89 lines
3.8 KiB
Rust
89 lines
3.8 KiB
Rust
use crate::scene::view::camera::Camera;
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use iced::Rectangle;
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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#[repr(C)]
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pub struct Uniforms {
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pub viewport_size: [f32; 2],
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/// World units per screen pixel at the current zoom. Used by the
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/// hatch shader to substitute solid fill when pattern line spacing
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/// falls below ~2 px (Phase 3.3 LOD).
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pub world_per_pixel: f32,
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/// LWDISPLAY toggle (1.0 = show lineweights, 0.0 = force 1 px).
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/// Read by the wire shader so the toggle does not require a retessellate.
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pub lwdisplay_enable: f32,
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/// 1.0 → mesh fragment shader replaces the interpolated vertex
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/// normal with `normalize(cross(dpdx(pos), dpdy(pos)))` so each
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/// triangle gets a uniform shade (FlatShaded mode); 0.0 → keeps the
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/// per-vertex normal interpolation (GouraudShaded-style).
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pub flat_shade: f32,
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/// Transparency-display toggle (1.0 = honour entity transparency,
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/// 0.0 = force opaque). Read by the wire shader so the toggle does not
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/// require a retessellate.
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pub transparency_enable: f32,
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/// Per-viewport PSLTSCALE factor. Kept in the shared frame uniform so
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/// zooming inside MSPACE changes one scalar instead of re-tessellating and
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/// re-uploading every dashed wire.
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pub linetype_scale: f32,
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/// Pads the struct to the uniform alignment required by wgpu.
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pub _pad: f32,
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// ── Relative-to-eye (double-single) additions ───────────────────────────
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// Appended at the end so existing field offsets are unchanged; shaders that
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// still read only the legacy fields keep working. Pipelines migrate to RTE
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// one at a time. `view_rot` is the rotation-only view-projection; vertices
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// pre-subtract the eye (via `eye_high`/`eye_low`, two f32 emulating f64) so
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// the large eye translation never enters the f32 matrix → no large-coord
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// jitter.
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pub view_rot: glam::Mat4,
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pub eye_high: [f32; 3],
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pub _pad_eh: f32,
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pub eye_low: [f32; 3],
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pub _pad_el: f32,
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// Up to four native AcDbLight/Sun sources. Positions are uploaded relative
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// to the current eye, preserving large-coordinate precision without
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// changing mesh buffers.
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/// xyz = eye-relative source position, w = light type (1 distant, 2 point,
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/// 3 spot).
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pub light_position_type: [[f32; 4]; 4],
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/// xyz = source-to-target direction, w = intensity.
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pub light_direction_intensity: [[f32; 4]; 4],
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/// rgb = source colour, w = cosine of hotspot angle.
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pub light_color_hotspot: [[f32; 4]; 4],
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/// x = attenuation mode, y/z = start/end limits, w = cosine of falloff.
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pub light_attenuation: [[f32; 4]; 4],
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/// x = active light count, y = fallback ambient strength.
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pub lighting: [f32; 4],
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}
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impl Uniforms {
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pub fn new(camera: &Camera, bounds: Rectangle, lwdisplay_enable: bool) -> Self {
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let half_h = camera.ortho_size();
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let world_per_pixel = if bounds.height > 0.0 {
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(2.0 * half_h) / bounds.height
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} else {
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0.0
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};
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let (eye_high, eye_low) = camera.eye_high_low();
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Self {
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viewport_size: [bounds.width, bounds.height],
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world_per_pixel,
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lwdisplay_enable: if lwdisplay_enable { 1.0 } else { 0.0 },
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flat_shade: 0.0,
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transparency_enable: 1.0,
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linetype_scale: 1.0,
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_pad: 0.0,
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view_rot: camera.view_proj_rte(bounds),
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eye_high,
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_pad_eh: 0.0,
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eye_low,
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_pad_el: 0.0,
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light_position_type: [[0.0; 4]; 4],
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light_direction_intensity: [[0.0; 4]; 4],
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light_color_hotspot: [[0.0; 4]; 4],
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light_attenuation: [[0.0; 4]; 4],
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lighting: [0.0, 0.18, 0.0, 0.0],
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}
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}
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}
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