Files
OneCAD-Draft/src/scene/pipeline/uniforms.rs
T

156 lines
7.0 KiB
Rust

use crate::scene::view::camera::Camera;
use iced::Rectangle;
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
pub struct Uniforms {
pub viewport_size: [f32; 2],
/// World units per screen pixel at the current zoom. Used by the
/// hatch shader to substitute solid fill when pattern line spacing
/// falls below ~2 px (Phase 3.3 LOD).
pub world_per_pixel: f32,
/// LWDISPLAY toggle (1.0 = show lineweights, 0.0 = force 1 px).
/// Read by the wire shader so the toggle does not require a retessellate.
pub lwdisplay_enable: f32,
/// 1.0 → mesh fragment shader replaces the interpolated vertex
/// normal with `normalize(cross(dpdx(pos), dpdy(pos)))` so each
/// triangle gets a uniform shade (FlatShaded mode); 0.0 → keeps the
/// per-vertex normal interpolation (GouraudShaded-style).
pub flat_shade: f32,
/// Transparency-display toggle (1.0 = honour entity transparency,
/// 0.0 = force opaque). Read by the wire shader so the toggle does not
/// require a retessellate.
pub transparency_enable: f32,
/// Per-viewport PSLTSCALE factor. Kept in the shared frame uniform so
/// zooming inside MSPACE changes one scalar instead of re-tessellating and
/// re-uploading every dashed wire.
pub linetype_scale: f32,
/// Multiplier for screen-space lineweights. Model space uses the user's
/// preview scale; paper layouts derive it from the current paper zoom.
pub lineweight_scale: f32,
// ── Relative-to-eye (double-single) additions ───────────────────────────
// Appended at the end so existing field offsets are unchanged; shaders that
// still read only the legacy fields keep working. Pipelines migrate to RTE
// one at a time. `view_rot` is the rotation-only view-projection; vertices
// pre-subtract the eye (via `eye_high`/`eye_low`, two f32 emulating f64) so
// the large eye translation never enters the f32 matrix → no large-coord
// jitter.
pub view_rot: glam::Mat4,
pub eye_high: [f32; 3],
pub _pad_eh: f32,
pub eye_low: [f32; 3],
pub _pad_el: f32,
// Up to four native AcDbLight/Sun sources. Positions are uploaded relative
// to the current eye, preserving large-coordinate precision without
// changing mesh buffers.
/// xyz = eye-relative source position, w = light type (1 distant, 2 point,
/// 3 spot).
pub light_position_type: [[f32; 4]; 4],
/// xyz = source-to-target direction, w = intensity.
pub light_direction_intensity: [[f32; 4]; 4],
/// rgb = source colour, w = cosine of hotspot angle.
pub light_color_hotspot: [[f32; 4]; 4],
/// x = attenuation mode, y/z = start/end limits, w = cosine of falloff.
pub light_attenuation: [[f32; 4]; 4],
/// x = active light count, yzw = per-viewport ambient-light RGB.
pub lighting: [f32; 4],
/// x = viewport face-colour mode, y = viewport face opacity,
/// z = highlight intensity for faces without an attached material,
/// w = visual-style brightness.
pub visual_style: [f32; 4],
/// Viewport visual-style mono/tint colour.
pub visual_style_color: [f32; 4],
/// RGB background selected by the viewport; alpha is one when a drawing
/// background object, rather than the application canvas, supplies it.
pub viewport_background: [f32; 4],
/// x/y = normalized linear brightness/contrast in the documented
/// -10..10 viewport range; z/w are reserved for exposure controls.
pub view_tone: [f32; 4],
pub background_top: [f32; 4],
pub background_middle: [f32; 4],
pub background_bottom: [f32; 4],
pub background_aux0: [f32; 4],
pub background_aux1: [f32; 4],
/// x = mode, y = horizon, z = height, w = rotation in radians.
pub background_params: [f32; 4],
/// x = fit, y = keep aspect, z = tile, w = decoded image aspect.
pub background_image_params: [f32; 4],
/// xy = image offset, zw = image scale.
pub background_image_transform: [f32; 4],
/// x = environment enabled, y = rotation, z = diffuse strength,
/// w = reflection strength.
pub environment_params: [f32; 4],
/// View-to-world rotation used to derive environment lookup directions.
pub environment_view: glam::Mat4,
/// Eye-relative light projection for the first shadow-casting source.
pub shadow_view_proj: glam::Mat4,
/// x = enabled, y = depth bias, z = softness, w = light index.
pub shadow_params: [f32; 4],
/// RGB = document render-environment fog colour.
pub fog_color: [f32; 4],
/// x = enabled, y = affect background, z/w = near/far density.
pub fog_params: [f32; 4],
/// x/y = near/far eye distance used to interpolate the density.
pub fog_distances: [f32; 4],
/// Eight normalized vertical-candela samples for each photometric light.
pub light_web_profile_a: [[f32; 4]; 4],
pub light_web_profile_b: [[f32; 4]; 4],
/// xyz = web rotation, w = profile enabled.
pub light_web_rotation: [[f32; 4]; 4],
}
impl Uniforms {
pub fn new(camera: &Camera, bounds: Rectangle, lwdisplay_enable: bool) -> Self {
let half_h = camera.ortho_size();
let world_per_pixel = if bounds.height > 0.0 {
(2.0 * half_h) / bounds.height
} else {
0.0
};
let (eye_high, eye_low) = camera.eye_high_low();
Self {
viewport_size: [bounds.width, bounds.height],
world_per_pixel,
lwdisplay_enable: if lwdisplay_enable { 1.0 } else { 0.0 },
flat_shade: 0.0,
transparency_enable: 1.0,
linetype_scale: 1.0,
lineweight_scale: 1.0,
view_rot: camera.view_proj_rte(bounds),
eye_high,
_pad_eh: 0.0,
eye_low,
_pad_el: 0.0,
light_position_type: [[0.0; 4]; 4],
light_direction_intensity: [[0.0; 4]; 4],
light_color_hotspot: [[0.0; 4]; 4],
light_attenuation: [[0.0; 4]; 4],
lighting: [0.0, 0.18, 0.18, 0.18],
visual_style: [1.0, 1.0, -1.0, 0.0],
visual_style_color: [1.0, 1.0, 1.0, 1.0],
viewport_background: [0.0, 0.0, 0.0, 0.0],
view_tone: [0.0; 4],
background_top: [0.0; 4],
background_middle: [0.0; 4],
background_bottom: [0.0; 4],
background_aux0: [0.0; 4],
background_aux1: [0.0; 4],
background_params: [0.0; 4],
background_image_params: [0.0; 4],
background_image_transform: [0.0, 0.0, 1.0, 1.0],
environment_params: [0.0, 0.0, 0.25, 0.35],
environment_view: glam::Mat4::IDENTITY,
shadow_view_proj: glam::Mat4::IDENTITY,
shadow_params: [0.0, 0.0015, 1.0, 0.0],
fog_color: [0.0, 0.0, 0.0, 1.0],
fog_params: [0.0; 4],
fog_distances: [0.0, 1.0, 0.0, 0.0],
light_web_profile_a: [[1.0; 4]; 4],
light_web_profile_b: [[1.0; 4]; 4],
light_web_rotation: [[0.0; 4]; 4],
}
}
}