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

1318 lines
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Rust
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pub mod face3d_gpu;
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pub mod hatch_gpu;
pub mod image_gpu;
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pub mod mesh_gpu;
pub mod uniforms;
pub mod viewcube;
pub mod wire_gpu;
use iced::wgpu;
use iced::{Rectangle, Size};
pub use face3d_gpu::Face3DGpu;
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pub use hatch_gpu::HatchGpu;
pub use image_gpu::ImageGpu;
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pub use mesh_gpu::MeshGpu;
pub use uniforms::Uniforms;
pub use viewcube::ViewCubePipeline;
pub use wire_gpu::WireGpu;
use crate::scene::hatch_model::HatchModel;
use crate::scene::image_model::ImageModel;
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use crate::scene::mesh_model::MeshModel;
use crate::scene::wire_model::WireModel;
/// MSAA sample count for the main drawing pipelines.
const MSAA_SAMPLES: u32 = 4;
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pub struct Pipeline {
wire_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,
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hatch_pipeline: wgpu::RenderPipeline,
image_pipeline: wgpu::RenderPipeline,
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mesh_pipeline: wgpu::RenderPipeline,
face3d_pipeline: wgpu::RenderPipeline,
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uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
hatch_bgl1: wgpu::BindGroupLayout,
image_bgl1: wgpu::BindGroupLayout,
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depth_texture_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,
/// Cached texture format (needed to recreate MSAA / depth textures on resize).
surface_format: wgpu::TextureFormat,
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gpu_wires: Vec<WireGpu>,
/// 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>,
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gpu_hatches: Vec<HatchGpu>,
/// Pixel scissor rects [x, y, w, h] for viewport-clipped hatches. Recomputed each frame.
hatch_pixel_scissors: Vec<Option<[u32; 4]>>,
/// `true` for hatches whose AABB projects to less than ~2 px at the
/// current zoom. Render pass skips the draw call. Recomputed each
/// frame alongside the scissor pass (Phase 3.3 hatch LOD).
hatch_skip_flags: Vec<bool>,
/// Wipeout fills — rendered after wires in a separate pass.
gpu_wipeouts: Vec<HatchGpu>,
/// 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]>>,
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gpu_meshes: Vec<MeshGpu>,
/// Batched 3DFACE fill (all faces in one buffer) and edges (merged wire).
gpu_face3d_fill: Option<Face3DGpu>,
gpu_face3d_edges: Vec<WireGpu>,
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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.
pub cached_epoch: (u64, u64),
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}
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 ──────────────────────────────────────────────────
let wire_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("wire.pipeline_layout"),
bind_group_layouts: &[&frame_bgl],
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"),
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::WireVertex::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,
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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,
});
// 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::WireVertex::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,
});
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// ── Hatch pipeline ─────────────────────────────────────────────────
let hatch_entry = |binding: u32| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
};
let hatch_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch.bgl1"),
entries: &[hatch_entry(0), hatch_entry(1), hatch_entry(2)],
});
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::default(),
}),
multisample: wgpu::MultisampleState {
count: MSAA_SAMPLES,
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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,
});
// ── 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: Some(wgpu::Face::Back),
..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,
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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,
});
// ── 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::default(),
}),
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,
});
// ── 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
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,
},
],
});
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,
});
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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,
},
],
});
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,
blend: None,
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),
},
],
});
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Self {
wire_pipeline,
wire_xray_pipeline,
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hatch_pipeline,
image_pipeline,
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mesh_pipeline,
face3d_pipeline,
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uniform_buffer,
uniform_bind_group,
hatch_bgl1,
image_bgl1,
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depth_texture_size: Size::new(1, 1),
depth_view,
msaa_view,
resolve_view,
blit_pipeline,
blit_bind_group_layout: blit_bgl,
blit_sampler,
blit_bind_group,
surface_format: format,
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gpu_wires: vec![],
wire_pixel_scissors: vec![],
gpu_selected_wires: vec![],
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gpu_hatches: vec![],
hatch_pixel_scissors: vec![],
hatch_skip_flags: vec![],
gpu_wipeouts: vec![],
wipeout_pixel_scissors: vec![],
gpu_images: vec![],
image_pixel_scissors: vec![],
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gpu_meshes: vec![],
gpu_face3d_fill: None,
gpu_face3d_edges: vec![],
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viewcube,
cached_epoch: (u64::MAX, u64::MAX),
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}
}
pub fn upload_wires(&mut self, device: &wgpu::Device, wires: &[WireModel]) {
self.gpu_wires = wires.iter().map(|w| WireGpu::new(device, w)).collect();
// Full-brightness copies of selected wires, drawn on top of everything
// in the selection overlay pass so they're always visible.
self.gpu_selected_wires = wires
.iter()
.filter(|w| w.selected)
.map(|w| WireGpu::new(device, w))
.collect();
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}
/// 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_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
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self.wire_pixel_scissors = self
.gpu_wires
.iter()
.map(|w| project_scissor(w.vp_scissor, view_proj, clip_w, clip_h))
.collect();
}
/// Recompute pixel scissor rects for viewport-clipped hatches.
pub fn compute_hatch_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
self.hatch_pixel_scissors = self
.gpu_hatches
.iter()
.map(|h| project_scissor(h.vp_scissor, view_proj, clip_w, clip_h))
.collect();
}
/// Recompute per-hatch LOD skip flags. A hatch whose entire AABB
/// projects to less than ~2 px is invisible at this zoom — skip the
/// draw call entirely instead of running the polygon test for every
/// fragment in the bounding quad. Pairs with the shader-side
/// solid-fill substitution for hatches between 2 px and the dense
/// pattern threshold.
pub fn compute_hatch_lod(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
self.hatch_skip_flags = self
.gpu_hatches
.iter()
.map(|h| aabb_below_pixel(h.world_aabb, view_proj, clip_w, clip_h, 2.0))
.collect();
}
/// Recompute pixel scissor rects for viewport-clipped wipeouts.
pub fn compute_wipeout_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
self.wipeout_pixel_scissors = self
.gpu_wipeouts
.iter()
.map(|h| project_scissor(h.vp_scissor, view_proj, clip_w, clip_h))
.collect();
}
/// Recompute pixel scissor rects for viewport-clipped raster images.
pub fn compute_image_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
self.image_pixel_scissors = self
.gpu_images
.iter()
.map(|i| project_scissor(i.vp_scissor, view_proj, clip_w, clip_h))
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.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)
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pub fn upload_face3d(
&mut self,
device: &wgpu::Device,
face3d_wires: &[WireModel],
all_wires: &[WireModel],
) {
let has_fills =
!face3d_wires.is_empty() || all_wires.iter().any(|w| !w.fill_tris.is_empty());
if !has_fills {
self.gpu_face3d_fill = None;
self.gpu_face3d_edges = vec![];
return;
}
self.gpu_face3d_fill = Some(Face3DGpu::from_wires(device, face3d_wires, all_wires));
self.gpu_face3d_edges = WireGpu::from_batch(device, face3d_wires);
}
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pub fn upload_meshes(&mut self, device: &wgpu::Device, meshes: &[MeshModel]) {
self.gpu_meshes = meshes
.iter()
.filter(|m| !m.indices.is_empty())
.map(|m| MeshGpu::new(device, m))
.collect();
}
pub fn upload_hatches(&mut self, device: &wgpu::Device, hatches: &[HatchModel]) {
self.gpu_hatches = hatches
.iter()
.filter(|h| h.boundary.len() >= 3)
.map(|h| HatchGpu::new(device, h, &self.hatch_bgl1))
.collect();
}
pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
self.gpu_wipeouts = wipeouts
.iter()
.filter(|h| h.boundary.len() >= 3)
.map(|h| HatchGpu::new(device, h, &self.hatch_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();
}
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pub fn upload_uniforms(&self, queue: &wgpu::Queue, uniforms: &Uniforms) {
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(uniforms));
}
pub fn render(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
clip_bounds: Rectangle<u32>,
bg_color: [f32; 4],
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) {
let vp = clip_bounds;
let msaa = &self.msaa_view;
let [r, g, b, a] = bg_color;
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let clear_color = wgpu::Color {
r: r as f64,
g: g as f64,
b: b as f64,
a: a as f64,
};
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// ── 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,
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depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
// Clear MSAA to background color on the first pass.
load: wgpu::LoadOp::Clear(clear_color),
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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);
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if !self.gpu_hatches.is_empty() {
pass.set_pipeline(&self.hatch_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
let mut scissor_active = false;
for (i, hatch) in self.gpu_hatches.iter().enumerate() {
// Phase 3.3 LOD: skip hatches projecting to sub-pixel size.
if self.hatch_skip_flags.get(i).copied().unwrap_or(false) {
continue;
}
match self.hatch_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;
}
_ => {}
}
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pass.set_bind_group(1, &hatch.bind_group, &[]);
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
pass.draw(0..6, 0..1);
}
if scissor_active {
pass.set_scissor_rect(0, 0, vp.width, vp.height);
}
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}
}
// ── 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 ──────────────────────────────────────────
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if !self.gpu_meshes.is_empty() {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("mesh.render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: msaa,
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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);
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pass.set_pipeline(&self.mesh_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
for mesh in &self.gpu_meshes {
if mesh.index_count > 0 {
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
pass.draw_indexed(0..mesh.index_count, 0, 0..1);
}
}
}
// ── Pass 5a: 3DFACE fills ─────────────────────────────────────────
if let Some(ref fill) = self.gpu_face3d_fill {
if fill.vertex_count > 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_pipeline(&self.face3d_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
pass.set_vertex_buffer(0, fill.vertex_buffer.slice(..));
pass.draw(0..fill.vertex_count, 0..1);
}
}
// ── Pass 5b: 3DFACE edges (batched, possibly multiple chunks) ────
if !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.vertex_count >= 6 {
pass.set_vertex_buffer(0, edges.vertex_buffer.slice(..));
pass.draw(0..edges.vertex_count, 0..1);
}
}
}
// ── Pass 5: wires ─────────────────────────────────────────────────
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{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("wire.render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: msaa,
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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);
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pass.set_pipeline(&self.wire_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
let mut scissor_active = false;
for (i, wire) in self.gpu_wires.iter().enumerate() {
if wire.vertex_count < 6 {
continue;
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}
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;
}
_ => {}
}
pass.set_vertex_buffer(0, wire.vertex_buffer.slice(..));
pass.draw(0..wire.vertex_count, 0..1);
}
if scissor_active {
pass.set_scissor_rect(0, 0, vp.width, vp.height);
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}
}
// ── 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.hatch_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
let mut scissor_active = false;
for (i, wipeout) in self.gpu_wipeouts.iter().enumerate() {
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.vertex_count >= 6 {
pass.set_vertex_buffer(0, wire.vertex_buffer.slice(..));
pass.draw(0..wire.vertex_count, 0..1);
}
}
}
// ── Resolve MSAA → clip-sized resolve texture ─────────────────────
// Both msaa_view and resolve_view are sized to clip_bounds, so the
// resolve does NOT touch any pixels outside the shader widget's area.
{
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.
}
// ── Blit resolve texture → surface target at clip_bounds position ──
// The viewport maps the full-screen NDC quad to exactly clip_bounds
// in the surface, leaving all other widgets untouched.
{
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(
vp.x as f32,
vp.y as f32,
vp.width as f32,
vp.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);
}
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}
pub fn ensure_depth_texture(&mut self, device: &wgpu::Device, size: Size<u32>) {
if self.depth_texture_size != size {
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),
},
],
});
self.resolve_view = resolve_view;
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self.depth_texture_size = size;
}
}
}
/// 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_proj: glam::Mat4,
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_proj.project_point3(glam::Vec3::new(x0, y0, 0.0)),
view_proj.project_point3(glam::Vec3::new(x1, y0, 0.0)),
view_proj.project_point3(glam::Vec3::new(x0, y1, 0.0)),
view_proj.project_point3(glam::Vec3::new(x1, y1, 0.0)),
];
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_proj: glam::Mat4,
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_proj.project_point3(glam::Vec3::new(x0, y0, 0.0)),
view_proj.project_point3(glam::Vec3::new(x1, y0, 0.0)),
view_proj.project_point3(glam::Vec3::new(x0, y1, 0.0)),
view_proj.project_point3(glam::Vec3::new(x1, y1, 0.0)),
];
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])
}
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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,
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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: &[],
})
}
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impl iced::widget::shader::Pipeline for Pipeline {
fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
Self::new(device, queue, format)
}
}