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

472 lines
20 KiB
Rust
Raw Normal View History

// Wipeout GPU buffers — the legacy per-primitive fill renderer, now used ONLY
// for wipeout masks (solid fills drawn after wires to hide them). Real hatch
// fills go through the canonical `hatch_gpu.rs` batched renderer.
//
// It retains a general pattern/gradient capability (mode 0/2 below) and the
// `MAX_FAMILIES = 16` cap, but wipeouts are always solid (mode 1, zero pattern
// families), so the cap never truncates anything in practice. The family code
// is kept only as a latent non-batched fallback; do NOT read `MAX_FAMILIES` as
// a limit on visible hatch fills.
//
// Group 1 bindings per fill:
// binding 0 — HatchUniformData (64 bytes) mode, color, angle_offset, scale, gradient params
// binding 1 — BoundaryData (16384 bytes) boundary polygon vertices
// binding 2 — FamilyBatchData (1296 bytes) up to 16 line families + 128 dash values (unused for wipeouts)
use crate::scene::model::hatch_model::{HatchModel, HatchPattern, PatFamily, MAX_HATCH_BOUNDARY_VERTS};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
// ── Constants ──────────────────────────────────────────────────────────────
pub const MAX_FAMILIES: usize = 16;
pub const MAX_DASHES: usize = 128;
// ── Vertex ────────────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchVertex {
pub pos: [f32; 3],
pub _pad: f32,
}
impl HatchVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
// ── Uniform structs ───────────────────────────────────────────────────────
/// Per-hatch parameters (binding 0). Must be 80 bytes (16-byte aligned).
///
/// `mode` encoding:
/// 0 → Pattern (families in FamilyBatchData)
/// 1 → Solid
/// 2 → Gradient (grad_cos/sin/min/range used)
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchUniformData {
pub color: [f32; 4], // 0: primary RGBA / gradient start
pub color2: [f32; 4], // 16: gradient end color
pub mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
pub vertex_count: u32, // 36: boundary vertex count
pub angle_offset: f32, // 40: pattern rotation (radians)
pub scale: f32, // 44: pattern scale multiplier
pub grad_cos: f32, // 48: gradient direction cos
pub grad_sin: f32, // 52: gradient direction sin
pub grad_min: f32, // 56: gradient proj_min
pub grad_range: f32, // 60: gradient proj_range
pub origin: [f32; 2], // 64: hatch-local origin (boundary AABB centre),
// // high half of the double-single anchor.
// // The pattern fragment shader subtracts this
// // from xz before the perp/perp_step quotient
// // so f32 doesn't catastrophically cancel when
// // world coords are large and pattern spacing
// // is small (e.g. UTM drawing + sub-mm hatch).
pub origin_low: [f32; 2], // 72: anchor low residual (double-single) so the
// // vertex clip position stays precise at UTM scale.
} // total 80 bytes
/// Boundary polygon (binding 1). Matches WGSL `Boundary`.
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct BoundaryData {
pub verts: [[f32; 4]; MAX_HATCH_BOUNDARY_VERTS], // world XY in .xy, .zw unused
}
/// One line family packed for the shader (48 bytes).
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineFamilyGpu {
pub cos_a: f32, // cos(angle_rad)
pub sin_a: f32, // sin(angle_rad)
pub x0: f32, // family origin x
pub y0: f32, // family origin y
pub dx: f32, // step vector x
pub dy: f32, // step vector y
pub perp_step: f32, // -dx*sin_a + dy*cos_a (perpendicular spacing)
pub along_step: f32, // dx*cos_a + dy*sin_a (along-line phase shift per step)
pub line_width: f32, // |perp_step| * 0.08
pub period: f32, // sum of |dash values| (0 = solid)
pub n_dashes: u32, // number of dash entries (0 = solid)
pub dash_off: u32, // index into FamilyBatchData::dash_values
}
/// All line families + dash values for one hatch (binding 2).
/// Total size: 16×48 + 32×16 + 4×4 = 768 + 512 + 16 = 1296 bytes.
/// dash_values is [f32; 4]×32 so each element is vec4<f32> (16-byte stride, valid in uniform).
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct FamilyBatchData {
pub families: [LineFamilyGpu; MAX_FAMILIES], // 768 bytes
pub dash_values: [[f32; 4]; 32], // 512 bytes (128 f32s as 32×vec4)
pub n_families: u32, // 4 bytes
pub _pad: [u32; 3], // 12 bytes
} // 1296 bytes total
// ── Per-hatch GPU handle ───────────────────────────────────────────────────
pub struct WipeoutGpu {
pub vertex_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
/// Mirrors `HatchModel.vp_scissor`. Forwarded to the pipeline so each
/// frame's `compute_hatch_scissors` can translate the world rect into
/// a pixel scissor.
pub vp_scissor: Option<[f32; 4]>,
/// World-space XY bounding rect [min_x, min_y, max_x, max_y] of the
/// boundary polygon. Used by the per-frame LOD pass to skip hatches
/// whose entire footprint projects to less than ~2 px (Phase 3.3).
pub world_aabb: [f32; 4],
_uniform_buf: wgpu::Buffer,
_boundary_buf: wgpu::Buffer,
_family_buf: wgpu::Buffer,
}
impl WipeoutGpu {
pub fn new(device: &wgpu::Device, model: &HatchModel, bgl1: &wgpu::BindGroupLayout) -> Self {
// ── Decode pattern mode ──────────────────────────────────────────
let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
}
};
// ── Bounding box ─────────────────────────────────────────────────
let (mut min_x, mut max_x, mut min_y, mut max_y) = (
f32::INFINITY,
f32::NEG_INFINITY,
f32::INFINITY,
f32::NEG_INFINITY,
);
for &[x, y] in model.boundary.iter() {
if !x.is_finite() || !y.is_finite() {
continue;
}
min_x = min_x.min(x);
max_x = max_x.max(x);
min_y = min_y.min(y);
max_y = max_y.max(y);
}
let max_spacing = match &model.pattern {
HatchPattern::Pattern(families) => families
.iter()
.map(|f| perp_spacing(f).abs())
.fold(0.0f32, f32::max),
_ => 5.0,
};
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
// ── Pattern phase anchor.
//
// Boundary verts are already stored as small f32 offsets from
// `model.world_origin` (an f64 anchor near the AABB centre), so
// the in_polygon ray-cast and the pattern math both run at full
// f32 precision in the fragment shader. The remaining question
// is *which* offset-rel point we hand to the vertex shader as
// `h.origin` (so the quad lands at the correct WCS position
// after `view_proj * (v.pos + h.origin)`).
//
// For pattern alignment across adjacent hatches with the same
// family, snap `h.origin` to the family's perp/along grid in
// f64. Without the snap, each hatch's pattern phase is per-hatch
// and stripes don't continue across hatch boundaries (you see
// pattern misalignment along a road etc).
let mut origin = model.world_origin;
if let HatchPattern::Pattern(families) = &model.pattern {
if let Some(fam) = families.first() {
// Must mirror the shader's pattern math exactly. QCAD PAT
// convention (matching build_family_batch): `dy` is the
// perpendicular spacing and `dx` is the along-line phase
// shift, both in family-local space. Multiplied by
// `model.scale` in the fragment shader. Combined angle
// (family + pattern_angle) rotates the perp/along axes.
let angle = (fam.angle_deg.to_radians() + model.angle_offset) as f64;
let cos_a = angle.cos();
let sin_a = angle.sin();
let scale = model.scale as f64;
let perp_step = fam.dy as f64 * scale;
let along_step = fam.dx as f64 * scale;
let o_perp = -origin[0] * sin_a + origin[1] * cos_a;
let o_along = origin[0] * cos_a + origin[1] * sin_a;
let snapped_perp = if perp_step.abs() > 1e-12 {
(o_perp / perp_step).round() * perp_step
} else {
o_perp
};
let snapped_along = if along_step.abs() > 1e-12 {
(o_along / along_step).round() * along_step
} else {
o_along
};
origin = [
-snapped_perp * sin_a + snapped_along * cos_a,
snapped_perp * cos_a + snapped_along * sin_a,
];
}
}
// Boundary buffer + quad now live in "snap-shifted" hatch-local
// coords: subtract any drift between model.world_origin and the
// snapped origin so the in_polygon ray-cast in fragment shader
// (which reads the boundary verts straight) lines up with v.xz.
let drift = [
(model.world_origin[0] - origin[0]) as f32,
(model.world_origin[1] - origin[1]) as f32,
];
let (x0, x1, y0, y1) = (
min_x + drift[0] - pad,
max_x + drift[0] + pad,
min_y + drift[1] - pad,
max_y + drift[1] + pad,
);
let quad = [
HatchVertex {
pos: [x0, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y1, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x0, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y1, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x0, y1, 0.0],
_pad: 0.0,
},
];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.vbuf"),
contents: bytemuck::cast_slice(&quad),
usage: wgpu::BufferUsages::VERTEX,
});
// ── Gradient: projection range (in snapped-local space) ──────────
let (grad_min, grad_range) = if mode == 2 {
let projs: Vec<f32> = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
.collect();
if projs.is_empty() {
(0.0, 1.0)
} else {
let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
(proj_min, (proj_max - proj_min).max(1e-4))
}
} else {
(0.0, 1.0)
};
// ── HatchUniformData ─────────────────────────────────────────────
let n = model.boundary.len().min(MAX_HATCH_BOUNDARY_VERTS);
let uniform_data = HatchUniformData {
color: model.color,
color2,
mode,
vertex_count: n as u32,
angle_offset: model.angle_offset,
scale: model.scale,
grad_cos,
grad_sin,
grad_min,
grad_range,
origin: [origin[0] as f32, origin[1] as f32],
origin_low: [
(origin[0] - origin[0] as f32 as f64) as f32,
(origin[1] - origin[1] as f32 as f64) as f32,
],
};
// ── BoundaryData (in snapped-local space) ────────────────────────
let mut boundary_data = BoundaryData {
verts: [[0.0; 4]; MAX_HATCH_BOUNDARY_VERTS],
};
for (i, &[x, y]) in model
.boundary
.iter()
.take(MAX_HATCH_BOUNDARY_VERTS)
.enumerate()
{
// Preserve NaN separators — they signal path breaks to the
// in_polygon ray-cast, must not be shifted into finite numbers.
if x.is_finite() && y.is_finite() {
boundary_data.verts[i] = [x + drift[0], y + drift[1], 0.0, 0.0];
} else {
boundary_data.verts[i] = [f32::NAN, f32::NAN, 0.0, 0.0];
}
}
// ── FamilyBatchData ───────────────────────────────────────────────
let family_batch = build_family_batch(&model.pattern);
// ── GPU buffers ───────────────────────────────────────────────────
let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.uniforms"),
contents: bytemuck::bytes_of(&uniform_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let _boundary_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.boundary"),
contents: bytemuck::bytes_of(&boundary_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let _family_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.families"),
contents: bytemuck::bytes_of(&family_batch),
usage: wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch.bind_group1"),
layout: bgl1,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: _uniform_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: _boundary_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: _family_buf.as_entire_binding(),
},
],
});
// Boundary vertices are stored as f32 offsets from
// `model.world_origin` (so f32 keeps precision at UTM-scale
// WCS). The pipeline-level frustum cull (Phase 2.3
// `aabb_offscreen`) projects through `view_proj`, which expects
// local-space (world_offset-subtracted) coordinates — the same
// space as `world_origin`. Add the origin back so `world_aabb`
// is in that absolute local space rather than relative to the
// anchor. (Sub-pixel LOD via `aabb_below_pixel` is unaffected:
// it measures a projected diagonal, invariant under translation.)
let ox = model.world_origin[0] as f32;
let oy = model.world_origin[1] as f32;
let world_aabb = if min_x.is_finite() && min_y.is_finite() {
[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
} else {
[min_x, min_y, max_x, max_y]
};
Self {
vertex_buffer,
bind_group,
vp_scissor: model.vp_scissor,
world_aabb,
_uniform_buf,
_boundary_buf,
_family_buf,
}
}
}
// ── Helpers ───────────────────────────────────────────────────────────────
/// Perpendicular spacing between adjacent parallel lines.
/// QCAD PAT format stores (dx, dy) in line-local coordinates: dy = perpendicular, dx = along-line.
fn perp_spacing(f: &PatFamily) -> f32 {
f.dy
}
/// Pack pattern families into the GPU batch struct.
fn build_family_batch(pattern: &HatchPattern) -> FamilyBatchData {
let mut batch = FamilyBatchData {
families: [LineFamilyGpu {
cos_a: 0.0,
sin_a: 0.0,
x0: 0.0,
y0: 0.0,
dx: 0.0,
dy: 0.0,
perp_step: 0.0,
along_step: 0.0,
line_width: 0.0,
period: 0.0,
n_dashes: 0,
dash_off: 0,
}; MAX_FAMILIES],
dash_values: [[0.0; 4]; 32],
n_families: 0,
_pad: [0; 3],
};
let HatchPattern::Pattern(families) = pattern else {
return batch;
};
let mut dash_cursor: usize = 0;
for (fi, family) in families.iter().take(MAX_FAMILIES).enumerate() {
let angle_r = family.angle_deg.to_radians();
let cos_a = angle_r.cos();
let sin_a = angle_r.sin();
// QCAD PAT local-frame convention: dy = perpendicular spacing, dx = along-line phase shift.
let perp_step = family.dy;
let along_step = family.dx;
let line_width = 0.0_f32; // unused: shader uses screen-space derivative for 1px lines
// Dash pattern: collect up to available space.
let n_avail = MAX_DASHES.saturating_sub(dash_cursor);
let n_dashes = family.dashes.len().min(n_avail);
let period: f32 = family.dashes[..n_dashes].iter().map(|d| d.abs()).sum();
let dash_off = dash_cursor as u32;
for &d in &family.dashes[..n_dashes] {
batch.dash_values[dash_cursor / 4][dash_cursor % 4] = d;
dash_cursor += 1;
}
batch.families[fi] = LineFamilyGpu {
cos_a,
sin_a,
x0: family.x0,
y0: family.y0,
dx: family.dx,
dy: family.dy,
perp_step,
along_step,
line_width,
period: if n_dashes > 0 { period } else { 0.0 },
n_dashes: n_dashes as u32,
dash_off,
};
batch.n_families += 1;
if dash_cursor >= MAX_DASHES {
break;
}
}
batch
}