forked from 1b-agent/opencadstudio-upstream
The single-batch arena required a set with no mesh/solid edges, so any drawing with a 3D solid or mesh (this one: 1693 mesh-edge wires of 12200) disqualified the WHOLE set — every edit fell back to build_wire_buffers re-uploading ~265 MB (4.4M instances), stalling ~1s per edit on a shared-memory GPU. Split the resident set into a regular-2D arena and a mesh-edge arena (the wires that need the draw loops mesh-edge skip/black treatment), one WireArena each, passed as &[&WireModel] subsets (no clone). Both patch incrementally; the mesh arena carries is_3d_mesh_edge so the existing draw loop handles it. A changed handle absent from an arenas subset is a no-op for it, so each edit touches only the batch it belongs to. Result: the wire block drops from ~300ms + a 265 MB GPU upload to ~2ms. Two correctness points folded in from adversarial review: - mesh-edge wires are stamped draw_depth 0 (matching WireGpu::from_run) so their hidden back edges dont peek through the shaded fill; the mesh arena also always bails on append (all its wires share depth 0, so relocation would reorder coincident edges). - buffers are capped at wgpus 256 MB limit — a batch larger than one buffer returns None so the caller chunks it via the batched path (fixes a create_buffer panic on the 355 MB regular batch). Still behind OCS_WIRE_GPU_PATCH (default off). OCS_PERF prints the per-edit wire timing + outcome. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2909 lines
132 KiB
Rust
2909 lines
132 KiB
Rust
pub mod face3d_gpu;
|
||
pub mod hatch_gpu;
|
||
/// WebGL2 texture-backed hatch renderer (wasm only) — the storage-buffer
|
||
/// `hatch_gpu` path is unavailable on WebGL2, so hatches render through this.
|
||
#[cfg(target_arch = "wasm32")]
|
||
pub mod hatch_web_gpu;
|
||
pub mod wipeout_gpu;
|
||
pub mod image_gpu;
|
||
pub mod mesh_gpu;
|
||
pub mod text_gpu;
|
||
pub mod uniforms;
|
||
pub mod viewcube;
|
||
/// Persistent per-entity wire instance arena (native), enabled by
|
||
/// `OCS_WIRE_GPU_PATCH` — patches one entity's slab via `write_buffer` instead
|
||
/// of re-uploading the whole wire set on an edit.
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
pub mod wire_arena;
|
||
pub mod wire_gpu;
|
||
|
||
use iced::wgpu;
|
||
use iced::wgpu::util::DeviceExt;
|
||
use iced::{Rectangle, Size};
|
||
|
||
pub use face3d_gpu::Face3DGpu;
|
||
pub use wipeout_gpu::WipeoutGpu;
|
||
pub use image_gpu::ImageGpu;
|
||
pub use mesh_gpu::MeshLodGpu;
|
||
pub use uniforms::Uniforms;
|
||
pub use viewcube::ViewCubePipeline;
|
||
pub use wire_gpu::WireGpu;
|
||
|
||
use crate::scene::model::hatch_model::HatchModel;
|
||
use crate::scene::model::image_model::ImageModel;
|
||
use crate::scene::model::mesh_model::MeshLodSet;
|
||
use crate::scene::model::wire_model::WireModel;
|
||
|
||
/// MSAA sample count for the main drawing pipelines.
|
||
const MSAA_SAMPLES: u32 = 4;
|
||
|
||
pub struct Pipeline {
|
||
wire_pipeline: wgpu::RenderPipeline,
|
||
/// Black-fragment variant of `wire_pipeline` for 3D mesh outline edges in
|
||
/// filled render modes.
|
||
wire_black_pipeline: wgpu::RenderPipeline,
|
||
/// Same shader as wire_pipeline but depth_compare=Greater, depth_write_enabled=false.
|
||
/// Used to draw ghost copies of selected wires through occluding geometry.
|
||
wire_xray_pipeline: wgpu::RenderPipeline,
|
||
/// Layout for the per-wire `WireConst` storage buffer (group 1 of the wire /
|
||
/// xray pipelines). `Some` on native; `None` on web (fat instance, no
|
||
/// storage). Passed to `WireGpu::from_run` / `from_batch` so they can build
|
||
/// each batch's per-wire bind group.
|
||
pub(crate) wire_const_bgl: Option<wgpu::BindGroupLayout>,
|
||
wipeout_pipeline: wgpu::RenderPipeline,
|
||
/// Phase 4-B — single-draw batched hatch pipeline. Per-instance
|
||
/// data lives in storage buffers; one draw call covers every
|
||
/// hatch in the frame. `None` on WebGL2 (wasm), which lacks
|
||
/// vertex-stage storage buffers.
|
||
hatch_pipeline: Option<wgpu::RenderPipeline>,
|
||
/// WebGL2 (wasm) texture-backed hatch pipeline + its group-1 layout. Used
|
||
/// where `hatch_pipeline` is `None` because WebGL2 lacks storage buffers.
|
||
#[cfg(target_arch = "wasm32")]
|
||
hatch_web_bgl1: wgpu::BindGroupLayout,
|
||
#[cfg(target_arch = "wasm32")]
|
||
hatch_web_pipeline: wgpu::RenderPipeline,
|
||
image_pipeline: wgpu::RenderPipeline,
|
||
/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
|
||
/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
|
||
text_pipeline: wgpu::RenderPipeline,
|
||
mesh_pipeline: wgpu::RenderPipeline,
|
||
/// Depth-write-disabled variant of `mesh_pipeline` for non-opaque solids.
|
||
mesh_transparent_pipeline: wgpu::RenderPipeline,
|
||
mesh_highlight_pipeline: wgpu::RenderPipeline,
|
||
/// Wireframe variant of the mesh pipeline (LineList topology, same
|
||
/// vertex layout / shader). Used when the active render mode is
|
||
/// Wireframe 2D or Wireframe 3D so 3D solids draw as their
|
||
/// triangle edges instead of filled faces.
|
||
mesh_wireframe_pipeline: wgpu::RenderPipeline,
|
||
/// Edge pipeline that forces black, for the edge overlay in filled modes.
|
||
mesh_edge_black_pipeline: wgpu::RenderPipeline,
|
||
/// Depth-only variant of the mesh pipeline (TriangleList, no color
|
||
/// writes, writes depth). Used in HiddenLine mode so 3D solids
|
||
/// occlude wires behind them without painting visible pixels.
|
||
mesh_depth_pipeline: wgpu::RenderPipeline,
|
||
face3d_pipeline: wgpu::RenderPipeline,
|
||
/// Depth-only variant of the face3d pipeline (no color writes,
|
||
/// writes depth). Paired with `mesh_depth_pipeline` for HiddenLine.
|
||
face3d_depth_pipeline: wgpu::RenderPipeline,
|
||
uniform_buffer: wgpu::Buffer,
|
||
uniform_bind_group: wgpu::BindGroup,
|
||
wipeout_bgl1: wgpu::BindGroupLayout,
|
||
/// Group-1 layout for the batched hatch pipeline (storage buffers
|
||
/// for instances / boundary / families / dashes). `None` on WebGL2, where
|
||
/// hatches render through `hatch_web_gpu` and this is never read.
|
||
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
|
||
hatch_bgl1: Option<wgpu::BindGroupLayout>,
|
||
image_bgl1: wgpu::BindGroupLayout,
|
||
/// Group-1 layout for the text pipeline (atlas texture + sampler).
|
||
text_atlas_bgl: wgpu::BindGroupLayout,
|
||
/// GPU glyph atlas (texture + sampler + bind group). Rebuilt when the shared
|
||
/// CPU atlas grows (new glyphs baked). `None` until the first text upload.
|
||
text_atlas_gpu: Option<text_gpu::TextAtlasGpu>,
|
||
/// All glyph-quad vertices for the frame, one buffer, `None` when empty.
|
||
text_vbuf: Option<wgpu::Buffer>,
|
||
text_vcount: u32,
|
||
/// Tinted glyph quads of just the selected / hovered text, drawn over the
|
||
/// base text pass so a selection / rollover recolours the glyphs (the text
|
||
/// analogue of the selected-wire xray overlay). Rebuilt on selection change.
|
||
text_highlight_vbuf: Option<wgpu::Buffer>,
|
||
text_highlight_vcount: u32,
|
||
/// Live grip-drag / command-preview SDF glyph quads. The base text buffer
|
||
/// only re-uploads on a geometry-epoch change, but a grip drag hides the
|
||
/// dragged entity from the base wire set and shows it as a per-frame
|
||
/// overlay — so its glyphs ride here, re-uploaded every frame like
|
||
/// `gpu_preview_wires`, or the dragged text vanishes until release re-tesses
|
||
/// it back into the base set (issue #316).
|
||
text_preview_vbuf: Option<wgpu::Buffer>,
|
||
text_preview_vcount: u32,
|
||
/// Last requested render size (the full viewport rect, in pixels). The
|
||
/// geometry passes render at this size; the blit UV is scaled by
|
||
/// `depth_texture_size / alloc_size` so it samples only the filled region.
|
||
depth_texture_size: Size<u32>,
|
||
/// Actual allocated size of the depth / MSAA / resolve textures. Rounded
|
||
/// up from the requested size to a coarse grid so a divider drag (which
|
||
/// changes the pane size a few pixels every frame) doesn't recreate these
|
||
/// textures every frame. Recreation is what hangs the ANGLE → D3D11 path
|
||
/// on Windows-Firefox (issue #191); grow-only bucketing makes it rare.
|
||
alloc_size: Size<u32>,
|
||
depth_view: wgpu::TextureView,
|
||
/// 4× MSAA color buffer for the main drawing passes.
|
||
msaa_view: wgpu::TextureView,
|
||
/// Single-sample texture that receives the MSAA resolve result.
|
||
resolve_view: wgpu::TextureView,
|
||
/// Pipeline + resources for blitting the resolve texture to the surface target.
|
||
blit_pipeline: wgpu::RenderPipeline,
|
||
blit_bind_group_layout: wgpu::BindGroupLayout,
|
||
blit_sampler: wgpu::Sampler,
|
||
blit_bind_group: wgpu::BindGroup,
|
||
/// UV transform (offset + scale) consumed by the blit shader so a
|
||
/// partially off-canvas viewport still composites the right portion of
|
||
/// its resolve texture to the visible portion of the surface.
|
||
blit_uniform_buffer: wgpu::Buffer,
|
||
/// Cached texture format (needed to recreate MSAA / depth textures on resize).
|
||
surface_format: wgpu::TextureFormat,
|
||
/// The resident wire batches, shared by `std::sync::Arc` with every other
|
||
/// pipeline slot rendering the *same* `wire_content_id` (see
|
||
/// `MultiPipeline::wire_buffer_cache`). A `wgpu::Buffer` is internally
|
||
/// ref-counted, so N paper viewports (or Model tiles) drawing one identical
|
||
/// resident set hold one copy of the GPU vertex buffers between them —
|
||
/// their camera uniforms + scissor stay per-slot, only the geometry is
|
||
/// deduplicated. Never mutated in place, only reassigned on content change.
|
||
pub(crate) gpu_wires: std::sync::Arc<Vec<WireGpu>>,
|
||
/// Persistent per-entity wire instance arena (native, `OCS_WIRE_GPU_PATCH`).
|
||
/// When active, `gpu_wires` is a thin wrapper over this arena's buffers and an
|
||
/// edit patches one entity's slab in place instead of rebuilding every wire.
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
pub(crate) wire_arena: Option<wire_arena::WireArena>,
|
||
/// Second arena for the mesh/solid EDGE wires (drawn with the mesh-edge skip /
|
||
/// black treatment); the resident set is split into this + `wire_arena` so
|
||
/// both patch incrementally. Shares `wire_arena_id`.
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
pub(crate) wire_arena_mesh: Option<wire_arena::WireArena>,
|
||
/// The Model content id both arenas currently mirror (`u64::MAX` = none).
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
pub(crate) wire_arena_id: u64,
|
||
/// Pixel scissor rects [x, y, w, h] for viewport-clipped wires. Recomputed each frame.
|
||
wire_pixel_scissors: Vec<Option<[u32; 4]>>,
|
||
/// Ghost copies (25% alpha) of selected wires for the X-ray depth pass.
|
||
gpu_selected_wires: Vec<WireGpu>,
|
||
/// Command-preview / interim / grip-drag overlay wires. Re-uploaded every
|
||
/// frame they are present (small), drawn on top of the base wire pass — so
|
||
/// a live drag never re-uploads the resident base buffer.
|
||
gpu_preview_wires: Vec<WireGpu>,
|
||
/// The canonical hatch fills — a single batched GPU resource drawn in one
|
||
/// call with per-instance visibility masking the rest. All pattern line
|
||
/// families are uploaded (no cap). `None` on WebGL2.
|
||
gpu_hatch: Option<hatch_gpu::HatchGpu>,
|
||
/// WebGL2 hatch fills — one texture-backed `HatchWebGpu` per hatch, drawn in
|
||
/// the hatch pass where the batched `gpu_hatch` is `None` (wasm).
|
||
#[cfg(target_arch = "wasm32")]
|
||
gpu_hatches_web: Vec<hatch_web_gpu::HatchWebGpu>,
|
||
/// Wipeout masks — solid fills rendered after wires in a separate pass via
|
||
/// the legacy per-primitive `WipeoutGpu` renderer.
|
||
gpu_wipeouts: Vec<WipeoutGpu>,
|
||
/// Per-wipeout draw-time skip flag (Phase 2.3 frustum cull). `true`
|
||
/// when the wipeout's projected AABB sits entirely outside the
|
||
/// viewport rect. Recomputed by `compute_wipeout_lod`.
|
||
wipeout_skip_flags: Vec<bool>,
|
||
/// Pixel scissor rects [x, y, w, h] for viewport-clipped wipeouts. Recomputed each frame.
|
||
wipeout_pixel_scissors: Vec<Option<[u32; 4]>>,
|
||
gpu_images: Vec<ImageGpu>,
|
||
/// Pixel scissor rects [x, y, w, h] for viewport-clipped images. Recomputed each frame.
|
||
image_pixel_scissors: Vec<Option<[u32; 4]>>,
|
||
gpu_meshes: Vec<MeshLodGpu>,
|
||
/// Batched mesh geometry — every solid's LOD0 concatenated into a few large
|
||
/// buffers so the whole set draws in a handful of calls instead of one per
|
||
/// solid. Rebuilt only when the geometry epoch changes (see
|
||
/// `cached_mesh_batch_epoch`), so hover / selection never re-pack it.
|
||
gpu_mesh_batch: Vec<mesh_gpu::MeshBatchChunk>,
|
||
/// `geometry_epoch` the batch was built for. `u64::MAX` = not built yet.
|
||
pub cached_mesh_batch_epoch: u64,
|
||
/// Tinted copies of just the selected / hovered solids, drawn over the
|
||
/// static base batch so highlight shows without re-packing the whole set.
|
||
/// Rebuilt only when the selection/hover or geometry changes — O(highlighted).
|
||
gpu_mesh_highlight: Vec<mesh_gpu::MeshGpu>,
|
||
/// `(geometry_epoch, selection_generation)` the highlight overlay was built for.
|
||
pub cached_highlight_key: (u64, u64),
|
||
/// Per-mesh LOD level (0=high, 1=mid, 2=low) picked each frame from
|
||
/// the projected pixel diagonal. Mirrors `hatch_pixel_scissors` —
|
||
/// recomputed in `compute_mesh_lod`.
|
||
mesh_lod_levels: Vec<usize>,
|
||
/// Per-mesh frustum-visible flag (Phase 2.2). `false` when the
|
||
/// mesh's projected AABB falls entirely outside the viewport rect
|
||
/// — the draw loop skips it. Mirrors `mesh_lod_levels` length /
|
||
/// index space; recomputed alongside it.
|
||
mesh_visible: Vec<bool>,
|
||
/// Batched 3DFACE fill (all faces in one buffer) and edges (merged wire).
|
||
gpu_face3d_fill: Option<Face3DGpu>,
|
||
gpu_face3d_edges: Vec<WireGpu>,
|
||
pub viewcube: ViewCubePipeline,
|
||
/// Last `(geometry_epoch, camera_generation)` value for which GPU buffers
|
||
/// were uploaded. We re-upload when either side changes — pan/zoom bumps
|
||
/// camera_generation, which triggers re-culling and a fresh upload.
|
||
/// `(geometry_epoch, camera_generation, selection_generation)` of the
|
||
/// last static-buffer upload. Selection is tracked so the selected-hatch
|
||
/// tint refreshes on select / deselect (issue #71).
|
||
pub cached_epoch: (u64, u64, u64),
|
||
/// Content id of the wire buffer currently resident on the GPU (Phase
|
||
/// 3.2). When the incoming `ViewportData.wire_content_id` matches, the
|
||
/// world-space wire vertices are unchanged (e.g. a pure pan reused the
|
||
/// Model-tile tessellation) and `upload_wires` is skipped. `u64::MAX` =
|
||
/// nothing uploaded yet.
|
||
pub cached_wire_id: u64,
|
||
/// `(wire_content_id, selection_generation)` the selection xray overlay
|
||
/// (`gpu_selected_wires`) was last built for. Rebuilt when either changes —
|
||
/// a pick bumps only `selection_generation`, refreshing the overlay without
|
||
/// touching the main wire buffers.
|
||
pub cached_selection: (u64, u64),
|
||
/// `(geometry_epoch, selection_generation)` the resident mesh buffers were
|
||
/// uploaded for. Bumps on a selection/hover change so highlighted solids
|
||
/// re-upload with their tint.
|
||
#[allow(dead_code)] // per-mesh LOD path, bypassed by the batched mesh draw
|
||
pub cached_mesh_key: (u64, u64),
|
||
/// `(geometry_epoch, face3d_fill_active)` the Face3D edge/fill buffers were
|
||
/// uploaded for. The buffers are world-space and selection-independent, so
|
||
/// they only change when the geometry changes or the 3D-fill mode toggles —
|
||
/// never on a pan/orbit. Keyed separately from `cached_epoch` (which carries
|
||
/// `camera_generation`) so a camera move no longer re-walks every wire to
|
||
/// rebuild the Face3D fill buffer.
|
||
pub cached_face3d_key: (u64, bool),
|
||
/// Handle → indices into the resident wire set, built once per wire upload
|
||
/// (when `cached_wire_id` changes). Lets the selection/hover xray overlay
|
||
/// gather just the highlighted entity's wires (`O(highlighted)`) instead of
|
||
/// scanning and string-parsing every wire on each hover change. Shared by
|
||
/// `std::sync::Arc` alongside `gpu_wires` — built once per `wire_content_id`
|
||
/// and cloned into every slot that renders it.
|
||
pub(crate) wire_handle_index: std::sync::Arc<rustc_hash::FxHashMap<u64, Vec<u32>>>,
|
||
/// Signature of the last frame's rendered scene (camera uniforms, geometry
|
||
/// / selection generations, wire content id, render-mode flags, clip size,
|
||
/// live preview). When the next frame's signature matches, the image is
|
||
/// pixel-identical, so `render` skips every geometry pass + the MSAA
|
||
/// resolve and only re-blits the resolve texture (which still holds it).
|
||
/// This turns a pure cursor move over a large drawing from an O(N)
|
||
/// re-rasterization into a single fullscreen blit. `u64::MAX` = nothing
|
||
/// rendered yet (forces the first frame to render fully).
|
||
pub render_sig: u64,
|
||
/// Set by `prepare` each frame: `true` when this frame's signature matched
|
||
/// `render_sig`, so `render` may skip the geometry passes. Read (never
|
||
/// written) by `render`, which always runs after `prepare` for the frame.
|
||
pub skip_geometry: bool,
|
||
/// Interaction LOD: set by `prepare` when the view is actively navigating, so
|
||
/// `render` skips the (per-pixel, GPU-dominating) hatch pass this frame. The
|
||
/// scene-render cache holds the full-quality frame once the view settles.
|
||
pub skip_hatch_frame: bool,
|
||
/// Stable identity of the viewport that last used this (index-addressed)
|
||
/// pipeline slot. The renderer's viewport list drops off-canvas viewports,
|
||
/// so a slot can be reused by a *different* viewport across frames; when the
|
||
/// occupant changes, all cache keys above belong to the previous one and are
|
||
/// reset so every buffer re-uploads. `u64::MAX` = never used.
|
||
pub slot_id: u64,
|
||
}
|
||
|
||
impl Pipeline {
|
||
pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
|
||
// ── Shared frame uniform buffer (view_proj etc.) ───────────────────
|
||
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||
label: Some("viewer.uniform_buffer"),
|
||
size: std::mem::size_of::<Uniforms>() as u64,
|
||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||
mapped_at_creation: false,
|
||
});
|
||
|
||
// Bind group layout 0 — shared by wire and hatch pipelines.
|
||
let frame_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("viewer.frame_bgl"),
|
||
entries: &[wgpu::BindGroupLayoutEntry {
|
||
binding: 0,
|
||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
}],
|
||
});
|
||
|
||
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("viewer.bind_group"),
|
||
layout: &frame_bgl,
|
||
entries: &[wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: uniform_buffer.as_entire_binding(),
|
||
}],
|
||
});
|
||
|
||
// ── Wire pipeline ──────────────────────────────────────────────────
|
||
// Native: per-wire constants live in a storage buffer (group 1), so the
|
||
// slim instance only carries per-segment data. WebGL2 has no
|
||
// vertex-stage storage buffers, so the wasm build keeps the fat instance
|
||
// and a single bind group.
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
let wire_const_bgl = wire_gpu::WireConst::bind_group_layout(device);
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
let wire_bgls: &[&wgpu::BindGroupLayout] = &[&frame_bgl, &wire_const_bgl];
|
||
#[cfg(target_arch = "wasm32")]
|
||
let wire_bgls: &[&wgpu::BindGroupLayout] = &[&frame_bgl];
|
||
let wire_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("wire.pipeline_layout"),
|
||
bind_group_layouts: wire_bgls,
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let depth_tex = create_depth_texture(device, Size::new(1, 1));
|
||
let depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
|
||
let wire_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("wire.shader"),
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/wire_indexed.wgsl"
|
||
))),
|
||
#[cfg(target_arch = "wasm32")]
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/wire.wgsl"
|
||
))),
|
||
});
|
||
|
||
let wire_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("wire.pipeline"),
|
||
layout: Some(&wire_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &wire_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wire_gpu::WireInstance::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &wire_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// Black variant of `wire_pipeline` — same geometry/depth, black fragment
|
||
// — for 3D mesh outline edges in filled modes (see the wire draw loop).
|
||
let wire_black_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("wire.black.pipeline"),
|
||
layout: Some(&wire_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &wire_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wire_gpu::WireInstance::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &wire_shader,
|
||
entry_point: Some("fs_black"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// Selection overlay variant: renders selected wires on top of everything
|
||
// (depth_compare=Always), without writing depth. Ensures selected entities
|
||
// are always fully visible regardless of occluding geometry.
|
||
let wire_xray_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("wire_xray.pipeline"),
|
||
layout: Some(&wire_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &wire_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wire_gpu::WireInstance::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
depth_write_enabled: false,
|
||
depth_compare: wgpu::CompareFunction::Always,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &wire_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// ── Hatch pipeline ─────────────────────────────────────────────────
|
||
// binding 0 (HatchUniforms) is read by the vertex shader too — it
|
||
// pulls `origin` to undo the CPU-side hatch-local pre-shift when
|
||
// computing clip position. bindings 1 (Boundary) and 2
|
||
// (FamilyBatch) stay fragment-only.
|
||
let hatch_entry = |binding: u32, vis: wgpu::ShaderStages| wgpu::BindGroupLayoutEntry {
|
||
binding,
|
||
visibility: vis,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
};
|
||
let frag = wgpu::ShaderStages::FRAGMENT;
|
||
let vert_frag = wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT;
|
||
let wipeout_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("wipeout.bgl1"),
|
||
entries: &[
|
||
hatch_entry(0, vert_frag),
|
||
hatch_entry(1, frag),
|
||
hatch_entry(2, frag),
|
||
],
|
||
});
|
||
|
||
let wipeout_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("wipeout.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl, &wipeout_bgl1],
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let wipeout_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("wipeout.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/wipeout.wgsl"
|
||
))),
|
||
});
|
||
|
||
let wipeout_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("wipeout.pipeline"),
|
||
layout: Some(&wipeout_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &wipeout_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wipeout_gpu::HatchVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &wipeout_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
|
||
// ── Hatch batched pipeline (Phase 4-B) ─────────────────────────────
|
||
// WebGL2 (the wasm fallback backend) has no vertex-stage storage
|
||
// buffers, which this pipeline's bind group requires. Skip it on wasm
|
||
// and run without the batched-hatch optimization.
|
||
#[cfg(target_arch = "wasm32")]
|
||
let (hatch_bgl1, hatch_pipeline): (
|
||
Option<wgpu::BindGroupLayout>,
|
||
Option<wgpu::RenderPipeline>,
|
||
) = (None, None);
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
let (hatch_bgl1, hatch_pipeline) = {
|
||
let hatch_bgl1 = hatch_gpu::HatchGpu::bind_group_layout(device);
|
||
let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("hatch.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl, &hatch_bgl1],
|
||
push_constant_ranges: &[],
|
||
});
|
||
let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("hatch.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/hatch.wgsl"
|
||
))),
|
||
});
|
||
let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("hatch.pipeline"),
|
||
layout: Some(&hatch_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &hatch_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[hatch_gpu::HatchVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
depth_write_enabled: true,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &hatch_shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
(Some(hatch_bgl1), Some(hatch_pipeline))
|
||
};
|
||
|
||
// WebGL2 hatch pipeline: texture-backed, replaces the storage-buffer
|
||
// batched path (disabled above on wasm). Same frame layout / depth /
|
||
// MSAA state as the wipeout pass.
|
||
#[cfg(target_arch = "wasm32")]
|
||
let (hatch_web_bgl1, hatch_web_pipeline) = {
|
||
let bgl1 = hatch_web_gpu::HatchWebGpu::bind_group_layout(device);
|
||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("hatch_web.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl, &bgl1],
|
||
push_constant_ranges: &[],
|
||
});
|
||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("hatch_web.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/hatch_web.wgsl"
|
||
))),
|
||
});
|
||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("hatch_web.pipeline"),
|
||
layout: Some(&layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[wgpu::VertexBufferLayout {
|
||
array_stride: 16,
|
||
step_mode: wgpu::VertexStepMode::Vertex,
|
||
attributes: &[wgpu::VertexAttribute {
|
||
offset: 0,
|
||
shader_location: 0,
|
||
format: wgpu::VertexFormat::Float32x3,
|
||
}],
|
||
}],
|
||
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 {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &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,
|
||
});
|
||
(bgl1, pipeline)
|
||
};
|
||
|
||
// ── Mesh pipeline ──────────────────────────────────────────────────
|
||
let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("mesh.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/mesh.wgsl"
|
||
))),
|
||
});
|
||
|
||
let mesh_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("mesh.pipeline_layout"),
|
||
bind_group_layouts: &[&frame_bgl],
|
||
push_constant_ranges: &[],
|
||
});
|
||
|
||
let mesh_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("mesh.pipeline"),
|
||
layout: Some(&mesh_layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &mesh_shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[mesh_gpu::MeshVertex::layout()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None, // two-sided: ACIS import winding is unreliable
|
||
..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 {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
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,
|
||
});
|
||
|
||
// Transparent variant — identical to `mesh_pipeline` but with depth
|
||
// writes disabled. Non-opaque solids are drawn after the opaque fills
|
||
// with this pipeline so they blend over the geometry behind them (which
|
||
// has already written depth) instead of erasing it.
|
||
let mesh_transparent_pipeline =
|
||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("mesh.transparent.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: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
depth_write_enabled: false,
|
||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
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,
|
||
});
|
||
|
||
// Highlight variant — same shader / vertex layout, but `depth_compare =
|
||
// Always` and no depth write, so a hovered / selected solid's tint is
|
||
// drawn on top of everything (it shows through occluding geometry) and
|
||
// doesn't disturb the depth buffer for later passes.
|
||
let mesh_highlight_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("mesh.highlight.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: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: Some(wgpu::DepthStencilState {
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
depth_write_enabled: false,
|
||
depth_compare: wgpu::CompareFunction::Always,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState {
|
||
count: MSAA_SAMPLES,
|
||
mask: !0,
|
||
alpha_to_coverage_enabled: false,
|
||
},
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &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).
|
||
// Edge/wireframe pipeline (LineList). `fs_edge` outputs the flat entity
|
||
// colour — no lighting — for the lines-only modes. A `fs_edge_black`
|
||
// twin (below) forces black for the edge overlay in filled modes.
|
||
let make_edge_pipeline = |label: &'static str, fs: &'static str| {
|
||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some(label),
|
||
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),
|
||
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 mesh_wireframe_pipeline = make_edge_pipeline("mesh.wireframe.pipeline", "fs_edge");
|
||
let mesh_edge_black_pipeline = make_edge_pipeline("mesh.edge_black.pipeline", "fs_edge_black");
|
||
|
||
// 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: None, // two-sided: ACIS import winding is unreliable
|
||
..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 {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
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 {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
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 {
|
||
constant: 1,
|
||
slope_scale: 1.0,
|
||
clamp: 0.0,
|
||
},
|
||
}),
|
||
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,
|
||
});
|
||
|
||
// ── Text (SDF glyph quads) ─────────────────────────────────────────
|
||
let text_atlas_bgl = text_gpu::TextAtlasGpu::bind_group_layout(device);
|
||
let text_pipeline =
|
||
text_gpu::create_pipeline(device, &frame_bgl, &text_atlas_bgl, format, MSAA_SAMPLES);
|
||
|
||
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_black_pipeline,
|
||
wire_xray_pipeline,
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
wire_const_bgl: Some(wire_const_bgl),
|
||
#[cfg(target_arch = "wasm32")]
|
||
wire_const_bgl: None,
|
||
wipeout_pipeline,
|
||
hatch_pipeline,
|
||
#[cfg(target_arch = "wasm32")]
|
||
hatch_web_bgl1,
|
||
#[cfg(target_arch = "wasm32")]
|
||
hatch_web_pipeline,
|
||
image_pipeline,
|
||
text_pipeline,
|
||
text_atlas_bgl,
|
||
text_atlas_gpu: None,
|
||
text_vbuf: None,
|
||
text_vcount: 0,
|
||
text_highlight_vbuf: None,
|
||
text_highlight_vcount: 0,
|
||
text_preview_vbuf: None,
|
||
text_preview_vcount: 0,
|
||
mesh_pipeline,
|
||
mesh_transparent_pipeline,
|
||
mesh_highlight_pipeline,
|
||
mesh_wireframe_pipeline,
|
||
mesh_edge_black_pipeline,
|
||
mesh_depth_pipeline,
|
||
face3d_pipeline,
|
||
face3d_depth_pipeline,
|
||
uniform_buffer,
|
||
uniform_bind_group,
|
||
wipeout_bgl1,
|
||
hatch_bgl1,
|
||
image_bgl1,
|
||
depth_texture_size: Size::new(1, 1),
|
||
// (0, 0) forces the first `ensure_depth_texture` to allocate at the
|
||
// real rounded size — the constructor textures above are placeholders.
|
||
alloc_size: Size::new(0, 0),
|
||
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: std::sync::Arc::new(vec![]),
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
wire_arena: None,
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
wire_arena_mesh: None,
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
wire_arena_id: u64::MAX,
|
||
wire_pixel_scissors: vec![],
|
||
gpu_selected_wires: vec![],
|
||
gpu_preview_wires: vec![],
|
||
gpu_hatch: None,
|
||
#[cfg(target_arch = "wasm32")]
|
||
gpu_hatches_web: vec![],
|
||
gpu_wipeouts: vec![],
|
||
wipeout_skip_flags: vec![],
|
||
wipeout_pixel_scissors: vec![],
|
||
gpu_images: vec![],
|
||
image_pixel_scissors: vec![],
|
||
gpu_meshes: vec![],
|
||
gpu_mesh_batch: vec![],
|
||
cached_mesh_batch_epoch: u64::MAX,
|
||
gpu_mesh_highlight: vec![],
|
||
cached_highlight_key: (u64::MAX, u64::MAX),
|
||
mesh_lod_levels: vec![],
|
||
mesh_visible: vec![],
|
||
gpu_face3d_fill: None,
|
||
gpu_face3d_edges: vec![],
|
||
viewcube,
|
||
cached_epoch: (u64::MAX, u64::MAX, u64::MAX),
|
||
cached_wire_id: u64::MAX,
|
||
cached_selection: (u64::MAX, u64::MAX),
|
||
cached_mesh_key: (u64::MAX, u64::MAX),
|
||
cached_face3d_key: (u64::MAX, false),
|
||
wire_handle_index: std::sync::Arc::new(rustc_hash::FxHashMap::default()),
|
||
render_sig: u64::MAX,
|
||
skip_geometry: false,
|
||
skip_hatch_frame: false,
|
||
slot_id: u64::MAX,
|
||
}
|
||
}
|
||
|
||
/// Build the resident wire batches + handle index for `wires`, wrapped in
|
||
/// `Arc` so the caller can cache them by `wire_content_id` and share one
|
||
/// copy across every slot that renders that content (see
|
||
/// `MultiPipeline::wire_buffer_cache`). Takes `&self` (reads only the const
|
||
/// bind-group layout) so the shared cache — not the slot — owns the result.
|
||
pub fn build_wire_buffers(
|
||
&self,
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
depth_map: &rustc_hash::FxHashMap<u64, f32>,
|
||
) -> (
|
||
std::sync::Arc<Vec<WireGpu>>,
|
||
std::sync::Arc<rustc_hash::FxHashMap<u64, Vec<u32>>>,
|
||
) {
|
||
// 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.
|
||
// A 3D mesh entity (PolyfaceMesh / PolygonMesh) emits its face fill and
|
||
// its outline edges as *separate* WireModels sharing the entity handle
|
||
// (`name`): the fill carries `fill_tris` + a non-empty `fill_tris_low`
|
||
// (real 3D depth, same test face3d uses); the edge carries `points`.
|
||
// Flag the edge wire as `is_3d_mesh_edge` so the draw loop can hide it in
|
||
// clean-shaded modes and draw it black in filled-with-edges modes.
|
||
let mesh_names: rustc_hash::FxHashSet<&str> = wires
|
||
.iter()
|
||
.filter(|w| !w.fill_tris.is_empty() && !w.fill_tris_low.is_empty())
|
||
.map(|w| w.name.as_str())
|
||
.collect();
|
||
let is_mesh_edge =
|
||
|w: &WireModel| !w.points.is_empty() && mesh_names.contains(w.name.as_str());
|
||
let mut batches: Vec<WireGpu> = Vec::new();
|
||
let mut i = 0;
|
||
while i < wires.len() {
|
||
let scissor = wires[i].vp_scissor;
|
||
let mesh_edge = is_mesh_edge(&wires[i]);
|
||
let mut j = i + 1;
|
||
while j < wires.len()
|
||
&& wires[j].vp_scissor == scissor
|
||
&& is_mesh_edge(&wires[j]) == mesh_edge
|
||
{
|
||
j += 1;
|
||
}
|
||
batches.extend(WireGpu::from_run(device, &wires[i..j], depth_map, scissor, mesh_edge, self.wire_const_bgl.as_ref()));
|
||
i = j;
|
||
}
|
||
|
||
// Index handle → wire slots once, here, so the per-hover selection
|
||
// overlay can gather just the highlighted wires instead of scanning +
|
||
// string-parsing the whole set every time the hovered entity changes.
|
||
let mut index: rustc_hash::FxHashMap<u64, Vec<u32>> = rustc_hash::FxHashMap::default();
|
||
index.reserve(wires.len());
|
||
for (idx, w) in wires.iter().enumerate() {
|
||
if let Ok(h) = w.name.parse::<u64>() {
|
||
index.entry(h).or_default().push(idx as u32);
|
||
}
|
||
}
|
||
(std::sync::Arc::new(batches), std::sync::Arc::new(index))
|
||
}
|
||
|
||
/// Build the selection xray overlay: full-brightness copies of the wires
|
||
/// whose entity handle is in `highlight`, drawn on top so the selection is
|
||
/// always visible. Selection is no longer baked into the wire tessellation,
|
||
/// so this is driven by the live highlight set and rebuilt only when the
|
||
/// selection (or the underlying wire content) changes — picking an entity
|
||
/// refreshes just this overlay instead of re-tessellating the model. The
|
||
/// xray pass applies neither scissor nor mesh-edge skip, so everything
|
||
/// merges into one order-preserving run.
|
||
pub fn upload_selected_wires(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
|
||
hover: Option<acadrust::Handle>,
|
||
depth_map: &rustc_hash::FxHashMap<u64, f32>,
|
||
) {
|
||
let hover = hover.filter(|h| !selected.contains(h));
|
||
if selected.is_empty() && hover.is_none() {
|
||
self.gpu_selected_wires = vec![];
|
||
return;
|
||
}
|
||
// Gather the highlighted entities' wires via the prebuilt index —
|
||
// O(highlighted), no per-wire string parse. Selection recolours blue,
|
||
// hover orange. Drawn on top (depth-compare Always) over the base pass.
|
||
let mut out: Vec<WireModel> = Vec::new();
|
||
let push = |handle_val: u64, color: [f32; 4], wires: &[WireModel], out: &mut Vec<WireModel>| {
|
||
if let Some(idxs) = self.wire_handle_index.get(&handle_val) {
|
||
let mut slots = idxs.clone();
|
||
slots.sort_unstable();
|
||
for &i in &slots {
|
||
if let Some(w) = wires.get(i as usize) {
|
||
let mut c = w.clone();
|
||
c.color = color;
|
||
out.push(c);
|
||
}
|
||
}
|
||
}
|
||
};
|
||
for h in selected {
|
||
push(h.value(), WireModel::SELECTED, wires, &mut out);
|
||
}
|
||
if let Some(h) = hover {
|
||
push(h.value(), WireModel::HOVER, wires, &mut out);
|
||
}
|
||
self.gpu_selected_wires =
|
||
WireGpu::from_run(device, &out, depth_map, None, false, self.wire_const_bgl.as_ref());
|
||
}
|
||
|
||
/// Build the text-highlight overlay: the glyph quads of just the selected /
|
||
/// hovered text, recoloured (selection blue, hover orange) and drawn over
|
||
/// the base text pass. Uses the same handle→wire index as the selected-wire
|
||
/// overlay, so it is O(highlighted). Empty when nothing is highlighted.
|
||
pub fn upload_text_highlight(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
|
||
hover: Option<acadrust::Handle>,
|
||
) {
|
||
let hover = hover.filter(|h| !selected.contains(h));
|
||
if selected.is_empty() && hover.is_none() {
|
||
self.text_highlight_vbuf = None;
|
||
self.text_highlight_vcount = 0;
|
||
return;
|
||
}
|
||
let mut out: Vec<text_gpu::TextVertex> = Vec::new();
|
||
let push =
|
||
|handle_val: u64, tint: [f32; 4], wires: &[WireModel], out: &mut Vec<text_gpu::TextVertex>| {
|
||
if let Some(idxs) = self.wire_handle_index.get(&handle_val) {
|
||
for &i in idxs {
|
||
if let Some(w) = wires.get(i as usize) {
|
||
for v in &w.text_verts {
|
||
out.push(text_gpu::TextVertex {
|
||
color: [tint[0], tint[1], tint[2], v.color[3]],
|
||
..*v
|
||
});
|
||
}
|
||
}
|
||
}
|
||
}
|
||
};
|
||
for h in selected {
|
||
push(h.value(), WireModel::SELECTED, wires, &mut out);
|
||
}
|
||
if let Some(h) = hover {
|
||
push(h.value(), WireModel::HOVER, wires, &mut out);
|
||
}
|
||
self.text_highlight_vcount = out.len() as u32;
|
||
self.text_highlight_vbuf = text_gpu::upload_vertices(device, &out);
|
||
}
|
||
|
||
/// Upload the live overlay (command preview / interim / grip-drag) wires.
|
||
/// Small and refreshed each frame they're present; kept separate from the
|
||
/// base wire buffer so a drag never re-uploads the resident base set.
|
||
pub fn upload_preview_wires(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
wires: &[WireModel],
|
||
depth_map: &rustc_hash::FxHashMap<u64, f32>,
|
||
) {
|
||
self.gpu_preview_wires = if wires.is_empty() {
|
||
vec![]
|
||
} else {
|
||
WireGpu::from_run(device, wires, depth_map, None, false, self.wire_const_bgl.as_ref())
|
||
};
|
||
}
|
||
|
||
/// Upload the live grip-drag / command-preview SDF glyph quads. Re-uploaded
|
||
/// every frame they're present, kept separate from the epoch-cached base
|
||
/// text buffer so a drag never re-uploads the (potentially huge) resident
|
||
/// text set — and so the dragged entity's glyphs (hidden from the base set
|
||
/// while the drag is live) still reach the GPU each frame (issue #316).
|
||
pub fn upload_preview_text(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
verts: &[text_gpu::TextVertex],
|
||
) {
|
||
if verts.is_empty() {
|
||
self.text_preview_vbuf = None;
|
||
self.text_preview_vcount = 0;
|
||
return;
|
||
}
|
||
// Ensure the glyph atlas exists / is current even when the base text
|
||
// pass didn't run this frame (e.g. the dragged text is the only text).
|
||
if let Ok(mut atlas) = crate::scene::text::sdf_atlas::text_atlas().lock() {
|
||
if self.text_atlas_gpu.is_none() || atlas.is_dirty() {
|
||
self.text_atlas_gpu = Some(text_gpu::TextAtlasGpu::upload(
|
||
device,
|
||
queue,
|
||
&atlas,
|
||
&self.text_atlas_bgl,
|
||
));
|
||
atlas.clear_dirty();
|
||
}
|
||
}
|
||
self.text_preview_vbuf = text_gpu::upload_vertices(device, verts);
|
||
self.text_preview_vcount = verts.len() as u32;
|
||
}
|
||
|
||
/// 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_rot: glam::Mat4, eye: glam::DVec3, clip_w: u32, clip_h: u32) {
|
||
self.wire_pixel_scissors = self
|
||
.gpu_wires
|
||
.iter()
|
||
.map(|w| project_scissor(w.vp_scissor, view_rot, eye, 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_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
clip_w: u32,
|
||
clip_h: u32,
|
||
) {
|
||
let Some(batch) = &mut self.gpu_hatch else {
|
||
return;
|
||
};
|
||
for (i, aabb) in batch.instance_aabbs.iter().enumerate() {
|
||
let skip = aabb_below_pixel(*aabb, view_rot, eye, clip_w, clip_h, 2.0)
|
||
|| aabb_offscreen(*aabb, view_rot, eye, 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_rot: glam::Mat4, eye: glam::DVec3, clip_w: u32, clip_h: u32) {
|
||
self.wipeout_pixel_scissors = self
|
||
.gpu_wipeouts
|
||
.iter()
|
||
.map(|h| project_scissor(h.vp_scissor, view_rot, eye, 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_rot: glam::Mat4, eye: glam::DVec3, clip_w: u32, clip_h: u32) {
|
||
self.wipeout_skip_flags = self
|
||
.gpu_wipeouts
|
||
.iter()
|
||
.map(|h| aabb_offscreen(h.world_aabb, view_rot, eye, clip_w, clip_h))
|
||
.collect();
|
||
}
|
||
|
||
/// Recompute pixel scissor rects for viewport-clipped raster images.
|
||
pub fn compute_image_scissors(&mut self, view_rot: glam::Mat4, eye: glam::DVec3, clip_w: u32, clip_h: u32) {
|
||
self.image_pixel_scissors = self
|
||
.gpu_images
|
||
.iter()
|
||
.map(|i| project_scissor(i.vp_scissor, view_rot, eye, 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, self.wire_const_bgl.as_ref());
|
||
// 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,
|
||
));
|
||
}
|
||
}
|
||
|
||
#[allow(dead_code)] // per-mesh upload path, bypassed by upload_mesh_batch
|
||
pub fn upload_meshes(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
meshes: &[MeshLodSet],
|
||
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
|
||
hover: Option<acadrust::Handle>,
|
||
) {
|
||
self.gpu_meshes = meshes
|
||
.iter()
|
||
.filter(|s| s.lods.iter().any(|m| !m.indices.is_empty()))
|
||
.map(|s| {
|
||
// A mesh's name is its source entity handle (decimal). Selection
|
||
// wins over hover when both apply to the same solid.
|
||
let h = s
|
||
.lods
|
||
.first()
|
||
.and_then(|m| m.name.parse::<u64>().ok())
|
||
.map(acadrust::Handle::new);
|
||
let mode = match h {
|
||
Some(h) if selected.contains(&h) => mesh_gpu::Highlight::Selected,
|
||
Some(h) if Some(h) == hover => mesh_gpu::Highlight::Hover,
|
||
_ => mesh_gpu::Highlight::None,
|
||
};
|
||
MeshLodGpu::new(device, s, mode)
|
||
})
|
||
.collect();
|
||
}
|
||
|
||
/// Build the batched mesh buffers (a few large buffers for the whole solid
|
||
/// set, drawn in a handful of calls). Selection/hover tint is intentionally
|
||
/// not applied here — the batch is geometry-only and stays resident across
|
||
/// camera moves and pick changes.
|
||
pub fn upload_mesh_batch(&mut self, device: &wgpu::Device, meshes: &[MeshLodSet]) {
|
||
let (chunks, _tris) = mesh_gpu::build_mesh_batch(device, meshes);
|
||
self.gpu_mesh_batch = chunks;
|
||
}
|
||
|
||
/// Build tinted copies of just the selected / hovered solids. Drawn over the
|
||
/// static base batch with the LessEqual mesh pipeline so the tint shows on
|
||
/// top at the same depth. O(highlighted), so a pick never touches the rest.
|
||
pub fn upload_mesh_highlight(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
meshes: &[MeshLodSet],
|
||
selected: &rustc_hash::FxHashSet<acadrust::Handle>,
|
||
hover: Option<acadrust::Handle>,
|
||
) {
|
||
use mesh_gpu::{Highlight, MeshGpu};
|
||
let mut out = Vec::new();
|
||
if selected.is_empty() && hover.is_none() {
|
||
self.gpu_mesh_highlight = out;
|
||
return;
|
||
}
|
||
for set in meshes {
|
||
let Some(m) = set.lods.iter().find(|m| !m.indices.is_empty()) else {
|
||
continue;
|
||
};
|
||
let h = m.name.parse::<u64>().ok().map(acadrust::Handle::new);
|
||
let mode = match h {
|
||
Some(h) if selected.contains(&h) => Highlight::Selected,
|
||
Some(h) if Some(h) == hover => Highlight::Hover,
|
||
_ => continue,
|
||
};
|
||
out.push(MeshGpu::new(device, m, mode));
|
||
}
|
||
self.gpu_mesh_highlight = out;
|
||
}
|
||
|
||
/// 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_rot: glam::Mat4, eye: glam::DVec3, clip_w: u32, clip_h: u32) {
|
||
self.mesh_lod_levels = self
|
||
.gpu_meshes
|
||
.iter()
|
||
.map(|m| pick_mesh_lod(m, view_rot, eye, 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_rot, eye, clip_w, clip_h))
|
||
.collect();
|
||
}
|
||
|
||
pub fn upload_hatches(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
hatches: &[HatchModel],
|
||
) {
|
||
// WebGL2: no storage-buffer batched pipeline — render each hatch through
|
||
// the texture-backed per-hatch renderer instead (issue #204).
|
||
#[cfg(target_arch = "wasm32")]
|
||
{
|
||
let webs: Vec<hatch_web_gpu::HatchWebGpu> = hatches
|
||
.iter()
|
||
.filter(|h| h.boundary.len() >= 3)
|
||
.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, &self.hatch_web_bgl1))
|
||
.collect();
|
||
self.gpu_hatches_web = webs;
|
||
}
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
{
|
||
let _ = queue;
|
||
let Some(bgl1) = &self.hatch_bgl1 else {
|
||
self.gpu_hatch = None;
|
||
return;
|
||
};
|
||
let renderable: Vec<HatchModel> =
|
||
hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
|
||
self.gpu_hatch = hatch_gpu::HatchGpu::build(device, 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| WipeoutGpu::new(device, h, &self.wipeout_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();
|
||
}
|
||
|
||
/// Upload the frame's SDF text-quad vertices, and (re)build the GPU glyph
|
||
/// atlas from the shared CPU atlas when it grew (new glyphs baked by the
|
||
/// text collector). `verts` empty (flag off) leaves nothing to draw.
|
||
pub fn upload_text(
|
||
&mut self,
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
verts: &[text_gpu::TextVertex],
|
||
) {
|
||
if let Ok(mut atlas) = crate::scene::text::sdf_atlas::text_atlas().lock() {
|
||
if self.text_atlas_gpu.is_none() || atlas.is_dirty() {
|
||
self.text_atlas_gpu = Some(text_gpu::TextAtlasGpu::upload(
|
||
device,
|
||
queue,
|
||
&atlas,
|
||
&self.text_atlas_bgl,
|
||
));
|
||
atlas.clear_dirty();
|
||
}
|
||
}
|
||
self.text_vbuf = text_gpu::upload_vertices(device, verts);
|
||
self.text_vcount = verts.len() as u32;
|
||
}
|
||
|
||
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]) {
|
||
// The geometry passes render at `depth_texture_size` into the top-left
|
||
// corner of the (possibly larger) `alloc_size` resolve texture, so the
|
||
// rendered image occupies UV [0, render/alloc]. Scale the incoming crop
|
||
// — computed in full-image-normalized units — down into that region.
|
||
let fx = self.depth_texture_size.width as f32 / self.alloc_size.width.max(1) as f32;
|
||
let fy = self.depth_texture_size.height as f32 / self.alloc_size.height.max(1) as f32;
|
||
queue.write_buffer(
|
||
&self.blit_uniform_buffer,
|
||
0,
|
||
bytemuck::cast_slice(&[
|
||
uv_offset[0] * fx,
|
||
uv_offset[1] * fy,
|
||
uv_scale[0] * fx,
|
||
uv_scale[1] * fy,
|
||
]),
|
||
);
|
||
}
|
||
|
||
/// 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,
|
||
};
|
||
|
||
// Scene-render cache: when `prepare` found this frame pixel-identical
|
||
// to the last (unchanged view / geometry / selection / preview), the
|
||
// resolve texture already holds the image. Skip every geometry pass +
|
||
// the MSAA resolve and fall straight through to the blit below. This
|
||
// is what makes a pure cursor move cost one fullscreen blit instead of
|
||
// re-rasterizing the whole drawing every frame.
|
||
if !self.skip_geometry {
|
||
// ── 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), Some(pipeline)) =
|
||
(&self.gpu_hatch, &self.hatch_pipeline)
|
||
{
|
||
// Skipped while navigating (interaction LOD) — the per-pixel
|
||
// hatch pass dominates the GPU frame on hatch-heavy drawings.
|
||
if !self.skip_hatch_frame {
|
||
pass.set_pipeline(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);
|
||
}
|
||
}
|
||
|
||
// WebGL2: the batched `gpu_hatch` is always None (no storage
|
||
// buffers), so draw the texture-backed per-hatch renderer in this
|
||
// same pass (before wires, so wires stay on top). (#204)
|
||
#[cfg(target_arch = "wasm32")]
|
||
if !self.skip_hatch_frame {
|
||
pass.set_pipeline(&self.hatch_web_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
for hatch in &self.gpu_hatches_web {
|
||
pass.set_bind_group(1, &hatch.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
|
||
pass.draw(0..6, 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 (batched) ────────────────────────────────
|
||
if !self.gpu_mesh_batch.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;
|
||
// Each path now binds a chunk's buffers and draws the whole chunk in
|
||
// one call — a handful of draws total instead of one per solid. No
|
||
// per-solid LOD / frustum cull in the batched path (the batch is
|
||
// resident in full); that is reintroduced separately if needed.
|
||
if hidden_line {
|
||
// Depth-only prepass: every solid surface occludes hidden edges,
|
||
// so both the opaque and the transparent tris write depth here.
|
||
pass.set_pipeline(&self.mesh_depth_pipeline);
|
||
for c in &self.gpu_mesh_batch {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
if c.index_count != 0 {
|
||
pass.set_index_buffer(
|
||
c.index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
pass.draw_indexed(0..c.index_count, 0, 0..1);
|
||
}
|
||
if c.transp_index_count != 0 {
|
||
pass.set_index_buffer(
|
||
c.transp_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
pass.draw_indexed(0..c.transp_index_count, 0, 0..1);
|
||
}
|
||
}
|
||
pass.set_pipeline(&self.mesh_wireframe_pipeline);
|
||
for c in &self.gpu_mesh_batch {
|
||
// Plain-mesh triangulation edges.
|
||
if c.wire_index_count != 0 {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(
|
||
c.wire_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
|
||
}
|
||
// ACIS solid B-rep feature edges (LineList, non-indexed).
|
||
if c.edge_vertex_count != 0 {
|
||
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
|
||
pass.draw(0..c.edge_vertex_count, 0..1);
|
||
}
|
||
}
|
||
} else {
|
||
if mesh_wireframe {
|
||
pass.set_pipeline(&self.mesh_wireframe_pipeline);
|
||
for c in &self.gpu_mesh_batch {
|
||
if c.wire_index_count != 0 {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(
|
||
c.wire_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
|
||
}
|
||
if c.edge_vertex_count != 0 {
|
||
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
|
||
pass.draw(0..c.edge_vertex_count, 0..1);
|
||
}
|
||
}
|
||
} else {
|
||
// Opaque fills first (they write depth).
|
||
pass.set_pipeline(&self.mesh_pipeline);
|
||
for c in &self.gpu_mesh_batch {
|
||
if c.index_count == 0 {
|
||
continue;
|
||
}
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(c.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||
pass.draw_indexed(0..c.index_count, 0, 0..1);
|
||
}
|
||
// Transparent fills last, with depth writes disabled, so they
|
||
// blend over the opaque geometry behind them instead of
|
||
// culling it via the depth buffer.
|
||
pass.set_pipeline(&self.mesh_transparent_pipeline);
|
||
for c in &self.gpu_mesh_batch {
|
||
if c.transp_index_count == 0 {
|
||
continue;
|
||
}
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(
|
||
c.transp_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
pass.draw_indexed(0..c.transp_index_count, 0, 0..1);
|
||
}
|
||
}
|
||
// Selection / hover highlight: tinted copies of the picked
|
||
// solids, drawn last with the Always-depth highlight pipeline so
|
||
// the tint shows on top even when the solid is behind others.
|
||
if !self.gpu_mesh_highlight.is_empty() {
|
||
pass.set_pipeline(&self.mesh_highlight_pipeline);
|
||
for g in &self.gpu_mesh_highlight {
|
||
if g.index_count == 0 {
|
||
continue;
|
||
}
|
||
pass.set_vertex_buffer(0, g.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(g.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||
pass.draw_indexed(0..g.index_count, 0, 0..1);
|
||
}
|
||
}
|
||
// *WithEdges variants: overlay edge segments on top of the shaded
|
||
// fill in black (mesh_edge_black_pipeline). The LessEqual depth
|
||
// test keeps the edges visible over the fragments the fill wrote.
|
||
if want_solid_with_edges {
|
||
pass.set_pipeline(&self.mesh_edge_black_pipeline);
|
||
for c in &self.gpu_mesh_batch {
|
||
if c.wire_index_count != 0 {
|
||
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(
|
||
c.wire_index_buffer.slice(..),
|
||
wgpu::IndexFormat::Uint32,
|
||
);
|
||
pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
|
||
}
|
||
if c.edge_vertex_count != 0 {
|
||
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
|
||
pass.draw(0..c.edge_vertex_count, 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 {
|
||
if let Some(bg) = &edges.const_bind_group {
|
||
pass.set_bind_group(1, bg.as_ref(), &[]);
|
||
}
|
||
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, &[]);
|
||
// In a filled-with-edges mode the mesh outline edges frame the shaded
|
||
// fill and should read black; wireframe / hidden-line keep the entity
|
||
// colour. `wire_black_pipeline` shares the wire layout, so the switch
|
||
// needs no bind-group rebind.
|
||
let want_solid_with_edges = !hidden_line && !mesh_wireframe && show_3d_edges;
|
||
let mut scissor_active = false;
|
||
let mut black_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;
|
||
}
|
||
let use_black = want_solid_with_edges && wire.is_3d_mesh_edge;
|
||
if use_black != black_active {
|
||
pass.set_pipeline(if use_black {
|
||
&self.wire_black_pipeline
|
||
} else {
|
||
&self.wire_pipeline
|
||
});
|
||
black_active = use_black;
|
||
}
|
||
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;
|
||
}
|
||
_ => {}
|
||
}
|
||
if let Some(bg) = &wire.const_bind_group {
|
||
pass.set_bind_group(1, bg.as_ref(), &[]);
|
||
}
|
||
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);
|
||
}
|
||
// Live overlay wires (command preview / interim / grip drag) always
|
||
// on top: the xray pipeline (depth_compare=Always, no depth write)
|
||
// keeps them visible through any occluding geometry — a 3D solid, or
|
||
// 2D geometry drawn in front — so a command preview is never hidden.
|
||
// No scissor.
|
||
if self.gpu_preview_wires.iter().any(|pw| pw.instance_count > 0) {
|
||
pass.set_pipeline(&self.wire_xray_pipeline);
|
||
for pw in &self.gpu_preview_wires {
|
||
if pw.instance_count > 0 {
|
||
if let Some(bg) = &pw.const_bind_group {
|
||
pass.set_bind_group(1, bg.as_ref(), &[]);
|
||
}
|
||
pass.set_vertex_buffer(0, pw.instance_buffer.slice(..));
|
||
pass.draw(0..6, 0..pw.instance_count);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Pass 5c: SDF text quads (drawn over wires) ────────────────────
|
||
// The highlight buffer (selected / hovered text, tinted) is drawn in
|
||
// the same pass right after the base text so it recolours those glyphs.
|
||
if let Some(atlas) = &self.text_atlas_gpu {
|
||
let have_base = self.text_vbuf.is_some() && self.text_vcount > 0;
|
||
let have_hl = self.text_highlight_vbuf.is_some() && self.text_highlight_vcount > 0;
|
||
let have_preview =
|
||
self.text_preview_vbuf.is_some() && self.text_preview_vcount > 0;
|
||
if have_base || have_hl || have_preview {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("text.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.text_pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_bind_group(1, &atlas.bind_group, &[]);
|
||
if let Some(vbuf) = &self.text_vbuf {
|
||
if self.text_vcount > 0 {
|
||
pass.set_vertex_buffer(0, vbuf.slice(..));
|
||
pass.draw(0..self.text_vcount, 0..1);
|
||
}
|
||
}
|
||
if let Some(hlbuf) = &self.text_highlight_vbuf {
|
||
if self.text_highlight_vcount > 0 {
|
||
pass.set_vertex_buffer(0, hlbuf.slice(..));
|
||
pass.draw(0..self.text_highlight_vcount, 0..1);
|
||
}
|
||
}
|
||
// Grip-drag / command-preview glyphs, drawn over the base text.
|
||
if let Some(pbuf) = &self.text_preview_vbuf {
|
||
if self.text_preview_vcount > 0 {
|
||
pass.set_vertex_buffer(0, pbuf.slice(..));
|
||
pass.draw(0..self.text_preview_vcount, 0..1);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── 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.wipeout_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 {
|
||
if let Some(bg) = &wire.const_bind_group {
|
||
pass.set_bind_group(1, bg.as_ref(), &[]);
|
||
}
|
||
pass.set_vertex_buffer(0, wire.instance_buffer.slice(..));
|
||
pass.draw(0..6, 0..wire.instance_count);
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Resolve MSAA → resolve texture ────────────────────────────────
|
||
// Both are the same (rounded `alloc_size`) offscreen texture, so the
|
||
// resolve never touches the surface. Only the drawn [0, render_size]
|
||
// corner holds content; the rounded border stays the cleared bg color
|
||
// and is never sampled (the blit UV is scaled to render/alloc).
|
||
{
|
||
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.
|
||
}
|
||
} // end `if !self.skip_geometry`
|
||
|
||
// ── 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>) {
|
||
// Record the requested render size every frame (the blit UV scale reads
|
||
// it); only reallocate the textures when the *rounded* size changes.
|
||
self.depth_texture_size = size;
|
||
let alloc = Size::new(round_up_tex(size.width), round_up_tex(size.height));
|
||
if self.alloc_size != alloc {
|
||
let size = alloc;
|
||
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.alloc_size = alloc;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Round a texture dimension up to a coarse grid so a live divider drag
|
||
/// doesn't recreate the depth / MSAA / resolve textures on every frame. See
|
||
/// `alloc_size` — this is the mitigation for the Windows-Firefox freeze (#191).
|
||
fn round_up_tex(n: u32) -> u32 {
|
||
const GRID: u32 = 128;
|
||
((n.max(1) + GRID - 1) / GRID) * GRID
|
||
}
|
||
|
||
/// 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_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
clip_w: u32,
|
||
clip_h: u32,
|
||
) -> usize {
|
||
let diag_px = aabb_diagonal_pixels(mesh.world_aabb, view_rot, eye, 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_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
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_rot.project_point3((glam::DVec3::new(x0 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x0 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
];
|
||
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. `WipeoutGpu.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_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
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_rot.project_point3((glam::DVec3::new(x0 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x0 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
];
|
||
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_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
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_rot.project_point3((glam::DVec3::new(x0 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x0 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
];
|
||
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_rot: glam::Mat4,
|
||
eye: glam::DVec3,
|
||
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_rot.project_point3((glam::DVec3::new(x0 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y0 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x0 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
view_rot.project_point3((glam::DVec3::new(x1 as f64, y1 as f64, 0.0) - eye).as_vec3()),
|
||
];
|
||
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,
|
||
/// The resident wire batches, keyed by `wire_content_id` and shared across
|
||
/// every slot (and every pane — one `MultiPipeline` backs all of them) that
|
||
/// renders the same content. `prepare` builds an entry once on a cache miss
|
||
/// then hands `Arc` clones to each slot, so N paper viewports / Model tiles
|
||
/// showing one identical resident set upload the wire vertex buffers exactly
|
||
/// once between them instead of once per slot. Kept trim by dropping entries
|
||
/// no slot still references (`Arc::strong_count == 1`) once it grows past a
|
||
/// small bound.
|
||
pub(crate) wire_buffer_cache: rustc_hash::FxHashMap<
|
||
u64,
|
||
(
|
||
std::sync::Arc<Vec<WireGpu>>,
|
||
std::sync::Arc<rustc_hash::FxHashMap<u64, Vec<u32>>>,
|
||
),
|
||
>,
|
||
}
|
||
|
||
impl MultiPipeline {
|
||
/// Ensure at least `n` (≥1) inner pipelines exist, creating any missing
|
||
/// ones. Grow-only: extra pipelines are NOT dropped, because per-pane Model
|
||
/// shader widgets share this storage and each only touches its own slot —
|
||
/// truncating mid-frame would destroy another pane's slot. Stale inners (a
|
||
/// closed pane, or fewer paper viewports) are harmless idle GPU resources.
|
||
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));
|
||
}
|
||
}
|
||
}
|
||
|
||
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,
|
||
wire_buffer_cache: rustc_hash::FxHashMap::default(),
|
||
}
|
||
}
|
||
}
|