feat: raster image render pipeline (IMAGE command + GPU textured quad)
- Add IMAGE / IMAGEATTACH / IM command with async file-picker (rfd) - src/scene/image_model.rs: ImageModel with RGBA pixel data + quad corners - src/scene/pipeline/image_gpu.rs: ImageGpu with wgpu texture, sampler, opacity uniform - src/scene/pipeline/mod.rs: image render pipeline (pass 2, between hatches and meshes) - src/scene/render.rs: include images in Primitive, call upload_images in prepare - src/scene/mod.rs: images HashMap, populate_images_from_document, cache on add_entity - src/modules/home/draw/raster_image.rs: ImageCommand (two-click: origin + width, aspect-correct preview) - src/io/mod.rs: pick_image_file() async helper (file dialog + dimension decode) - app: ImagePick / ImagePickResult messages, populate on file open and undo/redo Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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39 changed files with 702 additions and 15 deletions
169
src/scene/pipeline/image_gpu.rs
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169
src/scene/pipeline/image_gpu.rs
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@ -0,0 +1,169 @@
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// Image GPU buffers — renders raster images as textured quads.
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//
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// Group 1 bindings per image:
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// binding 0 — texture_2d<f32> (RGBA image texture)
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// binding 1 — sampler (bilinear filtering)
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// binding 2 — ImageParams (opacity uniform, 16 bytes)
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use crate::scene::image_model::ImageModel;
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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// ── Vertex ────────────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ImageVertex {
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pub pos: [f32; 3],
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pub uv: [f32; 2],
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}
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impl ImageVertex {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<ImageVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: 12,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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}
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}
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}
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// ── Uniform ───────────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct ImageParams {
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opacity: f32,
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_pad: [f32; 3],
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} // 16 bytes
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// ── Per-image GPU handle ──────────────────────────────────────────────────
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pub struct ImageGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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_texture: wgpu::Texture,
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_sampler: wgpu::Sampler,
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_params_buf: wgpu::Buffer,
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}
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impl ImageGpu {
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pub fn new(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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model: &ImageModel,
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bgl1: &wgpu::BindGroupLayout,
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) -> Option<Self> {
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if model.pixels.is_empty() || model.width == 0 || model.height == 0 {
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return None;
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}
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// ── Upload texture ────────────────────────────────────────────────
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("image.texture"),
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size: wgpu::Extent3d {
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width: model.width,
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height: model.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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texture.as_image_copy(),
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&model.pixels,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(4 * model.width),
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rows_per_image: Some(model.height),
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},
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wgpu::Extent3d {
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width: model.width,
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height: model.height,
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depth_or_array_layers: 1,
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},
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);
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let tex_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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// ── Sampler ───────────────────────────────────────────────────────
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let _sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("image.sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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// ── Opacity uniform ───────────────────────────────────────────────
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let params = ImageParams { opacity: model.opacity.clamp(0.0, 1.0), _pad: [0.0; 3] };
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let _params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("image.params"),
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contents: bytemuck::bytes_of(¶ms),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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// ── Bind group ────────────────────────────────────────────────────
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("image.bind_group1"),
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layout: bgl1,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&tex_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: _params_buf.as_entire_binding(),
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},
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],
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});
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// ── Vertex buffer — two triangles ─────────────────────────────────
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// corners: [p0=BL, p1=BR, p2=TR, p3=TL]
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// UV: BL=(0,1), BR=(1,1), TR=(1,0), TL=(0,0)
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let [p0, p1, p2, p3] = model.corners;
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let verts = [
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ImageVertex { pos: p0, uv: [0.0, 1.0] },
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ImageVertex { pos: p1, uv: [1.0, 1.0] },
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ImageVertex { pos: p2, uv: [1.0, 0.0] },
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ImageVertex { pos: p0, uv: [0.0, 1.0] },
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ImageVertex { pos: p2, uv: [1.0, 0.0] },
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ImageVertex { pos: p3, uv: [0.0, 0.0] },
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];
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("image.vbuf"),
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contents: bytemuck::cast_slice(&verts),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Some(Self {
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vertex_buffer,
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bind_group,
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_texture: texture,
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_sampler,
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_params_buf,
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})
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}
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}
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@ -1,4 +1,5 @@
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pub mod hatch_gpu;
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pub mod image_gpu;
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pub mod mesh_gpu;
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pub mod uniforms;
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pub mod viewcube;
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@ -8,26 +9,31 @@ use iced::wgpu;
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use iced::{Rectangle, Size};
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pub use hatch_gpu::HatchGpu;
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pub use image_gpu::ImageGpu;
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pub use mesh_gpu::MeshGpu;
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pub use uniforms::Uniforms;
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pub use viewcube::ViewCubePipeline;
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pub use wire_gpu::WireGpu;
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use crate::scene::hatch_model::HatchModel;
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use crate::scene::image_model::ImageModel;
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use crate::scene::mesh_model::MeshModel;
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use crate::scene::wire_model::WireModel;
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pub struct Pipeline {
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wire_pipeline: wgpu::RenderPipeline,
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hatch_pipeline: wgpu::RenderPipeline,
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image_pipeline: wgpu::RenderPipeline,
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mesh_pipeline: wgpu::RenderPipeline,
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uniform_buffer: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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hatch_bgl1: wgpu::BindGroupLayout,
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image_bgl1: wgpu::BindGroupLayout,
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depth_texture_size: Size<u32>,
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depth_view: wgpu::TextureView,
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gpu_wires: Vec<WireGpu>,
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gpu_hatches: Vec<HatchGpu>,
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gpu_images: Vec<ImageGpu>,
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gpu_meshes: Vec<MeshGpu>,
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pub viewcube: ViewCubePipeline,
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}
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@ -246,19 +252,111 @@ impl Pipeline {
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cache: None,
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});
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// ── Image pipeline ─────────────────────────────────────────────────
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let image_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("image.bgl1"),
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entries: &[
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// binding 0: texture
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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// binding 1: sampler
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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// binding 2: ImageParams uniform
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let image_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("image.pipeline_layout"),
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bind_group_layouts: &[&frame_bgl, &image_bgl1],
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push_constant_ranges: &[],
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});
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let image_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("image.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
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"../../shaders/image.wgsl"
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))),
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});
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let image_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("image.pipeline"),
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layout: Some(&image_layout),
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vertex: wgpu::VertexState {
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module: &image_shader,
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entry_point: Some("vs_main"),
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buffers: &[image_gpu::ImageVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &image_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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let viewcube = ViewCubePipeline::new(device, queue, format);
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Self {
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wire_pipeline,
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hatch_pipeline,
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image_pipeline,
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mesh_pipeline,
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uniform_buffer,
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uniform_bind_group,
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hatch_bgl1,
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image_bgl1,
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depth_texture_size: Size::new(1, 1),
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depth_view,
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gpu_wires: vec![],
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gpu_hatches: vec![],
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gpu_images: vec![],
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gpu_meshes: vec![],
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viewcube,
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}
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@ -284,6 +382,18 @@ impl Pipeline {
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.collect();
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}
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pub fn upload_images(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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images: &[ImageModel],
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) {
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self.gpu_images = images
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.iter()
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.filter_map(|m| ImageGpu::new(device, queue, m, &self.image_bgl1))
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.collect();
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}
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pub fn upload_uniforms(&self, queue: &wgpu::Queue, uniforms: &Uniforms) {
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queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(uniforms));
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}
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@ -339,7 +449,48 @@ impl Pipeline {
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}
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}
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// ── Pass 2: solid meshes ───────────────────────────────────────────
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// ── Pass 2: raster images ─────────────────────────────────────────
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if !self.gpu_images.is_empty() {
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("image.render_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: target,
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depth_slice: None,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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pass.set_viewport(
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vp.x as f32,
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vp.y as f32,
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vp.width as f32,
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vp.height as f32,
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0.0,
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1.0,
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);
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pass.set_pipeline(&self.image_pipeline);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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for img in &self.gpu_images {
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pass.set_bind_group(1, &img.bind_group, &[]);
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pass.set_vertex_buffer(0, img.vertex_buffer.slice(..));
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pass.draw(0..6, 0..1);
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}
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}
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// ── Pass 4: solid meshes ──────────────────────────────────────────
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if !self.gpu_meshes.is_empty() {
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("mesh.render_pass"),
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@ -382,7 +533,7 @@ impl Pipeline {
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}
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}
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// ── Pass 3: wires ──────────────────────────────────────────────────
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// ── Pass 5: wires ─────────────────────────────────────────────────
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("wire.render_pass"),
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