forked from 1b-agent/opencadstudio-upstream
The UCS icon now anchors to the projected UCS origin when it is on-screen (falling back to the bottom-left corner), and becomes a selectable object: hover highlights it, a click shows draggable grips, and dragging the origin grip relocates the UCS while the X/Y tip grips rotate it. Drags snap to geometry/grid through the existing snapper, and the new UCS is persisted on release. The icon stays selectable while parked in the corner. Also make the ViewCube compass (N/E/S/W) world-fixed: the cube body still reorients with the active UCS, but the cardinals project through a camera-only rotation and snap in world frame, so the directions no longer spin with the UCS. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
1466 lines
50 KiB
Rust
1466 lines
50 KiB
Rust
// ViewCube wgpu pipeline — OpenCADStudio-style interactive 3D navigation cube.
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//
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// 26 selectable regions: 6 faces + 12 edges + 8 corners.
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// Phong shading + hover highlight passed as uniform.
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// Hit-test is 100% CPU — no GPU readback needed.
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//
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// The ViewCube rotation matrix is derived directly from the camera quaternion
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// (cam_rotation: Mat4) everywhere — shader, text labels, hit-test, hover-id.
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// This eliminates gimbal lock at top/bottom views and keeps the cube in sync
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// with arcball orbit at all angles.
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use bytemuck::{Pod, Zeroable};
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use glam::{Mat4, Vec3, Vec4};
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use iced::wgpu;
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use iced::{Rectangle, Size};
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// ── ViewCube layout ───────────────────────────────────────────────────────
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pub const VIEWCUBE_PX: u32 = 120;
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pub const VIEWCUBE_SCALE: f32 = 0.36;
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pub const VIEWCUBE_DRAW_PX: f32 = VIEWCUBE_PX as f32 * VIEWCUBE_SCALE * 2.0;
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pub const VIEWCUBE_PAD: f32 = 12.0;
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/// The cube centre is inset from the screen corner by this multiple of the
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/// cube half-size, leaving room for the compass ring and the nav controls
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/// (home / roll / nudge) drawn around it.
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pub const NAV_INSET_F: f32 = 2.2;
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/// Side of the whole nav widget (cube + compass ring + controls) in pixels.
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pub const VIEWCUBE_REGION_PX: f32 = VIEWCUBE_DRAW_PX * NAV_INSET_F;
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/// Z height of the compass ring + cardinals in cube-local space. The cube
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/// spans ±1, so −1 parks the ring at the cube's base — it sits *under* the
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/// cube in 3D views and reads as a ground compass.
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const RING_Z: f32 = -1.0;
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/// Horizontal radius of the N/E/S/W cardinal letters — the ring's mid-line, so
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/// they sit painted on the ring band.
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const R_CARD: f32 = 1.57;
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/// Compass cardinal directions, mapped to a side-face snap when clicked.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Cardinal {
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North,
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East,
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South,
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West,
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}
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/// 90° view nudge directions (tip the cube up/down or spin it left/right).
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum NudgeDir {
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Up,
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Down,
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Left,
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Right,
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}
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const FACE_LABELS: [&str; 6] = ["TOP", "BOTTOM", "FRONT", "BACK", "RIGHT", "LEFT"];
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const FACE_CENTERS: [[f32; 3]; 6] = [
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[0.0, 0.0, 1.0],
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[0.0, 0.0, -1.0],
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[0.0, -1.0, 0.0],
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[0.0, 1.0, 0.0],
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[1.0, 0.0, 0.0],
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[-1.0, 0.0, 0.0],
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];
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pub const FACE_TOP: usize = 0;
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pub const FACE_BOTTOM: usize = 1;
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pub const FACE_FRONT: usize = 2;
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pub const FACE_BACK: usize = 3;
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pub const FACE_RIGHT: usize = 4;
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pub const FACE_LEFT: usize = 5;
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pub const EDGE_TOP_FRONT: usize = 6;
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pub const EDGE_TOP_BACK: usize = 7;
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pub const EDGE_TOP_RIGHT: usize = 8;
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pub const EDGE_TOP_LEFT: usize = 9;
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pub const EDGE_BOT_FRONT: usize = 10;
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pub const EDGE_BOT_BACK: usize = 11;
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pub const EDGE_BOT_RIGHT: usize = 12;
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pub const EDGE_BOT_LEFT: usize = 13;
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pub const EDGE_FRONT_RIGHT: usize = 14;
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pub const EDGE_FRONT_LEFT: usize = 15;
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pub const EDGE_BACK_RIGHT: usize = 16;
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pub const EDGE_BACK_LEFT: usize = 17;
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pub const CORNER_TPF_R: usize = 18;
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pub const CORNER_TPF_L: usize = 19;
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pub const CORNER_TBK_R: usize = 20;
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pub const CORNER_TBK_L: usize = 21;
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pub const CORNER_BTF_R: usize = 22;
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pub const CORNER_BTF_L: usize = 23;
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pub const CORNER_BBK_R: usize = 24;
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pub const CORNER_BBK_L: usize = 25;
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pub const NUM_REGIONS: usize = 26;
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum CubeRegion {
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Face(usize),
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Edge(usize),
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Corner(usize),
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}
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impl CubeRegion {
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pub fn id(self) -> usize {
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match self {
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Self::Face(i) | Self::Edge(i) | Self::Corner(i) => i,
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}
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}
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/// Unit eye-direction vector (from target toward the camera) that
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/// looks straight at this region. Used by `Camera::snap_to_direction`
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/// which derives the full orientation by re-using the current
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/// camera's up vector, projected onto the plane perpendicular to
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/// this direction — so clicking an edge spins the cube around the
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/// edge without rolling the user's "up" sense.
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pub fn snap_direction(self) -> glam::Vec3 {
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let c = region_centroids()[self.id()];
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glam::Vec3::new(c[0], c[1], c[2]).normalize_or(glam::Vec3::Z)
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}
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pub fn opposite(self) -> CubeRegion {
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match self {
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CubeRegion::Face(FACE_TOP) => CubeRegion::Face(FACE_BOTTOM),
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CubeRegion::Face(FACE_BOTTOM) => CubeRegion::Face(FACE_TOP),
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CubeRegion::Face(FACE_FRONT) => CubeRegion::Face(FACE_BACK),
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CubeRegion::Face(FACE_BACK) => CubeRegion::Face(FACE_FRONT),
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CubeRegion::Face(FACE_RIGHT) => CubeRegion::Face(FACE_LEFT),
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CubeRegion::Face(FACE_LEFT) => CubeRegion::Face(FACE_RIGHT),
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other => other,
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}
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}
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pub fn label(self) -> &'static str {
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match self.id() {
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0 => "TOP",
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1 => "BOTTOM",
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2 => "FRONT",
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3 => "BACK",
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4 => "RIGHT",
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5 => "LEFT",
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6 => "Top Front",
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7 => "Top Back",
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8 => "Top Right",
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9 => "Top Left",
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10 => "Bot Front",
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11 => "Bot Back",
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12 => "Bot Right",
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13 => "Bot Left",
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14 => "Front Right",
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15 => "Front Left",
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16 => "Back Right",
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17 => "Back Left",
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18 => "Top Front Right",
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19 => "Top Front Left",
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20 => "Top Back Right",
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21 => "Top Back Left",
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22 => "Bot Front Right",
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23 => "Bot Front Left",
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24 => "Bot Back Right",
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25 => "Bot Back Left",
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_ => "?",
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}
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}
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}
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// ── Vertex ────────────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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pub struct CubeVertex {
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pub pos: [f32; 3],
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pub normal: [f32; 3],
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pub color: [f32; 3],
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pub region_f: f32,
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}
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impl CubeVertex {
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const ATTRIBS: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![
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0 => Float32x3, 1 => Float32x3, 2 => Float32x3, 3 => Float32,
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];
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pub fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Self>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &Self::ATTRIBS,
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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pub struct CubeUniforms {
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pub view_proj: [f32; 16],
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pub rotation: [f32; 16],
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pub hover_region: [f32; 4],
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}
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impl CubeUniforms {
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/// Build uniforms from the camera quaternion-derived rotation matrix.
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/// `cam_rotation` = `Mat4::from_quat(camera.rotation)`.
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pub fn new(
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cam_rotation: Mat4,
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cube_px: u32,
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vp_w: u32,
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vp_h: u32,
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hover: Option<usize>,
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) -> Self {
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let (hw, hh) = (vp_w as f32 * 0.5, vp_h as f32 * 0.5);
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let cube_half = cube_px as f32 * VIEWCUBE_SCALE;
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// Inset the cube centre to leave room for the ring + controls.
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let inset = cube_half * NAV_INSET_F;
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let cx = hw - inset - VIEWCUBE_PAD;
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let cy = hh - inset - VIEWCUBE_PAD;
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let view_proj = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
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* Mat4::from_translation(Vec3::new(cx, cy, 0.0))
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* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
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Self {
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view_proj: view_proj.to_cols_array(),
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rotation: cam_rotation.to_cols_array(),
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hover_region: [
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hover.map(|h| h as f32 / 25.0).unwrap_or(-1.0),
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0.0,
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0.0,
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0.0,
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],
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}
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}
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}
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// ── Bitmap text ───────────────────────────────────────────────────────────
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const GLYPH_W: usize = 5;
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const GLYPH_H: usize = 7;
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const CELL_W: usize = 6;
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const CELL_H: usize = 8;
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const ATLAS_COLS: usize = 8;
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const ATLAS_ROWS: usize = 3;
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const MAX_LABEL_CHARS: usize = 6;
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const LABEL_COUNT: usize = 6;
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// Face labels + the four compass cardinals (one glyph each).
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const MAX_GLYPHS: usize = MAX_LABEL_CHARS * LABEL_COUNT + 4;
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const MAX_VERTS: usize = MAX_GLYPHS * 6;
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct TextUniforms {
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screen: [f32; 2],
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_pad: [f32; 2],
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}
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct TextVertex {
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pos: [f32; 2],
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uv: [f32; 2],
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color: [f32; 4],
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}
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impl TextVertex {
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const ATTRIBS: [wgpu::VertexAttribute; 3] = wgpu::vertex_attr_array![
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0 => Float32x2, 1 => Float32x2, 2 => Float32x4,
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];
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Self>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &Self::ATTRIBS,
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}
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}
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}
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fn glyph_index(c: char) -> Option<usize> {
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match c {
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'A' => Some(0),
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'B' => Some(1),
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'C' => Some(2),
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'E' => Some(3),
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'F' => Some(4),
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'G' => Some(5),
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'H' => Some(6),
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'I' => Some(7),
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'K' => Some(8),
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'L' => Some(9),
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'M' => Some(10),
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'N' => Some(11),
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'O' => Some(12),
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'P' => Some(13),
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'R' => Some(14),
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'T' => Some(15),
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'S' => Some(16),
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'W' => Some(17),
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_ => None,
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}
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}
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fn glyph_rows(c: char) -> [u8; GLYPH_H] {
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match c {
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'A' => [
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0b01110, 0b10001, 0b10001, 0b11111, 0b10001, 0b10001, 0b10001,
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],
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'B' => [
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0b11110, 0b10001, 0b10001, 0b11110, 0b10001, 0b10001, 0b11110,
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],
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'C' => [
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0b01111, 0b10000, 0b10000, 0b10000, 0b10000, 0b10000, 0b01111,
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],
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'E' => [
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0b11111, 0b10000, 0b10000, 0b11110, 0b10000, 0b10000, 0b11111,
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],
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'F' => [
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0b11111, 0b10000, 0b10000, 0b11110, 0b10000, 0b10000, 0b10000,
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],
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'G' => [
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0b01111, 0b10000, 0b10000, 0b10011, 0b10001, 0b10001, 0b01111,
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],
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'H' => [
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0b10001, 0b10001, 0b10001, 0b11111, 0b10001, 0b10001, 0b10001,
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],
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'I' => [
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0b11111, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100, 0b11111,
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],
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'K' => [
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0b10001, 0b10010, 0b10100, 0b11000, 0b10100, 0b10010, 0b10001,
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],
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'L' => [
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0b10000, 0b10000, 0b10000, 0b10000, 0b10000, 0b10000, 0b11111,
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],
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'M' => [
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0b10001, 0b11011, 0b10101, 0b10101, 0b10001, 0b10001, 0b10001,
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],
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'N' => [
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0b10001, 0b11001, 0b10101, 0b10011, 0b10001, 0b10001, 0b10001,
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],
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'O' => [
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0b01110, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01110,
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],
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'P' => [
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0b11110, 0b10001, 0b10001, 0b11110, 0b10000, 0b10000, 0b10000,
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],
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'R' => [
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0b11110, 0b10001, 0b10001, 0b11110, 0b10100, 0b10010, 0b10001,
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],
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'T' => [
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0b11111, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100,
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],
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'S' => [
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0b01111, 0b10000, 0b10000, 0b01110, 0b00001, 0b00001, 0b11110,
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],
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'W' => [
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0b10001, 0b10001, 0b10001, 0b10101, 0b10101, 0b11011, 0b10001,
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],
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_ => [0; GLYPH_H],
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}
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}
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fn build_atlas() -> (Vec<u8>, u32, u32) {
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let w = (ATLAS_COLS * CELL_W) as u32;
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let h = (ATLAS_ROWS * CELL_H) as u32;
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let mut data = vec![0u8; (w * h) as usize];
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let glyphs = [
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'A', 'B', 'C', 'E', 'F', 'G', 'H', 'I', 'K', 'L', 'M', 'N', 'O', 'P', 'R', 'T', 'S', 'W',
|
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];
|
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for (i, &ch) in glyphs.iter().enumerate() {
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let col = i % ATLAS_COLS;
|
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let row = i / ATLAS_COLS;
|
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let x0 = col * CELL_W;
|
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let y0 = row * CELL_H;
|
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let rows = glyph_rows(ch);
|
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for y in 0..GLYPH_H {
|
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let bits = rows[y];
|
||
for x in 0..GLYPH_W {
|
||
if (bits >> (GLYPH_W - 1 - x)) & 1 == 0 {
|
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continue;
|
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}
|
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data[(y0 + y) as usize * w as usize + (x0 + x)] = 255;
|
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}
|
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}
|
||
}
|
||
(data, w, h)
|
||
}
|
||
|
||
fn glyph_uv(index: usize, atlas_w: f32, atlas_h: f32) -> (f32, f32, f32, f32) {
|
||
let col = index % ATLAS_COLS;
|
||
let row = index / ATLAS_COLS;
|
||
let x0 = (col * CELL_W) as f32;
|
||
let y0 = (row * CELL_H) as f32;
|
||
(
|
||
x0 / atlas_w,
|
||
y0 / atlas_h,
|
||
(x0 + GLYPH_W as f32) / atlas_w,
|
||
(y0 + GLYPH_H as f32) / atlas_h,
|
||
)
|
||
}
|
||
|
||
struct ViewCubeText {
|
||
pipeline: wgpu::RenderPipeline,
|
||
vertex_buffer: wgpu::Buffer,
|
||
vertex_capacity: u32,
|
||
vertex_count: u32,
|
||
uniform_buffer: wgpu::Buffer,
|
||
bind_group: wgpu::BindGroup,
|
||
atlas_w: f32,
|
||
atlas_h: f32,
|
||
}
|
||
|
||
impl ViewCubeText {
|
||
fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
|
||
let (atlas, w, h) = build_atlas();
|
||
let atlas_tex = device.create_texture(&wgpu::TextureDescriptor {
|
||
label: Some("vc.text_atlas"),
|
||
size: wgpu::Extent3d {
|
||
width: w,
|
||
height: h,
|
||
depth_or_array_layers: 1,
|
||
},
|
||
mip_level_count: 1,
|
||
sample_count: 1,
|
||
dimension: wgpu::TextureDimension::D2,
|
||
format: wgpu::TextureFormat::R8Unorm,
|
||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||
view_formats: &[],
|
||
});
|
||
let bytes_per_row = w;
|
||
let aligned_bpr = ((bytes_per_row + 255) / 256) * 256;
|
||
let atlas_bytes = if aligned_bpr == bytes_per_row {
|
||
atlas
|
||
} else {
|
||
let mut padded = vec![0u8; (aligned_bpr * h) as usize];
|
||
for row in 0..h as usize {
|
||
let src = row * bytes_per_row as usize;
|
||
let dst = row * aligned_bpr as usize;
|
||
padded[dst..dst + bytes_per_row as usize]
|
||
.copy_from_slice(&atlas[src..src + bytes_per_row as usize]);
|
||
}
|
||
padded
|
||
};
|
||
queue.write_texture(
|
||
atlas_tex.as_image_copy(),
|
||
&atlas_bytes,
|
||
wgpu::TexelCopyBufferLayout {
|
||
offset: 0,
|
||
bytes_per_row: Some(aligned_bpr),
|
||
rows_per_image: Some(h),
|
||
},
|
||
wgpu::Extent3d {
|
||
width: w,
|
||
height: h,
|
||
depth_or_array_layers: 1,
|
||
},
|
||
);
|
||
let atlas_view = atlas_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||
label: Some("vc.text_sampler"),
|
||
mag_filter: wgpu::FilterMode::Nearest,
|
||
min_filter: wgpu::FilterMode::Nearest,
|
||
..Default::default()
|
||
});
|
||
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||
label: Some("vc.text_uniform"),
|
||
size: std::mem::size_of::<TextUniforms>() as u64,
|
||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||
mapped_at_creation: false,
|
||
});
|
||
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("vc.text_bgl"),
|
||
entries: &[
|
||
wgpu::BindGroupLayoutEntry {
|
||
binding: 0,
|
||
visibility: wgpu::ShaderStages::VERTEX,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Uniform,
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
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::Texture {
|
||
multisampled: false,
|
||
view_dimension: wgpu::TextureViewDimension::D2,
|
||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
},
|
||
count: None,
|
||
},
|
||
],
|
||
});
|
||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("vc.text_bg"),
|
||
layout: &bgl,
|
||
entries: &[
|
||
wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: uniform_buffer.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 1,
|
||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 2,
|
||
resource: wgpu::BindingResource::TextureView(&atlas_view),
|
||
},
|
||
],
|
||
});
|
||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("vc.text_layout"),
|
||
bind_group_layouts: &[&bgl],
|
||
push_constant_ranges: &[],
|
||
});
|
||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("vc.text_shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/viewcube_text.wgsl"
|
||
))),
|
||
});
|
||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("vc.text_pipe"),
|
||
layout: Some(&layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[TextVertex::desc()],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
},
|
||
primitive: wgpu::PrimitiveState {
|
||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||
cull_mode: None,
|
||
..Default::default()
|
||
},
|
||
depth_stencil: None,
|
||
multisample: wgpu::MultisampleState::default(),
|
||
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,
|
||
});
|
||
let vertex_capacity = MAX_VERTS as u32;
|
||
let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||
label: Some("vc.text_vb"),
|
||
size: (vertex_capacity as usize * std::mem::size_of::<TextVertex>()) as u64,
|
||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||
mapped_at_creation: false,
|
||
});
|
||
Self {
|
||
pipeline,
|
||
vertex_buffer,
|
||
vertex_capacity,
|
||
vertex_count: 0,
|
||
uniform_buffer,
|
||
bind_group,
|
||
atlas_w: w as f32,
|
||
atlas_h: h as f32,
|
||
}
|
||
}
|
||
|
||
/// Update text labels using the quaternion-derived rotation matrix.
|
||
fn update(
|
||
&mut self,
|
||
queue: &wgpu::Queue,
|
||
cam_rotation: Mat4,
|
||
compass_rotation: Mat4,
|
||
vp_w: u32,
|
||
vp_h: u32,
|
||
cube_px: u32,
|
||
) {
|
||
let (vw, vh) = (vp_w as f32, vp_h as f32);
|
||
let cube_half = cube_px as f32 * VIEWCUBE_SCALE;
|
||
let inset = cube_half * NAV_INSET_F;
|
||
let (hw, hh) = (vw * 0.5, vh * 0.5);
|
||
let view_proj = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
|
||
* Mat4::from_translation(Vec3::new(
|
||
hw - inset - VIEWCUBE_PAD,
|
||
hh - inset - VIEWCUBE_PAD,
|
||
0.0,
|
||
))
|
||
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
|
||
|
||
// Glyph size in cube-local units. Letters are laid out on the face
|
||
// plane itself (not screen-aligned), so they skew with perspective and
|
||
// look painted onto the surface as the cube rotates.
|
||
const GW: f32 = 0.17; // glyph width
|
||
const GH: f32 = 0.24; // glyph height
|
||
const ADV: f32 = 0.22; // pen advance
|
||
// In-plane (right, up) axes per face, ordered as FACE_CENTERS. Chosen
|
||
// so u × v = outward normal → letters never read mirrored.
|
||
const FACE_U: [[f32; 3]; 6] = [
|
||
[1.0, 0.0, 0.0], // TOP
|
||
[-1.0, 0.0, 0.0], // BOTTOM
|
||
[1.0, 0.0, 0.0], // FRONT
|
||
[-1.0, 0.0, 0.0], // BACK
|
||
[0.0, 1.0, 0.0], // RIGHT
|
||
[0.0, -1.0, 0.0], // LEFT
|
||
];
|
||
const FACE_V: [[f32; 3]; 6] = [
|
||
[0.0, 1.0, 0.0], // TOP
|
||
[0.0, 1.0, 0.0], // BOTTOM
|
||
[0.0, 0.0, 1.0], // FRONT
|
||
[0.0, 0.0, 1.0], // BACK
|
||
[0.0, 0.0, 1.0], // RIGHT
|
||
[0.0, 0.0, 1.0], // LEFT
|
||
];
|
||
let mut verts: Vec<TextVertex> = Vec::with_capacity(MAX_VERTS);
|
||
let view_dir = Vec3::Z;
|
||
|
||
// Local cube point → screen pixel.
|
||
let project = |local: Vec3| -> Option<[f32; 2]> {
|
||
let world = cam_rotation.transform_point3(local);
|
||
let clip = view_proj * Vec4::new(world.x, world.y, world.z, 1.0);
|
||
if clip.w.abs() < 1e-6 {
|
||
return None;
|
||
}
|
||
Some([
|
||
(clip.x / clip.w + 1.0) * 0.5 * vw,
|
||
(1.0 - clip.y / clip.w) * 0.5 * vh,
|
||
])
|
||
};
|
||
|
||
for (fi, &c) in FACE_CENTERS.iter().enumerate() {
|
||
let face_n = Vec3::from(c);
|
||
let world_n = cam_rotation.transform_vector3(face_n).normalize();
|
||
let dot = world_n.dot(view_dir);
|
||
if dot < 0.12 {
|
||
continue;
|
||
}
|
||
let alpha = ((dot - 0.12) / 0.88).clamp(0.0, 1.0);
|
||
let color = [1.0, 1.0, 1.0, alpha];
|
||
let u = Vec3::from(FACE_U[fi]);
|
||
let v = Vec3::from(FACE_V[fi]);
|
||
let center = face_n; // unit normal = face surface centre (distance E)
|
||
|
||
let label = FACE_LABELS[fi];
|
||
let total_w = label.len() as f32 * ADV;
|
||
let mut pen = -total_w * 0.5;
|
||
for ch in label.chars() {
|
||
let Some(gi) = glyph_index(ch) else {
|
||
pen += ADV;
|
||
continue;
|
||
};
|
||
let (u0, v0, u1, v1) = glyph_uv(gi, self.atlas_w, self.atlas_h);
|
||
// Glyph quad corners on the face plane, then projected.
|
||
let corner = |lx: f32, ly: f32| center + u * lx + v * ly;
|
||
let tl = project(corner(pen, GH * 0.5));
|
||
let tr = project(corner(pen + GW, GH * 0.5));
|
||
let br = project(corner(pen + GW, -GH * 0.5));
|
||
let bl = project(corner(pen, -GH * 0.5));
|
||
if let (Some(tl), Some(tr), Some(br), Some(bl)) = (tl, tr, br, bl) {
|
||
let mk = |pos: [f32; 2], uv: [f32; 2]| TextVertex { pos, uv, color };
|
||
verts.push(mk(tl, [u0, v0]));
|
||
verts.push(mk(tr, [u1, v0]));
|
||
verts.push(mk(br, [u1, v1]));
|
||
verts.push(mk(tl, [u0, v0]));
|
||
verts.push(mk(br, [u1, v1]));
|
||
verts.push(mk(bl, [u0, v1]));
|
||
}
|
||
pen += ADV;
|
||
if verts.len() >= self.vertex_capacity as usize {
|
||
break;
|
||
}
|
||
}
|
||
if verts.len() >= self.vertex_capacity as usize {
|
||
break;
|
||
}
|
||
}
|
||
|
||
// ── Compass cardinals (N / E / S / W) ──────────────────────────────
|
||
// Painted flat onto the ring band (z = RING_Z) so they foreshorten with
|
||
// the ring and read upright in plan. Local axes u = +X, v = +Y give
|
||
// u × v = +Z → never mirrored when seen from above.
|
||
//
|
||
// The compass is world-fixed: it projects through `compass_rotation`
|
||
// (camera only, no UCS), so N/E/S/W stay aligned to world even when the
|
||
// cube reorients with the active UCS.
|
||
let project_world = |local: Vec3| -> Option<[f32; 2]> {
|
||
let world = compass_rotation.transform_point3(local);
|
||
let clip = view_proj * Vec4::new(world.x, world.y, world.z, 1.0);
|
||
if clip.w.abs() < 1e-6 {
|
||
return None;
|
||
}
|
||
Some([
|
||
(clip.x / clip.w + 1.0) * 0.5 * vw,
|
||
(1.0 - clip.y / clip.w) * 0.5 * vh,
|
||
])
|
||
};
|
||
const CARD_GW: f32 = 0.16; // glyph size in cube-local units
|
||
const CARD_GH: f32 = 0.22;
|
||
let cardinals = [
|
||
('N', Vec3::new(0.0, 1.0, 0.0)),
|
||
('E', Vec3::new(1.0, 0.0, 0.0)),
|
||
('S', Vec3::new(0.0, -1.0, 0.0)),
|
||
('W', Vec3::new(-1.0, 0.0, 0.0)),
|
||
];
|
||
for (ch, dir) in cardinals {
|
||
let Some(gi) = glyph_index(ch) else {
|
||
continue;
|
||
};
|
||
let center = Vec3::new(dir.x * R_CARD, dir.y * R_CARD, RING_Z);
|
||
// Dim a cardinal whose ring point sits behind the cube.
|
||
let alpha = if compass_rotation.transform_point3(center).z >= -0.15 {
|
||
1.0
|
||
} else {
|
||
0.5
|
||
};
|
||
let color = [1.0, 1.0, 1.0, alpha];
|
||
let (u0, v0, u1, v1) = glyph_uv(gi, self.atlas_w, self.atlas_h);
|
||
let corner = |lx: f32, ly: f32| center + Vec3::X * lx + Vec3::Y * ly;
|
||
let tl = project_world(corner(-CARD_GW * 0.5, CARD_GH * 0.5));
|
||
let tr = project_world(corner(CARD_GW * 0.5, CARD_GH * 0.5));
|
||
let br = project_world(corner(CARD_GW * 0.5, -CARD_GH * 0.5));
|
||
let bl = project_world(corner(-CARD_GW * 0.5, -CARD_GH * 0.5));
|
||
if let (Some(tl), Some(tr), Some(br), Some(bl)) = (tl, tr, br, bl) {
|
||
let mk = |pos: [f32; 2], uv: [f32; 2]| TextVertex { pos, uv, color };
|
||
verts.push(mk(tl, [u0, v0]));
|
||
verts.push(mk(tr, [u1, v0]));
|
||
verts.push(mk(br, [u1, v1]));
|
||
verts.push(mk(tl, [u0, v0]));
|
||
verts.push(mk(br, [u1, v1]));
|
||
verts.push(mk(bl, [u0, v1]));
|
||
}
|
||
if verts.len() >= self.vertex_capacity as usize {
|
||
break;
|
||
}
|
||
}
|
||
self.vertex_count = verts.len() as u32;
|
||
if self.vertex_count > 0 {
|
||
queue.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&verts));
|
||
}
|
||
queue.write_buffer(
|
||
&self.uniform_buffer,
|
||
0,
|
||
bytemuck::bytes_of(&TextUniforms {
|
||
screen: [vw, vh],
|
||
_pad: [0.0; 2],
|
||
}),
|
||
);
|
||
}
|
||
|
||
fn render(
|
||
&self,
|
||
encoder: &mut wgpu::CommandEncoder,
|
||
target: &wgpu::TextureView,
|
||
clip: Rectangle<u32>,
|
||
) {
|
||
if self.vertex_count == 0 {
|
||
return;
|
||
}
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("vc.text_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(
|
||
clip.x as f32,
|
||
clip.y as f32,
|
||
clip.width as f32,
|
||
clip.height as f32,
|
||
0.0,
|
||
1.0,
|
||
);
|
||
pass.set_pipeline(&self.pipeline);
|
||
pass.set_bind_group(0, &self.bind_group, &[]);
|
||
pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||
pass.draw(0..self.vertex_count, 0..1);
|
||
}
|
||
}
|
||
|
||
// ── Geometry ──────────────────────────────────────────────────────────────
|
||
|
||
const F: f32 = 0.80;
|
||
const E: f32 = 1.00;
|
||
const C_TOP: [f32; 3] = [0.70, 0.80, 0.94];
|
||
const C_BOTTOM: [f32; 3] = [0.32, 0.32, 0.36];
|
||
const C_FRONT: [f32; 3] = [0.80, 0.83, 0.90];
|
||
const C_BACK: [f32; 3] = [0.46, 0.47, 0.52];
|
||
const C_RIGHT: [f32; 3] = [0.62, 0.60, 0.56];
|
||
const C_LEFT: [f32; 3] = [0.54, 0.55, 0.64];
|
||
const C_EDGE: [f32; 3] = [0.24, 0.25, 0.28];
|
||
const C_CORNER: [f32; 3] = [0.16, 0.17, 0.19];
|
||
|
||
fn push_quad(
|
||
corners: [[f32; 3]; 4],
|
||
rgb: [f32; 3],
|
||
region: usize,
|
||
vs: &mut Vec<CubeVertex>,
|
||
is: &mut Vec<u32>,
|
||
) {
|
||
let mut cs = corners;
|
||
let center = {
|
||
let s = Vec3::from(cs[0]) + Vec3::from(cs[1]) + Vec3::from(cs[2]) + Vec3::from(cs[3]);
|
||
(s * 0.25).normalize_or_zero()
|
||
};
|
||
let mut n = (Vec3::from(cs[1]) - Vec3::from(cs[0]))
|
||
.cross(Vec3::from(cs[3]) - Vec3::from(cs[0]))
|
||
.normalize_or_zero();
|
||
if n.dot(center) < 0.0 {
|
||
cs = [cs[0], cs[3], cs[2], cs[1]];
|
||
n = (Vec3::from(cs[1]) - Vec3::from(cs[0]))
|
||
.cross(Vec3::from(cs[3]) - Vec3::from(cs[0]))
|
||
.normalize_or_zero();
|
||
}
|
||
let n = n.to_array();
|
||
let rf = region as f32 / 25.0;
|
||
let base = vs.len() as u32;
|
||
for pos in cs {
|
||
vs.push(CubeVertex {
|
||
pos,
|
||
normal: n,
|
||
color: rgb,
|
||
region_f: rf,
|
||
});
|
||
}
|
||
is.extend_from_slice(&[base, base + 1, base + 2, base, base + 2, base + 3]);
|
||
}
|
||
|
||
fn push_tri(
|
||
a: [f32; 3],
|
||
b: [f32; 3],
|
||
c: [f32; 3],
|
||
rgb: [f32; 3],
|
||
region: usize,
|
||
vs: &mut Vec<CubeVertex>,
|
||
is: &mut Vec<u32>,
|
||
) {
|
||
let mut b = b;
|
||
let mut c = c;
|
||
let center = {
|
||
let s = Vec3::from(a) + Vec3::from(b) + Vec3::from(c);
|
||
(s / 3.0).normalize_or_zero()
|
||
};
|
||
let mut n = (Vec3::from(b) - Vec3::from(a))
|
||
.cross(Vec3::from(c) - Vec3::from(a))
|
||
.normalize_or_zero();
|
||
if n.dot(center) < 0.0 {
|
||
std::mem::swap(&mut b, &mut c);
|
||
n = (Vec3::from(b) - Vec3::from(a))
|
||
.cross(Vec3::from(c) - Vec3::from(a))
|
||
.normalize_or_zero();
|
||
}
|
||
let n = n.to_array();
|
||
let rf = region as f32 / 25.0;
|
||
let base = vs.len() as u32;
|
||
for pos in [a, b, c] {
|
||
vs.push(CubeVertex {
|
||
pos,
|
||
normal: n,
|
||
color: rgb,
|
||
region_f: rf,
|
||
});
|
||
}
|
||
is.extend_from_slice(&[base, base + 1, base + 2]);
|
||
}
|
||
|
||
pub fn build_geometry() -> (Vec<CubeVertex>, Vec<u32>) {
|
||
let (mut vs, mut is) = (Vec::<CubeVertex>::new(), Vec::<u32>::new());
|
||
push_quad(
|
||
[[-F, -F, E], [F, -F, E], [F, F, E], [-F, F, E]],
|
||
C_TOP,
|
||
FACE_TOP,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-F, F, -E], [F, F, -E], [F, -F, -E], [-F, -F, -E]],
|
||
C_BOTTOM,
|
||
FACE_BOTTOM,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[F, -E, -F], [-F, -E, -F], [-F, -E, F], [F, -E, F]],
|
||
C_FRONT,
|
||
FACE_FRONT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-F, E, -F], [F, E, -F], [F, E, F], [-F, E, F]],
|
||
C_BACK,
|
||
FACE_BACK,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[E, F, -F], [E, -F, -F], [E, -F, F], [E, F, F]],
|
||
C_RIGHT,
|
||
FACE_RIGHT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-E, -F, -F], [-E, F, -F], [-E, F, F], [-E, -F, F]],
|
||
C_LEFT,
|
||
FACE_LEFT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[F, -F, E], [-F, -F, E], [-F, -E, F], [F, -E, F]],
|
||
C_EDGE,
|
||
EDGE_TOP_FRONT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-F, F, E], [F, F, E], [F, E, F], [-F, E, F]],
|
||
C_EDGE,
|
||
EDGE_TOP_BACK,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[F, F, E], [F, -F, E], [E, -F, F], [E, F, F]],
|
||
C_EDGE,
|
||
EDGE_TOP_RIGHT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-F, -F, E], [-F, F, E], [-E, F, F], [-E, -F, F]],
|
||
C_EDGE,
|
||
EDGE_TOP_LEFT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[F, -F, -E], [-F, -F, -E], [-F, -E, -F], [F, -E, -F]],
|
||
C_EDGE,
|
||
EDGE_BOT_FRONT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-F, F, -E], [F, F, -E], [F, E, -F], [-F, E, -F]],
|
||
C_EDGE,
|
||
EDGE_BOT_BACK,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[F, F, -E], [F, -F, -E], [E, -F, -F], [E, F, -F]],
|
||
C_EDGE,
|
||
EDGE_BOT_RIGHT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-F, -F, -E], [-F, F, -E], [-E, F, -F], [-E, -F, -F]],
|
||
C_EDGE,
|
||
EDGE_BOT_LEFT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
// Side edges: diagonal chamfer strips connecting vertical face pairs.
|
||
// Each strip spans from one face edge to the adjacent face edge — not flat in one plane.
|
||
push_quad(
|
||
[[F, -E, -F], [F, -E, F], [E, -F, F], [E, -F, -F]],
|
||
C_EDGE,
|
||
EDGE_FRONT_RIGHT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-F, -E, F], [-F, -E, -F], [-E, -F, -F], [-E, -F, F]],
|
||
C_EDGE,
|
||
EDGE_FRONT_LEFT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[F, E, F], [F, E, -F], [E, F, -F], [E, F, F]],
|
||
C_EDGE,
|
||
EDGE_BACK_RIGHT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
push_quad(
|
||
[[-F, E, F], [-F, E, -F], [-E, F, -F], [-E, F, F]],
|
||
C_EDGE,
|
||
EDGE_BACK_LEFT,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
for &([sx, sy, sz], region) in &[
|
||
([1.0f32, 1.0, 1.0], CORNER_TBK_R), // sy=+1 → BACK direction
|
||
([-1.0, 1.0, 1.0], CORNER_TBK_L),
|
||
([1.0, 1.0, -1.0], CORNER_BBK_R),
|
||
([-1.0, 1.0, -1.0], CORNER_BBK_L),
|
||
([1.0, -1.0, 1.0], CORNER_TPF_R), // sy=-1 → FRONT direction
|
||
([-1.0, -1.0, 1.0], CORNER_TPF_L),
|
||
([1.0, -1.0, -1.0], CORNER_BTF_R),
|
||
([-1.0, -1.0, -1.0], CORNER_BTF_L),
|
||
] {
|
||
push_tri(
|
||
[sx * F, sy * F, sz * E],
|
||
[sx * F, sy * E, sz * F],
|
||
[sx * E, sy * F, sz * F],
|
||
C_CORNER,
|
||
region,
|
||
&mut vs,
|
||
&mut is,
|
||
);
|
||
}
|
||
build_ring(&mut vs, &mut is);
|
||
(vs, is)
|
||
}
|
||
|
||
/// A flat compass ring in the cube's local XY plane (the ground plane),
|
||
/// surrounding the cube. Pushed with a sentinel `region_f = -1.0` so the
|
||
/// shader never highlights it on hover, and a constant grey colour.
|
||
fn build_ring(vs: &mut Vec<CubeVertex>, is: &mut Vec<u32>) {
|
||
const SEG: usize = 64;
|
||
const R0: f32 = 1.40; // inner radius — clear gap to the cube faces
|
||
const R1: f32 = 1.74; // outer radius — wider, thicker band
|
||
const RING_RGB: [f32; 3] = [0.22, 0.23, 0.26];
|
||
for s in 0..SEG {
|
||
let a0 = s as f32 / SEG as f32 * std::f32::consts::TAU;
|
||
let a1 = (s + 1) as f32 / SEG as f32 * std::f32::consts::TAU;
|
||
let (c0, s0) = (a0.cos(), a0.sin());
|
||
let (c1, s1) = (a1.cos(), a1.sin());
|
||
let quad = [
|
||
[c0 * R0, s0 * R0, RING_Z],
|
||
[c1 * R0, s1 * R0, RING_Z],
|
||
[c1 * R1, s1 * R1, RING_Z],
|
||
[c0 * R1, s0 * R1, RING_Z],
|
||
];
|
||
let base = vs.len() as u32;
|
||
for pos in quad {
|
||
vs.push(CubeVertex {
|
||
pos,
|
||
normal: [0.0, 0.0, 1.0],
|
||
color: RING_RGB,
|
||
region_f: -1.0,
|
||
});
|
||
}
|
||
is.extend_from_slice(&[base, base + 1, base + 2, base, base + 2, base + 3]);
|
||
}
|
||
}
|
||
|
||
pub fn region_centroids() -> [[f32; 3]; NUM_REGIONS] {
|
||
let m = (F + E) * 0.5;
|
||
[
|
||
[0.0, 0.0, E], // FACE_TOP
|
||
[0.0, 0.0, -E], // FACE_BOTTOM
|
||
[0.0, -E, 0.0], // FACE_FRONT (geometry Y=-E)
|
||
[0.0, E, 0.0], // FACE_BACK (geometry Y=+E)
|
||
[E, 0.0, 0.0], // FACE_RIGHT
|
||
[-E, 0.0, 0.0], // FACE_LEFT
|
||
[0.0, -m, m], // EDGE_TOP_FRONT
|
||
[0.0, m, m], // EDGE_TOP_BACK
|
||
[m, 0.0, m], // EDGE_TOP_RIGHT
|
||
[-m, 0.0, m], // EDGE_TOP_LEFT
|
||
[0.0, -m, -m], // EDGE_BOT_FRONT
|
||
[0.0, m, -m], // EDGE_BOT_BACK
|
||
[m, 0.0, -m], // EDGE_BOT_RIGHT
|
||
[-m, 0.0, -m], // EDGE_BOT_LEFT
|
||
[m, -m, 0.0], // EDGE_FRONT_RIGHT
|
||
[-m, -m, 0.0], // EDGE_FRONT_LEFT
|
||
[m, m, 0.0], // EDGE_BACK_RIGHT
|
||
[-m, m, 0.0], // EDGE_BACK_LEFT
|
||
[m, -m, m], // CORNER_TPF_R (geometry sy=-1 = FRONT)
|
||
[-m, -m, m], // CORNER_TPF_L
|
||
[m, m, m], // CORNER_TBK_R (geometry sy=+1 = BACK)
|
||
[-m, m, m], // CORNER_TBK_L
|
||
[m, -m, -m], // CORNER_BTF_R (geometry sy=-1 = FRONT)
|
||
[-m, -m, -m], // CORNER_BTF_L
|
||
[m, m, -m], // CORNER_BBK_R (geometry sy=+1 = BACK)
|
||
[-m, m, -m], // CORNER_BBK_L
|
||
]
|
||
}
|
||
|
||
fn threshold_sq(id: usize, cube_half_px: f32) -> f32 {
|
||
let r = if id < 6 {
|
||
cube_half_px * 0.92
|
||
} else if id < 18 {
|
||
cube_half_px * 0.38
|
||
} else {
|
||
cube_half_px * 0.28
|
||
};
|
||
r * r
|
||
}
|
||
|
||
// ── Pipeline ──────────────────────────────────────────────────────────────
|
||
|
||
pub struct ViewCubePipeline {
|
||
pipeline: wgpu::RenderPipeline,
|
||
vertex_buffer: wgpu::Buffer,
|
||
index_buffer: wgpu::Buffer,
|
||
index_count: u32,
|
||
uniform_buffer: wgpu::Buffer,
|
||
uniform_bind_group: wgpu::BindGroup,
|
||
depth_texture_size: Size<u32>,
|
||
depth_view: wgpu::TextureView,
|
||
pub cube_px: u32,
|
||
text: ViewCubeText,
|
||
}
|
||
|
||
impl ViewCubePipeline {
|
||
pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
|
||
use wgpu::util::DeviceExt;
|
||
let (verts, idxs) = build_geometry();
|
||
let cube_px = VIEWCUBE_PX;
|
||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("vc.vb"),
|
||
contents: bytemuck::cast_slice(&verts),
|
||
usage: wgpu::BufferUsages::VERTEX,
|
||
});
|
||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("vc.ib"),
|
||
contents: bytemuck::cast_slice(&idxs),
|
||
usage: wgpu::BufferUsages::INDEX,
|
||
});
|
||
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||
label: Some("vc.ub"),
|
||
size: std::mem::size_of::<CubeUniforms>() as u64,
|
||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||
mapped_at_creation: false,
|
||
});
|
||
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("vc.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("vc.bg"),
|
||
layout: &bgl,
|
||
entries: &[wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: uniform_buffer.as_entire_binding(),
|
||
}],
|
||
});
|
||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
label: Some("vc.layout"),
|
||
bind_group_layouts: &[&bgl],
|
||
push_constant_ranges: &[],
|
||
});
|
||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||
label: Some("vc.shader"),
|
||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||
"../../shaders/viewcube.wgsl"
|
||
))),
|
||
});
|
||
let depth_tex = create_depth_texture(device, Size::new(1, 1));
|
||
let depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
label: Some("vc.pipe"),
|
||
layout: Some(&layout),
|
||
vertex: wgpu::VertexState {
|
||
module: &shader,
|
||
entry_point: Some("vs_main"),
|
||
buffers: &[CubeVertex::desc()],
|
||
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::Less,
|
||
stencil: wgpu::StencilState::default(),
|
||
bias: wgpu::DepthBiasState::default(),
|
||
}),
|
||
multisample: wgpu::MultisampleState::default(),
|
||
fragment: Some(wgpu::FragmentState {
|
||
module: &shader,
|
||
entry_point: Some("fs_main"),
|
||
targets: &[Some(wgpu::ColorTargetState {
|
||
format,
|
||
blend: Some(wgpu::BlendState::REPLACE),
|
||
write_mask: wgpu::ColorWrites::ALL,
|
||
})],
|
||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||
}),
|
||
multiview: None,
|
||
cache: None,
|
||
});
|
||
let text = ViewCubeText::new(device, queue, format);
|
||
Self {
|
||
pipeline,
|
||
vertex_buffer,
|
||
index_buffer,
|
||
index_count: idxs.len() as u32,
|
||
uniform_buffer,
|
||
uniform_bind_group,
|
||
depth_texture_size: Size::new(1, 1),
|
||
depth_view,
|
||
cube_px,
|
||
text,
|
||
}
|
||
}
|
||
|
||
/// Upload using the quaternion rotation matrix.
|
||
/// `cam_rotation` = `camera.view_rotation_mat()` = `Mat4::from_quat(camera.rotation)`.
|
||
pub fn upload(
|
||
&mut self,
|
||
queue: &wgpu::Queue,
|
||
cam_rotation: Mat4,
|
||
compass_rotation: Mat4,
|
||
vp_w: u32,
|
||
vp_h: u32,
|
||
hover: Option<usize>,
|
||
) {
|
||
queue.write_buffer(
|
||
&self.uniform_buffer,
|
||
0,
|
||
bytemuck::bytes_of(&CubeUniforms::new(
|
||
cam_rotation,
|
||
self.cube_px,
|
||
vp_w,
|
||
vp_h,
|
||
hover,
|
||
)),
|
||
);
|
||
self.text
|
||
.update(queue, cam_rotation, compass_rotation, vp_w, vp_h, self.cube_px);
|
||
}
|
||
|
||
pub fn ensure_depth_texture(&mut self, device: &wgpu::Device, size: Size<u32>) {
|
||
if self.depth_texture_size != size {
|
||
let tex = create_depth_texture(device, size);
|
||
self.depth_view = tex.create_view(&wgpu::TextureViewDescriptor::default());
|
||
self.depth_texture_size = size;
|
||
}
|
||
}
|
||
|
||
pub fn render(
|
||
&self,
|
||
encoder: &mut wgpu::CommandEncoder,
|
||
target: &wgpu::TextureView,
|
||
clip: Rectangle<u32>,
|
||
) {
|
||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||
label: Some("vc.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: 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,
|
||
});
|
||
pass.set_viewport(
|
||
clip.x as f32,
|
||
clip.y as f32,
|
||
clip.width as f32,
|
||
clip.height as f32,
|
||
0.0,
|
||
1.0,
|
||
);
|
||
pass.set_pipeline(&self.pipeline);
|
||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||
pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||
pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||
pass.draw_indexed(0..self.index_count, 0, 0..1);
|
||
drop(pass);
|
||
self.text.render(encoder, target, clip);
|
||
}
|
||
}
|
||
|
||
impl iced::widget::shader::Pipeline for ViewCubePipeline {
|
||
fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
|
||
Self::new(device, queue, format)
|
||
}
|
||
}
|
||
|
||
fn create_depth_texture(device: &wgpu::Device, size: Size<u32>) -> wgpu::Texture {
|
||
device.create_texture(&wgpu::TextureDescriptor {
|
||
label: Some("vc.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: 1,
|
||
dimension: wgpu::TextureDimension::D2,
|
||
format: wgpu::TextureFormat::Depth32Float,
|
||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||
view_formats: &[],
|
||
})
|
||
}
|
||
|
||
// ── Hit test ──────────────────────────────────────────────────────────────
|
||
//
|
||
// hit_test and hover_id now take cam_rotation: Mat4 (same matrix the shader
|
||
// uses) so click regions always match what is drawn — including after free
|
||
// arcball orbit from any angle.
|
||
|
||
/// Returns the ViewCube region under screen position (mx, my), or None.
|
||
/// `cam_rotation` must be `camera.view_rotation_mat()`.
|
||
pub fn hit_test(
|
||
mx: f32,
|
||
my: f32,
|
||
vp_w: f32,
|
||
vp_h: f32,
|
||
cam_rotation: Mat4,
|
||
cube_px: u32,
|
||
) -> Option<CubeRegion> {
|
||
let half = cube_px as f32 * VIEWCUBE_SCALE;
|
||
let inset = half * NAV_INSET_F;
|
||
let cx = vp_w - inset - VIEWCUBE_PAD;
|
||
let cy = inset + VIEWCUBE_PAD;
|
||
if (mx - cx).abs() > half || (my - cy).abs() > half {
|
||
return None;
|
||
}
|
||
|
||
let (hw, hh) = (vp_w * 0.5, vp_h * 0.5);
|
||
let vp = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
|
||
* Mat4::from_translation(Vec3::new(
|
||
hw - inset - VIEWCUBE_PAD,
|
||
hh - inset - VIEWCUBE_PAD,
|
||
0.0,
|
||
))
|
||
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
|
||
|
||
let view_dir = Vec3::Z;
|
||
let centroids = region_centroids();
|
||
let (mut best, mut best_d) = (None, f32::MAX);
|
||
|
||
for (id, &c) in centroids.iter().enumerate() {
|
||
let world = cam_rotation.transform_point3(Vec3::from(c));
|
||
if world.normalize().dot(view_dir) < 0.05 {
|
||
continue;
|
||
}
|
||
let clip = vp * Vec4::new(world.x, world.y, world.z, 1.0);
|
||
if clip.w.abs() < 1e-6 {
|
||
continue;
|
||
}
|
||
let sx = (clip.x / clip.w + 1.0) * 0.5 * vp_w;
|
||
let sy = (1.0 - clip.y / clip.w) * 0.5 * vp_h;
|
||
let d = (sx - mx).powi(2) + (sy - my).powi(2);
|
||
if d < threshold_sq(id, half) && d < best_d {
|
||
best_d = d;
|
||
best = Some(if id < 6 {
|
||
CubeRegion::Face(id)
|
||
} else if id < 18 {
|
||
CubeRegion::Edge(id)
|
||
} else {
|
||
CubeRegion::Corner(id)
|
||
});
|
||
}
|
||
}
|
||
best
|
||
}
|
||
|
||
/// Returns the hovered region id (0-25), or None.
|
||
pub fn hover_id(
|
||
mx: f32,
|
||
my: f32,
|
||
vp_w: f32,
|
||
vp_h: f32,
|
||
cam_rotation: Mat4,
|
||
cube_px: u32,
|
||
) -> Option<usize> {
|
||
hit_test(mx, my, vp_w, vp_h, cam_rotation, cube_px).map(|r| r.id())
|
||
}
|
||
|
||
impl Cardinal {
|
||
/// The side-elevation face a compass letter snaps to when clicked.
|
||
pub fn face_region(self) -> CubeRegion {
|
||
CubeRegion::Face(match self {
|
||
Cardinal::North => FACE_BACK,
|
||
Cardinal::South => FACE_FRONT,
|
||
Cardinal::East => FACE_RIGHT,
|
||
Cardinal::West => FACE_LEFT,
|
||
})
|
||
}
|
||
}
|
||
|
||
/// Returns the compass cardinal under (mx, my), or None. Projects each of the
|
||
/// four ring letters and accepts the nearest within a small pixel radius — the
|
||
/// caller tries the cube body first, so this only fires out on the ring.
|
||
pub fn hit_test_cardinal(
|
||
mx: f32,
|
||
my: f32,
|
||
vp_w: f32,
|
||
vp_h: f32,
|
||
cam_rotation: Mat4,
|
||
cube_px: u32,
|
||
) -> Option<Cardinal> {
|
||
let half = cube_px as f32 * VIEWCUBE_SCALE;
|
||
let inset = half * NAV_INSET_F;
|
||
let cx = vp_w - inset - VIEWCUBE_PAD;
|
||
let cy = inset + VIEWCUBE_PAD;
|
||
if (mx - cx).abs() > inset || (my - cy).abs() > inset {
|
||
return None;
|
||
}
|
||
|
||
let (hw, hh) = (vp_w * 0.5, vp_h * 0.5);
|
||
let vp = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
|
||
* Mat4::from_translation(Vec3::new(
|
||
hw - inset - VIEWCUBE_PAD,
|
||
hh - inset - VIEWCUBE_PAD,
|
||
0.0,
|
||
))
|
||
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
|
||
|
||
let dirs = [
|
||
(Cardinal::North, Vec3::new(0.0, 1.0, 0.0)),
|
||
(Cardinal::East, Vec3::new(1.0, 0.0, 0.0)),
|
||
(Cardinal::South, Vec3::new(0.0, -1.0, 0.0)),
|
||
(Cardinal::West, Vec3::new(-1.0, 0.0, 0.0)),
|
||
];
|
||
let thresh = (half * 0.34).powi(2);
|
||
let (mut best, mut best_d) = (None, f32::MAX);
|
||
for (card, dir) in dirs {
|
||
let anchor = Vec3::new(dir.x * R_CARD, dir.y * R_CARD, RING_Z);
|
||
let world = cam_rotation.transform_point3(anchor);
|
||
let clip = vp * Vec4::new(world.x, world.y, world.z, 1.0);
|
||
if clip.w.abs() < 1e-6 {
|
||
continue;
|
||
}
|
||
let sx = (clip.x / clip.w + 1.0) * 0.5 * vp_w;
|
||
let sy = (1.0 - clip.y / clip.w) * 0.5 * vp_h;
|
||
let d = (sx - mx).powi(2) + (sy - my).powi(2);
|
||
if d < thresh && d < best_d {
|
||
best_d = d;
|
||
best = Some(card);
|
||
}
|
||
}
|
||
best
|
||
}
|