u64, shader_location: 1, format: wgpu::VertexFormat::Float32x3 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, color) as u64, shader_location: 2, format: wgpu::VertexFormat::Unorm8x4 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, distance_a) as u64, shader_location: 3, format: wgpu::VertexFormat::Float32 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, distance_b) as u64, shader_location: 4, format: wgpu::VertexFormat::Float32 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, half_width) as u64, shader_location: 5, format: wgpu::VertexFormat::Float32 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pattern_length) as u64, shader_location: 6, format: wgpu::VertexFormat::Float32 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pat0) as u64, shader_location: 7, format: wgpu::VertexFormat::Float32x4 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pat1) as u64, shader_location: 8, format: wgpu::VertexFormat::Float32x4 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, draw_depth) as u64, shader_location: 9, format: wgpu::VertexFormat::Float32 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_a_low) as u64, shader_location: 10, format: wgpu::VertexFormat::Float32x3 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, pos_b_low) as u64, shader_location: 11, format: wgpu::VertexFormat::Float32x3 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, align_end) as u64, shader_location: 12, format: wgpu::VertexFormat::Float32 },
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wgpu::VertexAttribute { offset: std::mem::offset_of!(WireInstance, align_total) as u64, shader_location: 13, format: wgpu::VertexFormat::Float32 },
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];
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<WireInstance>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: ATTRS,
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}
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}
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}
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// ── GPU handle ────────────────────────────────────────────────────────────
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pub struct WireGpu {
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pub instance_buffer: wgpu::Buffer,
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pub instance_count: u32,
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/// Paper-space bbox [x0, y0, x1, y1] for GPU scissor clipping.
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/// Set only for viewport-projected wires; None for regular wires.
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pub vp_scissor: Option<[f32; 4]>,
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/// `true` when the source `WireModel` also carries `fill_tris`
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/// (i.e. it is a 3D mesh face — PolyfaceMesh / PolygonMesh — whose
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/// outline lives in `points`). The wire pass skips these instances
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/// in shaded modes so the surface reads as a clean solid; pure
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/// wireframe / HiddenLine / *WithEdges modes draw them.
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pub is_3d_mesh_edge: bool,
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/// Per-wire constants storage (group 1), shared across all chunks of one
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/// build. `None` on web (the fat instance carries the constants inline) and
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/// for empty buffers. The draw loop binds it as group 1 when present.
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pub const_bind_group: Option<std::sync::Arc<wgpu::BindGroup>>,
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}
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/// Expand one `WireModel` into its per-segment instance stream (1 instance per
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/// finite segment). Pulled out so both the single-wire and batched paths share
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/// the same emission logic, and so the batched path can `par_iter` across
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/// wires on cold open.
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#[cfg(target_arch = "wasm32")]
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fn pack_color(color: [f32; 4]) -> [u8; 4] {
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[
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(color[0].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
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(color[1].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
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(color[2].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
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(color[3].clamp(0.0, 1.0) * 255.0 + 0.5) as u8,
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]
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}
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/// Cumulative arc-length per point (NaN-break aware) plus the `"A"`-type
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/// alignment pair `(align_end, align_total)`. Shared by the wasm and native
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/// emission paths.
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///
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/// AutoCAD-style linetypes are implicitly `A` (aligned): a dashed line must
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/// begin AND end on a solid dash, keeping the interior dashes at their nominal
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/// length and stretching/shrinking only the two end dashes symmetrically to
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/// absorb the leftover (so parallel lines share an identical interior). We
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/// express that on the GPU by handing the shader the total wire length
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/// (`align_total`) and the end-dash length (`align_end`); the pattern walk then
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/// forces the two end regions lit and phases the interior to resume right after
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/// the first dash. `align_total == 0.0` disables it and the shader falls back to
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/// the legacy centred repeating pattern.
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///
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/// Alignment applies only to a single continuous run (`!has_break`) whose
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/// pattern begins with a dash. NaN-separated (plinegen=false) polylines and
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/// non-dash-first patterns keep the legacy centred phase.
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fn wire_distances(wire: &WireModel) -> (Vec<f32>, f32, f32) {
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let n = wire.points.len();
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let mut dists = vec![0.0_f32; n];
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let mut has_break = false;
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for i in 1..n {
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let p = wire.points[i - 1];
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let q = wire.points[i];
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if !p[0].is_finite() || !q[0].is_finite() {
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has_break = true;
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// plinegen=false: reset to 0 at the first real point after a NaN separator.
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dists[i] = if !wire.plinegen && !p[0].is_finite() && q[0].is_finite() {
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0.0
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} else {
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dists[i - 1]
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};
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} else {
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let dx = q[0] - p[0];
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let dy = q[1] - p[1];
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let dz = q[2] - p[2];
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dists[i] = dists[i - 1] + (dx * dx + dy * dy + dz * dz).sqrt();
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}
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}
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let pat_len = wire.pattern_length;
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if pat_len <= 1e-6 || has_break || n < 2 {
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return (dists, 0.0, 0.0);
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}
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let total = dists[n - 1];
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if total <= 1e-6 {
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return (dists, 0.0, 0.0);
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}
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// Align only a proper alternating pattern that BEGINS with a dash followed
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// by a gap — every standard linetype does (DASHED/DASHDOT/CENTER/HIDDEN/…).
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// Gap-first, dot-first, single-element, or consecutive-dash patterns keep
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// the legacy centred phase: the A-type interior-resume assumes the element
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// after the leading dash is a gap, and force-lighting an end dash on a
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// non-dash-start would paint over a leading blank.
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if wire.pattern[0] > 0.0 && wire.pattern[1] < 0.0 {
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let a = wire.pattern[0];
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let p = pat_len;
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if total <= p {
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// Shorter than one full pattern period → drawn as a single solid
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// dash spanning the whole line (aligned linetypes can't fit a
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// dash-gap-dash in less than one period).
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return (dists, total, total);
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}
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// "A" alignment for a dash-first pattern of period P laid out as
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// [D] [gap] ([dash] [gap])*(k-1) [D]
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// gives L = 2D + (k-1)a + k(P-a) => D = (L - k*P + a) / 2.
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// Pick the interior period count k so the end dash D stays near nominal a.
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let mut k = ((total - a) / p).round().max(1.0);
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let mut d_end = (total - k * p + a) * 0.5;
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if d_end <= 1e-4 {
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// End dash underflowed (period ≫ first dash); drop one period so the
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// ends stay visible.
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k = (k - 1.0).max(0.0);
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d_end = (total - k * p + a) * 0.5;
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}
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let d_end = d_end.clamp(1e-4, total * 0.5);
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return (dists, d_end, total);
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}
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// Legacy centred phase for non-aligned patterns (behaviour unchanged from
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// before A-type). The shader reads phase as `dist % pattern_length`, so a
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// constant offset shifts it; place the wire midpoint at the first dash's
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// centre so the two ends stay symmetric.
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let first_dash = wire
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.pattern
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.iter()
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.copied()
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.find(|&v| v > 0.0)
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.unwrap_or_else(|| wire.pattern[0].abs());
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let offset = first_dash * 0.5 + total * 0.5;
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for d in dists.iter_mut() {
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*d += offset;
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}
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(dists, 0.0, 0.0)
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}
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#[inline]
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fn finite3(p: [f32; 3]) -> bool {
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p[0].is_finite() && p[1].is_finite() && p[2].is_finite()
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}
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/// Web: emit fat per-segment instances (each carries the wire's constants).
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#[cfg(target_arch = "wasm32")]
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fn emit_wire_instances(wire: &WireModel, color: [f32; 4], draw_depth: f32) -> Vec<WireInstance> {
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let color_u8 = pack_color(color);
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let pat0 = [wire.pattern[0], wire.pattern[1], wire.pattern[2], wire.pattern[3]];
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let pat1 = [wire.pattern[4], wire.pattern[5], wire.pattern[6], wire.pattern[7]];
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let half_width = wire.line_weight_px * 0.5;
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let n = wire.points.len();
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let seg_count = n.saturating_sub(1);
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if seg_count == 0 {
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return Vec::new();
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}
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let (dists, align_end, align_total) = wire_distances(wire);
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let low = |i: usize| -> [f32; 3] { wire.points_low.get(i).copied().unwrap_or([0.0; 3]) };
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let mut instances: Vec<WireInstance> = Vec::with_capacity(seg_count);
|
||
for i in 0..seg_count {
|
||
let a = wire.points[i];
|
||
let b = wire.points[i + 1];
|
||
if !finite3(a) || !finite3(b) {
|
||
continue;
|
||
}
|
||
instances.push(WireInstance {
|
||
pos_a: a,
|
||
pos_a_low: low(i),
|
||
pos_b: b,
|
||
pos_b_low: low(i + 1),
|
||
color: color_u8,
|
||
distance_a: dists[i],
|
||
distance_b: dists[i + 1],
|
||
half_width,
|
||
pattern_length: wire.pattern_length,
|
||
pat0,
|
||
pat1,
|
||
draw_depth,
|
||
align_end,
|
||
align_total,
|
||
});
|
||
}
|
||
instances
|
||
}
|
||
|
||
/// Native: emit slim per-segment instances (positions + distances + `wire_id`)
|
||
/// plus the one `WireConst` record every segment of this wire shares.
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
pub(crate) fn emit_wire_native(
|
||
wire: &WireModel,
|
||
wire_id: u32,
|
||
color: [f32; 4],
|
||
draw_depth: f32,
|
||
) -> (Vec<WireInstance>, WireConst) {
|
||
let (dists, align_end, align_total) = wire_distances(wire);
|
||
let cst = WireConst {
|
||
color,
|
||
pat0: [wire.pattern[0], wire.pattern[1], wire.pattern[2], wire.pattern[3]],
|
||
pat1: [wire.pattern[4], wire.pattern[5], wire.pattern[6], wire.pattern[7]],
|
||
half_width: wire.line_weight_px * 0.5,
|
||
pattern_length: wire.pattern_length,
|
||
draw_depth,
|
||
align_end,
|
||
align_total,
|
||
_pad0: 0.0,
|
||
_pad1: 0.0,
|
||
_pad2: 0.0,
|
||
};
|
||
let n = wire.points.len();
|
||
let seg_count = n.saturating_sub(1);
|
||
if seg_count == 0 {
|
||
return (Vec::new(), cst);
|
||
}
|
||
let low = |i: usize| -> [f32; 3] { wire.points_low.get(i).copied().unwrap_or([0.0; 3]) };
|
||
let mut instances: Vec<WireInstance> = Vec::with_capacity(seg_count);
|
||
for i in 0..seg_count {
|
||
let a = wire.points[i];
|
||
let b = wire.points[i + 1];
|
||
if !finite3(a) || !finite3(b) {
|
||
continue;
|
||
}
|
||
instances.push(WireInstance {
|
||
pos_a: a,
|
||
pos_a_low: low(i),
|
||
pos_b: b,
|
||
pos_b_low: low(i + 1),
|
||
distance_a: dists[i],
|
||
distance_b: dists[i + 1],
|
||
wire_id,
|
||
});
|
||
}
|
||
(instances, cst)
|
||
}
|
||
|
||
/// Looks up a wire's draw-order depth from the per-entity map using the
|
||
/// handle encoded in its `name`. Falls back to 0.0 (transient / preview
|
||
/// wires that carry no document handle).
|
||
pub(crate) fn wire_draw_depth(
|
||
wire: &WireModel,
|
||
depth_map: &rustc_hash::FxHashMap<u64, f32>,
|
||
) -> f32 {
|
||
wire
|
||
.name
|
||
.parse::<u64>()
|
||
.ok()
|
||
.and_then(|h| depth_map.get(&h).copied())
|
||
.unwrap_or(0.0)
|
||
}
|
||
|
||
/// Build the shared per-wire `WireConst` storage buffer and its bind group
|
||
/// (native only). All instance-buffer chunks from one build reference the same
|
||
/// buffer via their global `wire_id`, so a single bind group is cloned into
|
||
/// each chunk.
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
fn build_const_bind_group(
|
||
device: &wgpu::Device,
|
||
bgl: &wgpu::BindGroupLayout,
|
||
consts: &[WireConst],
|
||
) -> std::sync::Arc<wgpu::BindGroup> {
|
||
use wgpu::util::DeviceExt;
|
||
// wgpu rejects zero-sized buffers; pad with one zeroed record when empty.
|
||
let one = [<WireConst as bytemuck::Zeroable>::zeroed()];
|
||
let data: &[WireConst] = if consts.is_empty() { &one } else { consts };
|
||
let buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("wire_const.buf"),
|
||
contents: bytemuck::cast_slice(data),
|
||
usage: wgpu::BufferUsages::STORAGE,
|
||
});
|
||
let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("wire_const.bg"),
|
||
layout: bgl,
|
||
entries: &[wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: buf.as_entire_binding(),
|
||
}],
|
||
});
|
||
std::sync::Arc::new(bg)
|
||
}
|
||
|
||
impl WireGpu {
|
||
|
||
/// Merge a run of WireModels that share scissor + mesh-edge state into one
|
||
/// (or, past the 256 MB GPU limit, a few) instance buffer(s), then stamp
|
||
/// the shared `scissor` / `mesh_edge` onto each so the draw loop treats the
|
||
/// whole run as a single batch.
|
||
///
|
||
/// Unlike [`from_batch`], instance order is **guaranteed** to follow wire
|
||
/// order (parallel `collect` is index-ordered; the flatten is sequential).
|
||
/// The main wire pass depends on that — depth-biased overlap *and* alpha
|
||
/// blending both resolve in submission order, so a reorder would change the
|
||
/// image for transparent / coincident wires.
|
||
pub fn from_run(
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
depth_map: &rustc_hash::FxHashMap<u64, f32>,
|
||
scissor: Option<[f32; 4]>,
|
||
mesh_edge: bool,
|
||
const_bgl: Option<&wgpu::BindGroupLayout>,
|
||
) -> Vec<Self> {
|
||
const MAX_INSTANCES: usize = 268_435_456 / std::mem::size_of::<WireInstance>();
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
{
|
||
use crate::par::prelude::*;
|
||
// Global `wire_id` = wire index; one shared WireConst buffer for all
|
||
// chunks. Indexed `collect` preserves wire order (the pass relies on
|
||
// submission order for depth-biased / transparent overlap).
|
||
let per: Vec<(Vec<WireInstance>, WireConst)> = wires
|
||
.par_iter()
|
||
.enumerate()
|
||
.map(|(idx, w)| {
|
||
// 3D mesh outline edges are real geometry occluded by true
|
||
// depth — they must NOT take the draw-order z-bias (which
|
||
// pulls 2D wires toward the camera), or the hidden edges of a
|
||
// small / distant mesh peek through its own shaded fill.
|
||
let dd = if mesh_edge { 0.0 } else { wire_draw_depth(w, depth_map) };
|
||
emit_wire_native(w, idx as u32, w.color, dd)
|
||
})
|
||
.collect();
|
||
let mut instances: Vec<WireInstance> =
|
||
Vec::with_capacity(per.iter().map(|(v, _)| v.len()).sum());
|
||
let mut consts: Vec<WireConst> = Vec::with_capacity(per.len());
|
||
for (mut v, c) in per {
|
||
instances.append(&mut v);
|
||
consts.push(c);
|
||
}
|
||
if instances.is_empty() {
|
||
return vec![];
|
||
}
|
||
let bg = const_bgl.map(|bgl| build_const_bind_group(device, bgl, &consts));
|
||
instances
|
||
.chunks(MAX_INSTANCES)
|
||
.map(|chunk| {
|
||
let buf = instance_buffer_mapped(device, "wire.run.ibuf", chunk);
|
||
Self {
|
||
instance_buffer: buf,
|
||
instance_count: chunk.len() as u32,
|
||
vp_scissor: scissor,
|
||
is_3d_mesh_edge: mesh_edge,
|
||
const_bind_group: bg.clone(),
|
||
}
|
||
})
|
||
.collect()
|
||
}
|
||
#[cfg(target_arch = "wasm32")]
|
||
{
|
||
let _ = const_bgl;
|
||
let per: Vec<Vec<WireInstance>> = wires
|
||
.iter()
|
||
.map(|w| {
|
||
let dd = if mesh_edge { 0.0 } else { wire_draw_depth(w, depth_map) };
|
||
emit_wire_instances(w, w.color, dd)
|
||
})
|
||
.collect();
|
||
let mut instances: Vec<WireInstance> =
|
||
Vec::with_capacity(per.iter().map(Vec::len).sum());
|
||
for mut v in per {
|
||
instances.append(&mut v);
|
||
}
|
||
if instances.is_empty() {
|
||
return vec![];
|
||
}
|
||
instances
|
||
.chunks(MAX_INSTANCES)
|
||
.map(|chunk| {
|
||
let buf = instance_buffer_mapped(device, "wire.run.ibuf", chunk);
|
||
Self {
|
||
instance_buffer: buf,
|
||
instance_count: chunk.len() as u32,
|
||
vp_scissor: scissor,
|
||
is_3d_mesh_edge: mesh_edge,
|
||
const_bind_group: None,
|
||
}
|
||
})
|
||
.collect()
|
||
}
|
||
}
|
||
|
||
/// Merge multiple WireModels into GPU instance buffers, chunked to fit the
|
||
/// 256 MB GPU limit. Each wire keeps its own color and pattern — they live
|
||
/// per-instance.
|
||
pub fn from_batch(
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
depth_map: &rustc_hash::FxHashMap<u64, f32>,
|
||
const_bgl: Option<&wgpu::BindGroupLayout>,
|
||
) -> Vec<Self> {
|
||
let total_segs: usize = wires.iter().map(|w| w.points.len().saturating_sub(1)).sum();
|
||
if total_segs == 0 {
|
||
return vec![];
|
||
}
|
||
// GPU max buffer size is 256 MB; chunk to stay within the limit.
|
||
const MAX_INSTANCES: usize = 268_435_456 / std::mem::size_of::<WireInstance>();
|
||
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
{
|
||
use crate::par::prelude::*;
|
||
// `block_cache` groups wires by style upstream; order within a batch
|
||
// doesn't affect correctness, but indexed `collect` gives each wire a
|
||
// stable `wire_id` into the shared WireConst buffer.
|
||
let per: Vec<(Vec<WireInstance>, WireConst)> = wires
|
||
.par_iter()
|
||
.enumerate()
|
||
.map(|(idx, w)| {
|
||
emit_wire_native(w, idx as u32, w.color, wire_draw_depth(w, depth_map))
|
||
})
|
||
.collect();
|
||
let mut instances: Vec<WireInstance> =
|
||
Vec::with_capacity(per.iter().map(|(v, _)| v.len()).sum());
|
||
let mut consts: Vec<WireConst> = Vec::with_capacity(per.len());
|
||
for (mut v, c) in per {
|
||
instances.append(&mut v);
|
||
consts.push(c);
|
||
}
|
||
if instances.is_empty() {
|
||
return vec![];
|
||
}
|
||
let bg = const_bgl.map(|bgl| build_const_bind_group(device, bgl, &consts));
|
||
instances
|
||
.chunks(MAX_INSTANCES)
|
||
.enumerate()
|
||
.map(|(i, chunk)| {
|
||
let label = format!("wire.batch.ibuf.{i}");
|
||
let instance_buffer = instance_buffer_mapped(device, &label, chunk);
|
||
Self {
|
||
instance_buffer,
|
||
instance_count: chunk.len() as u32,
|
||
vp_scissor: None,
|
||
is_3d_mesh_edge: false,
|
||
const_bind_group: bg.clone(),
|
||
}
|
||
})
|
||
.collect()
|
||
}
|
||
#[cfg(target_arch = "wasm32")]
|
||
{
|
||
let _ = const_bgl;
|
||
let instances: Vec<WireInstance> = wires
|
||
.iter()
|
||
.flat_map(|w| emit_wire_instances(w, w.color, wire_draw_depth(w, depth_map)))
|
||
.collect();
|
||
if instances.is_empty() {
|
||
return vec![];
|
||
}
|
||
instances
|
||
.chunks(MAX_INSTANCES)
|
||
.enumerate()
|
||
.map(|(i, chunk)| {
|
||
let label = format!("wire.batch.ibuf.{i}");
|
||
let instance_buffer = instance_buffer_mapped(device, &label, chunk);
|
||
Self {
|
||
instance_buffer,
|
||
instance_count: chunk.len() as u32,
|
||
vp_scissor: None,
|
||
is_3d_mesh_edge: false,
|
||
const_bind_group: None,
|
||
}
|
||
})
|
||
.collect()
|
||
}
|
||
}
|
||
}
|