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//! Renderable collection and draw helpers.
use awsm_renderer_core::{command::render_pass::RenderPassEncoder, pipeline::primitive::CullMode};
use glam::Mat4;
use crate::{
bounds::Aabb,
error::AwsmError,
frustum::Frustum,
materials::MaterialKey,
meshes::MeshKey,
pipelines::{compute_pipeline::ComputePipelineKey, render_pipeline::RenderPipelineKey},
render::RenderContext,
render_passes::geometry::bind_group::GeometryBindGroups,
scene_spatial::NodeFilter,
AwsmRenderer,
};
/// Reusable scratch space for the per-frame renderable collection.
///
/// Held on [`AwsmRenderer`] (not on each frame's [`Renderables`]) so
/// the Vecs survive across frames and `clear_in_place` reuses the
/// existing allocation. For 10K-mesh scenes that's ~24 KB of avoided
/// allocator churn per frame. Frame-to-frame the Vec contents are
/// invalid (capacity is preserved, length is reset to 0 by `prepare`).
#[derive(Default)]
pub struct RenderablePool {
opaque: Vec<Renderable>,
transparent: Vec<Renderable>,
hud: Vec<Renderable>,
/// Reused scratch for the per-frame visible mesh-key set. Was a fresh
/// `Vec::with_capacity(mesh_count)` every frame — allocator/GC churn that grows
/// with mesh count (16 B/mesh; ~240 KB/frame at 15K meshes) and shows up as
/// jank spikes (GC pauses) on the frame-time p95, not the average. Keys only:
/// the `Mesh` is re-fetched (O(1) `SlotMap` index) in the build loop, so no
/// borrow is stored across frames.
visible: Vec<MeshKey>,
}
impl RenderablePool {
/// Drops the prior frame's content while keeping the underlying
/// allocations. Called at the top of each frame's
/// `collect_renderables`.
fn clear(&mut self) {
self.opaque.clear();
self.transparent.clear();
self.hud.clear();
self.visible.clear();
}
}
/// Per-frame borrowed view over the [`RenderablePool`]'s populated
/// slices. Constructed by [`AwsmRenderer::collect_renderables`] and
/// passed to the per-pass `render` functions.
#[derive(Copy, Clone)]
pub struct Renderables<'r> {
pub opaque: &'r [Renderable],
pub transparent: &'r [Renderable],
pub hud: &'r [Renderable],
}
impl Renderables<'_> {
/// Returns true if there are no renderables.
pub fn is_empty(&self) -> bool {
self.opaque.is_empty() && self.transparent.is_empty() && self.hud.is_empty()
}
/// Returns the total number of renderables.
pub fn len(&self) -> usize {
self.opaque.len() + self.transparent.len() + self.hud.len()
}
}
impl AwsmRenderer {
/// Returns a borrowed view over the [`RenderablePool`]. Cheap;
/// callers can re-call this on every pass without repopulating.
pub fn renderables(&self) -> Renderables<'_> {
Renderables {
opaque: &self.renderable_pool.opaque,
transparent: &self.renderable_pool.transparent,
hud: &self.renderable_pool.hud,
}
}
/// Populates the per-frame [`RenderablePool`] from the renderer's
/// current state. Clears the pool in-place and refills it.
/// Callers read the populated slices via [`Self::renderables`].
///
/// Borrows `&mut self` only for the duration of population — once
/// the function returns, `self` is no longer mutably borrowed,
/// so the caller can construct a [`RenderContext`] over `&self`.
pub fn collect_renderables(&mut self) -> Result<()> {
let _maybe_span_guard = if self.logging.render_timings.sub_frame() {
Some(tracing::span!(tracing::Level::INFO, "Collect renderables").entered())
} else {
None
};
// Take the pool out by std::mem::take so we can populate
// without holding a `&mut self` borrow during the read-only
// queries below. The pool gets put back at the end.
let mut pool = std::mem::take(&mut self.renderable_pool);
pool.clear();
let frustum = self
.camera
.last_matrices
.as_ref()
.map(|matrices| Frustum::from_view_projection(matrices.view_projection()));
// Build the visible mesh-key set into the pool's reused `visible`
// scratch (cleared above) from the BVH instead of walking every mesh.
// The previous linear scan tested every mesh's cached `world_aabb`
// against the frustum on every frame; the BVH path descends
// hierarchically and surfaces only the surviving leaves. Meshes
// without a world AABB (procedural / mid-load) aren't in the index —
// fall back to a tail-walk of those so they still draw conservatively.
// Stored as keys only (no `&Mesh`) so the scratch can be pooled.
match &frustum {
Some(f) => {
pool.visible.extend(
self.scene_spatial
.query_frustum(f, NodeFilter::camera_default())
.filter(|node| self.meshes.get(node.mesh_key).is_ok())
.map(|node| node.mesh_key),
);
// Conservative fallback: any mesh without a world AABB
// can't be tested by the BVH; keep it in the visible set.
pool.visible.extend(
self.meshes
.iter()
.filter(|(_, m)| !m.hidden && m.world_aabb.is_none())
.map(|(k, _)| k),
);
}
None => {
pool.visible.extend(
self.meshes
.iter()
.filter(|(_, m)| !m.hidden)
.map(|(k, _)| k),
);
}
}
// Phase 2: build a `Renderable` per visible key (re-fetch the mesh —
// O(1) `SlotMap` index). Index iteration keeps `pool.visible` (read)
// disjoint from `pool.opaque`/etc (written) under the borrow checker.
for idx in 0..pool.visible.len() {
let mesh_key = pool.visible[idx];
let Ok(mesh) = self.meshes.get(mesh_key) else {
continue;
};
// Route by the authored `material_key`: `MaterialMeshMeta`
// is still packed from `mesh.material_key` (see
// `meshes::meta`), so routing by `effective_material_key`
// would pick a pipeline that doesn't match the data the
// shader reads. `effective_material_key` stays available
// on `Mesh` for a future cheap-material LOD wiring once
// the cheap material's offset is also plumbed into meta.
let routing_material = mesh.material_key;
// The opaque compute pipeline is specialized per
// `MaterialShaderId` (PBR / Unlit / Toon). Look up the
// routing material's shader_id so the pipeline matches
// the data the shader will read.
let shader_id = self.materials.shader_id(routing_material);
let cull_mode = if mesh.double_sided {
CullMode::None
} else {
CullMode::Back
};
// -----------------------------------------------------------------
// Geometry variant precedence (drawn EXACTLY ONCE):
// combined (masked + custom-vertex) > plain masked
// > plain custom-vertex > solid.
// A material that is BOTH glTF `MASK` (`alpha_cutoff` present) AND
// custom-vertex (`vertex_shader_info_for` is `Some`) routes to the
// COMBINED key when its combined variant is compiled — and in that
// case the plain masked + plain custom-vertex keys are forced `None`
// so the mesh isn't ALSO drawn in pass 2 / pass 3 (no double-draw).
// If the combined variant hasn't compiled yet, the combined key is
// `None` and the mesh falls back to its plain masked / custom-vertex
// bucket (displaced OR cut, never dropped). Non-instanced only
// (matches the compiled shape of every variant pool).
// -----------------------------------------------------------------
let canonical_shader_id = self.materials.canonical_shader_id(routing_material);
let msaa = match self.anti_aliasing.msaa_sample_count {
Some(4) => Some(4u32),
_ => None,
};
let is_masked =
!mesh.instanced && self.materials.alpha_cutoff(routing_material).is_some();
// Cheap per-frame existence check (no DynamicVertexShaderInfo build /
// no WGSL-string alloc — collect_renderables runs every frame).
let is_custom_vertex = !mesh.instanced
&& self
.dynamic_materials
.has_vertex_shader(canonical_shader_id);
// Combined key — only when the material is BOTH masked AND
// custom-vertex AND the combined variant is compiled.
let geometry_masked_custom_vertex_render_pipeline_key = if is_masked && is_custom_vertex
{
self.render_passes
.geometry
.masked_custom_vertex_pipelines
.get(msaa, canonical_shader_id, cull_mode)
} else {
None
};
// When the combined key claimed this mesh, suppress the plain masked
// + plain custom-vertex keys (so pass 4 draws it once). Otherwise the
// plain keys apply per their own gating.
let combined_claimed = geometry_masked_custom_vertex_render_pipeline_key.is_some();
// Plain custom-vertex variant: strictly additive + opt-in (a material
// with `wgsl_vertex == None` always leaves this `None`). NOT set when
// the combined key claimed this mesh.
let geometry_custom_vertex_render_pipeline_key =
if !combined_claimed && is_custom_vertex {
self.render_passes.geometry.custom_vertex_pipelines.get(
msaa,
canonical_shader_id,
cull_mode,
)
} else {
None
};
// Plain masked (alpha-tested) variant: only for non-instanced glTF
// MASK meshes whose per-shader-id masked pipeline is compiled, and
// NOT already claimed by the combined key. When a mesh is BOTH Mask
// AND custom-vertex but the COMBINED variant hasn't compiled yet (so
// it fell back), the plain custom-vertex key above took it — suppress
// the masked key here too so it's drawn EXACTLY ONCE (custom-vertex
// precedence > masked, matching the shadow path). A correct displaced
// silhouette matters more than a hole until the combined lands.
let geometry_masked_render_pipeline_key = if !combined_claimed
&& is_masked
&& geometry_custom_vertex_render_pipeline_key.is_none()
{
// Key on the CANONICAL id — the masked fragment is
// variant-independent.
self.render_passes.geometry.masked_pipelines.get(
msaa,
canonical_shader_id,
cull_mode,
)
} else {
None
};
let renderable = Renderable {
key: mesh_key,
world_aabb: mesh.world_aabb.clone(),
instanced: mesh.instanced,
double_sided: mesh.double_sided,
cull_mode,
hud: mesh.hud,
material_key: routing_material,
geometry_render_pipeline_key: self
.render_passes
.geometry
.pipelines
.get_render_pipeline_key(
crate::render_passes::geometry::pipeline::GeometryRenderPipelineKeyOpts {
anti_aliasing: &self.anti_aliasing,
instancing: mesh.instanced,
cull_mode,
// Mirrors the runtime branch in
// `meshes/mesh.rs::push_geometry_pass_commands`.
meta_storage_array: !mesh.instanced
&& self.features.indirect_first_instance_enabled(),
},
)
.inspect_err(|err| {
// Log the *actual* failure reason at collection
// time — `Renderable` only stores
// `Option<RenderPipelineKey>`, so the geometry
// pass's `None` path can only emit a generic
// "missing pipeline" warning. Surface the
// structured error here while we still have it.
tracing::warn!(
"geometry pipeline key lookup failed for mesh {mesh_key:?}: {err:?}"
);
})
.ok(),
geometry_masked_render_pipeline_key,
geometry_custom_vertex_render_pipeline_key,
geometry_masked_custom_vertex_render_pipeline_key,
material_opaque_compute_pipeline_key: self
.render_passes
.material_opaque
.pipelines
.get_compute_pipeline_key(&self.anti_aliasing, shader_id),
material_transparent_render_pipeline_key: self
.render_passes
.material_transparent
.pipelines
.get_render_pipeline_key(mesh_key),
};
// Route each mesh to the pass it actually has geometry for. A geometry's
// reps are derived at commit from the union of materials bound to it
// (visibility and/or transparency); an instance may carry one or both.
// Drawing a mesh in a pass it lacks geometry for raises
// `VisibilityGeometryBufferNotFound` (or its transparency twin) and —
// because `render()` is atomic — blacks out the WHOLE frame, opaque
// geometry and skybox included.
//
// Crucially, the material's transparency classification
// (`is_transparency_pass`) can DRIFT from the mesh's immutable built
// geometry: `transparency_pass_keys` is toggled on material
// insert/update/reconcile, which can flip *after* the mesh was built. So
// route on the geometry the mesh actually has, not on the classification
// alone — a mesh with no visibility geometry must never enter the opaque
// list regardless of how its material currently classifies. A mesh with
// neither buffer yet (mid-upload) is skipped this frame rather than
// crashing a pass.
// Ground-truth routing: a mesh's geometry capability is cached on `Mesh`
// (set at commit from the shared geometry resource's reps; zero-cost
// field reads, no per-mesh buffer_info lookup in this hot path). The
// material's transparency classification disambiguates a mesh that
// carries BOTH buffers — the dedup case (one geometry under an opaque +
// a transparent material) and the free opaque↔blend live-reassignment.
let wants_transparency = self.materials.is_transparency_pass(routing_material);
match route_renderable(
mesh.hud,
mesh.has_visibility_geometry,
mesh.has_transparency_geometry,
wants_transparency,
) {
RenderableRoute::Hud => pool.hud.push(renderable),
RenderableRoute::Opaque => pool.opaque.push(renderable),
RenderableRoute::Transparent => pool.transparent.push(renderable),
RenderableRoute::Skip => tracing::warn!(
"Skipping mesh {mesh_key:?} in collect_renderables: no visibility or \
transparency geometry buffer (mid-upload?) — not drawn this frame"
),
}
}
if let Some(camera_matrices) = self.camera.last_matrices.as_ref() {
let view_proj = camera_matrices.view_projection();
pool.opaque
.sort_by(|a, b| geometry_sort_renderable(a, b, &view_proj, false));
pool.transparent
.sort_by(|a, b| geometry_sort_renderable(a, b, &view_proj, true));
pool.hud
.sort_by(|a, b| geometry_sort_renderable(a, b, &view_proj, true));
}
// Put the populated pool back; the mutable borrow ends here.
self.renderable_pool = pool;
Ok(())
}
}
fn geometry_sort_renderable(
a: &Renderable,
b: &Renderable,
view_proj: &Mat4,
transparent: bool,
) -> std::cmp::Ordering {
// For the OPAQUE pass we group by render_pipeline_key first so the
// GPU can avoid pipeline switches across consecutive draws — the
// depth buffer handles overlap so any in-group order works. For
// the TRANSPARENT pass that grouping is *unsafe*: alpha compositing
// requires strict back-to-front draw order across *every* renderable,
// not within a pipeline group, otherwise a particle in front of a
// dome pane (or vice versa) will draw in the wrong order and one
// will incorrectly occlude / show-through the other. Skip the
// pipeline grouping in the transparent case and let depth alone
// decide.
if !transparent {
match (
a.geometry_render_pipeline_key,
b.geometry_render_pipeline_key,
) {
(None, None) => return std::cmp::Ordering::Equal,
(None, Some(_)) => return std::cmp::Ordering::Greater,
(Some(_), None) => return std::cmp::Ordering::Less,
(Some(key_a), Some(key_b)) => {
let pipeline_ordering = key_a.cmp(&key_b);
if pipeline_ordering != std::cmp::Ordering::Equal {
return pipeline_ordering;
}
}
}
}
match (a.world_aabb.as_ref(), b.world_aabb.as_ref()) {
(Some(a_world_aabb), Some(b_world_aabb)) => {
let a_min_z = view_proj.transform_point3(a_world_aabb.min).z;
let a_max_z = view_proj.transform_point3(a_world_aabb.max).z;
let b_min_z = view_proj.transform_point3(b_world_aabb.min).z;
let b_max_z = view_proj.transform_point3(b_world_aabb.max).z;
let a_closest_depth = a_min_z.min(a_max_z);
let b_closest_depth = b_min_z.min(b_max_z);
if transparent {
// Sort back-to-front for transparent objects.
// (larger z is further away, and we want that to come first)
b_closest_depth.total_cmp(&a_closest_depth)
} else {
// Sort front-to-back for opaque objects.
// (smaller z is closer, and we want that to come first)
a_closest_depth.total_cmp(&b_closest_depth)
}
}
(Some(_), None) => std::cmp::Ordering::Less,
(None, Some(_)) => std::cmp::Ordering::Greater,
(None, None) => std::cmp::Ordering::Equal,
}
}
/// Single renderable entity. No lifetime — all fields are owned or
/// `Copy`. The [`RenderablePool`] on [`AwsmRenderer`] stores these
/// frame-to-frame and clears in place.
#[derive(Debug, Clone)]
pub struct Renderable {
/// Stable mesh identity; pass-time lookups (`ctx.meshes.get(key)`)
/// retrieve any field this struct doesn't already cache.
pub key: MeshKey,
/// Snapshot of the mesh's world AABB at the moment of
/// collection. Used by depth sorting and as the cull-pass instance
/// bounds. Cloned (24 B) so the renderable doesn't borrow from
/// `meshes`.
pub world_aabb: Option<Aabb>,
pub instanced: bool,
pub double_sided: bool,
pub cull_mode: CullMode,
pub hud: bool,
pub material_key: MaterialKey,
/// Precomputed at collection time so the per-frame sort
/// comparator stays free of `RenderContext` access (which lets
/// `collect_renderables` populate the pool before `ctx` is built).
pub geometry_render_pipeline_key: Option<RenderPipelineKey>,
/// Set for glTF `MASK` meshes whose masked (alpha-tested) variant has been
/// compiled. When `Some`, the geometry pass draws this mesh with the masked
/// pipeline + augmented group-0 (cutoff `discard`); when `None` the mesh
/// falls back to `geometry_render_pipeline_key` (renders solid).
pub geometry_masked_render_pipeline_key: Option<RenderPipelineKey>,
/// Set for a mesh whose material is **custom-vertex** (its registration
/// carries a non-empty `wgsl_vertex`) and whose custom-vertex variant has
/// been compiled. When `Some`, the geometry pass draws this mesh with the
/// custom-vertex pipeline + augmented group-0 (displacement hook) in pass 3;
/// when `None` the mesh falls back to `geometry_render_pipeline_key`
/// (renders un-displaced). Strictly additive + opt-in — a material with
/// `wgsl_vertex == None` always leaves this `None`.
pub geometry_custom_vertex_render_pipeline_key: Option<RenderPipelineKey>,
/// Set for a mesh whose material is BOTH glTF `MASK` AND **custom-vertex**
/// (its registration carries both an alpha body and a `wgsl_vertex` body) and
/// whose COMBINED variant has been compiled. When `Some`, the geometry pass
/// draws this mesh with the combined pipeline (displaced silhouette AND alpha
/// cutout) in pass 4. Takes PRECEDENCE over the plain masked + plain
/// custom-vertex keys: when this is `Some`, both of those are forced `None`
/// (set in `collect_renderables`) so the mesh is drawn EXACTLY ONCE. When
/// `None` (variant not compiled yet), the mesh falls back to the plain
/// custom-vertex / masked / solid bucket.
pub geometry_masked_custom_vertex_render_pipeline_key: Option<RenderPipelineKey>,
pub material_opaque_compute_pipeline_key: Option<ComputePipelineKey>,
pub material_transparent_render_pipeline_key: Option<RenderPipelineKey>,
}
impl Renderable {
/// Returns the geometry render pipeline key.
pub fn geometry_render_pipeline_key(&self) -> Option<RenderPipelineKey> {
self.geometry_render_pipeline_key
}
/// Returns the opaque compute pipeline key, if any.
pub fn material_opaque_compute_pipeline_key(&self) -> Option<ComputePipelineKey> {
self.material_opaque_compute_pipeline_key
}
/// Returns the transparent render pipeline key, if any.
pub fn material_transparent_render_pipeline_key(&self) -> Option<RenderPipelineKey> {
self.material_transparent_render_pipeline_key
}
/// Returns the material key for this renderable.
pub fn material_key(&self) -> MaterialKey {
self.material_key
}
/// Returns the world-space AABB snapshot, if present.
pub fn world_aabb(&self) -> Option<&Aabb> {
self.world_aabb.as_ref()
}
/// Pushes geometry pass commands for this renderable. `masked` selects the
/// alpha-tested draw path (forces the non-instanced uniform-meta CPU draw,
/// matching the masked pipeline's compiled shape).
pub fn push_geometry_pass_commands(
&self,
ctx: &RenderContext,
render_pass: &RenderPassEncoder,
geometry_bind_groups: &GeometryBindGroups,
masked: bool,
) -> Result<()> {
let mesh = ctx.meshes.get(self.key)?;
mesh.push_geometry_pass_commands(ctx, self.key, render_pass, geometry_bind_groups, masked)
}
/// Returns the masked (alpha-tested) geometry pipeline key, if this mesh's
/// material is glTF `MASK` and its masked variant has been compiled.
pub fn geometry_masked_render_pipeline_key(&self) -> Option<RenderPipelineKey> {
self.geometry_masked_render_pipeline_key
}
/// Returns the custom-vertex geometry pipeline key, if this mesh's material
/// declared a `wgsl_vertex` displacement body and its custom-vertex variant
/// has been compiled.
pub fn geometry_custom_vertex_render_pipeline_key(&self) -> Option<RenderPipelineKey> {
self.geometry_custom_vertex_render_pipeline_key
}
/// Returns the COMBINED masked + custom-vertex geometry pipeline key, if this
/// mesh's material is BOTH glTF `MASK` AND custom-vertex and its combined
/// variant has been compiled.
pub fn geometry_masked_custom_vertex_render_pipeline_key(&self) -> Option<RenderPipelineKey> {
self.geometry_masked_custom_vertex_render_pipeline_key
}
/// Pushes the custom-vertex geometry draw for this renderable: binds the
/// shared zero uv0 buffer at the uv0 slot, then records the standard
/// geometry draw. Mirrors [`Self::push_geometry_pass_commands`].
pub fn push_geometry_custom_vertex_pass_commands(
&self,
ctx: &RenderContext,
render_pass: &RenderPassEncoder,
geometry_bind_groups: &GeometryBindGroups,
uv0_zero_buffer: &web_sys::GpuBuffer,
) -> Result<()> {
let mesh = ctx.meshes.get(self.key)?;
mesh.push_geometry_custom_vertex_pass_commands(
ctx,
self.key,
render_pass,
geometry_bind_groups,
uv0_zero_buffer,
)
}
/// Pushes transparent material pass commands for this renderable.
pub fn push_material_transparent_pass_commands(
&self,
ctx: &RenderContext,
render_pass: &RenderPassEncoder,
mesh_material_bind_group: &web_sys::GpuBindGroup,
) -> Result<()> {
let mesh = ctx.meshes.get(self.key)?;
mesh.push_material_transparent_pass_commands(
ctx,
self.key,
render_pass,
mesh_material_bind_group,
)
}
}
type Result<T> = std::result::Result<T, AwsmError>;
/// Which render pass a mesh is routed to in [`AwsmRenderer::collect_renderables`].
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
enum RenderableRoute {
Hud,
Opaque,
Transparent,
/// No geometry buffer for any pass yet (mid-upload) — skip this frame.
Skip,
}
/// Decide which pass a mesh can render in, based on the geometry it actually has.
///
/// A mesh drawn in a pass it lacks geometry for raises
/// `VisibilityGeometryBufferNotFound` (or its transparency twin), which — since
/// `render()` is atomic — blacks out the WHOLE frame. So the presence of each
/// geometry buffer (set from the shared geometry resource's actual reps) is the
/// ground truth for routing; the material's transparency classification
/// (`wants_transparency` = `Materials::is_transparency_pass`) only *disambiguates*.
///
/// Two cases make that disambiguation live, not theoretical:
/// - **Both reps present (the dedup case).** One geometry
/// bound to BOTH an opaque and a transparent material builds visibility AND
/// transparency reps at commit; each instance routes by its own material's
/// `wants_transparency`. This is also what makes a live opaque↔blend material
/// re-assignment (`set_mesh_material`) re-render for free when the geometry
/// already carries both kinds — no rebuild, just a different pass this frame.
/// - **Classification drift.** `wants_transparency` can flip (material edit /
/// reconcile) after the mesh's reps were frozen at commit; routing on buffer
/// presence keeps a single-rep mesh out of a pass it can't draw. A flip to a
/// kind the geometry NEVER built leaves the needed buffer absent → `Skip` (the
/// editor re-materializes such meshes from authored data, §1 ②).
///
/// A mesh with neither buffer (mid-upload / pending its first commit) is skipped
/// rather than crashing a pass.
fn route_renderable(
hud: bool,
has_visibility_geometry: bool,
has_transparency_geometry: bool,
wants_transparency: bool,
) -> RenderableRoute {
if hud {
RenderableRoute::Hud
} else if has_visibility_geometry && !(wants_transparency && has_transparency_geometry) {
// Has visibility geometry, and isn't a both-buffer mesh that the material
// wants drawn transparent → geometry/opaque pass.
RenderableRoute::Opaque
} else if has_transparency_geometry {
// Transparency geometry only (or both-buffer + wants transparency) →
// transparency pass (reads transparency geometry; skips meshes whose
// transparent pipeline isn't ready).
RenderableRoute::Transparent
} else {
RenderableRoute::Skip
}
}
#[cfg(test)]
mod tests {
use super::{route_renderable, RenderableRoute};
// (hud, has_visibility, has_transparency, wants_transparency) -> route
#[test]
fn routes_by_geometry_not_classification() {
use RenderableRoute::*;
// Normal opaque mesh.
assert_eq!(route_renderable(false, true, false, false), Opaque);
// Normal transparent mesh.
assert_eq!(route_renderable(false, false, true, true), Transparent);
// HUD always wins.
assert_eq!(route_renderable(true, true, false, false), Hud);
assert_eq!(route_renderable(true, false, true, true), Hud);
// THE BUG: transparency-only mesh whose material classification drifted to
// opaque (wants_transparency=false). Must NOT go to the opaque pass (that
// raised VisibilityGeometryBufferNotFound and killed the frame) — it has
// transparency geometry, so route there.
assert_eq!(route_renderable(false, false, true, false), Transparent);
// Symmetric drift: opaque-only mesh misclassified as transparent. Routing it
// transparent would crash the transparency pass; draw it opaque instead.
assert_eq!(route_renderable(false, true, false, true), Opaque);
// No geometry yet (mid-upload): skip, don't crash a pass.
assert_eq!(route_renderable(false, false, false, false), Skip);
assert_eq!(route_renderable(false, false, false, true), Skip);
// Both buffers present — the dedup case (§7): one geometry bound to both an
// opaque and a transparent material builds both reps, and each instance
// routes by its own material's classification. This is also the free
// opaque↔blend live-reassignment path (set_mesh_material flips the pass
// without a rebuild when the geometry already carries both kinds).
assert_eq!(route_renderable(false, true, true, true), Transparent);
assert_eq!(route_renderable(false, true, true, false), Opaque);
}
}