use crate::scene::view::camera::Camera; 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, /// Per-viewport PSLTSCALE factor. Kept in the shared frame uniform so /// zooming inside MSPACE changes one scalar instead of re-tessellating and /// re-uploading every dashed wire. pub linetype_scale: f32, /// Pads the struct to the uniform alignment required by wgpu. pub _pad: f32, // ── 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, // Up to four native AcDbLight/Sun sources. Positions are uploaded relative // to the current eye, preserving large-coordinate precision without // changing mesh buffers. /// xyz = eye-relative source position, w = light type (1 distant, 2 point, /// 3 spot). pub light_position_type: [[f32; 4]; 4], /// xyz = source-to-target direction, w = intensity. pub light_direction_intensity: [[f32; 4]; 4], /// rgb = source colour, w = cosine of hotspot angle. pub light_color_hotspot: [[f32; 4]; 4], /// x = attenuation mode, y/z = start/end limits, w = cosine of falloff. pub light_attenuation: [[f32; 4]; 4], /// x = active light count, y = fallback ambient strength. pub lighting: [f32; 4], } 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(); 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, linetype_scale: 1.0, _pad: 0.0, view_rot: camera.view_proj_rte(bounds), eye_high, _pad_eh: 0.0, eye_low, _pad_el: 0.0, light_position_type: [[0.0; 4]; 4], light_direction_intensity: [[0.0; 4]; 4], light_color_hotspot: [[0.0; 4]; 4], light_attenuation: [[0.0; 4]; 4], lighting: [0.0, 0.18, 0.0, 0.0], } } }