cad-editor/src/scene/pipeline/uniforms.rs

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use crate::scene::view::camera::Camera;
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use iced::Rectangle;
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
#[repr(C)]
pub struct Uniforms {
pub viewport_size: [f32; 2],
/// World units per screen pixel at the current zoom. Used by the
/// hatch shader to substitute solid fill when pattern line spacing
/// falls below ~2 px (Phase 3.3 LOD).
pub world_per_pixel: f32,
/// LWDISPLAY toggle (1.0 = show lineweights, 0.0 = force 1 px).
/// Read by the wire shader so the toggle does not require a retessellate.
pub lwdisplay_enable: f32,
/// 1.0 → mesh fragment shader replaces the interpolated vertex
/// normal with `normalize(cross(dpdx(pos), dpdy(pos)))` so each
/// triangle gets a uniform shade (FlatShaded mode); 0.0 → keeps the
/// per-vertex normal interpolation (GouraudShaded-style).
pub flat_shade: f32,
/// Transparency-display toggle (1.0 = honour entity transparency,
/// 0.0 = force opaque). Read by the wire shader so the toggle does not
/// require a retessellate.
pub transparency_enable: f32,
/// Pads the struct to 112 B (next multiple of 16) so wgpu's uniform
/// alignment rules are satisfied.
pub _pad: [f32; 2],
// ── Relative-to-eye (double-single) additions ───────────────────────────
// Appended at the end so existing field offsets are unchanged; shaders that
// still read only the legacy fields keep working. Pipelines migrate to RTE
// one at a time. `view_rot` is the rotation-only view-projection; vertices
// pre-subtract the eye (via `eye_high`/`eye_low`, two f32 emulating f64) so
// the large eye translation never enters the f32 matrix → no large-coord
// jitter.
pub view_rot: glam::Mat4,
pub eye_high: [f32; 3],
pub _pad_eh: f32,
pub eye_low: [f32; 3],
pub _pad_el: f32,
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}
impl Uniforms {
pub fn new(camera: &Camera, bounds: Rectangle, lwdisplay_enable: bool) -> Self {
let half_h = camera.ortho_size();
let world_per_pixel = if bounds.height > 0.0 {
(2.0 * half_h) / bounds.height
} else {
0.0
};
let (eye_high, eye_low) = camera.eye_high_low();
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Self {
viewport_size: [bounds.width, bounds.height],
world_per_pixel,
lwdisplay_enable: if lwdisplay_enable { 1.0 } else { 0.0 },
flat_shade: 0.0,
transparency_enable: 1.0,
_pad: [0.0; 2],
view_rot: camera.view_proj_rte(bounds),
eye_high,
_pad_eh: 0.0,
eye_low,
_pad_el: 0.0,
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}
}
}