engvis-renderer 0.1.0

GPU rendering for engineering visualization
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
use wgpu::util::DeviceExt;
use engvis_core::{OrbitCamera, Scene, VertexRenderOptions, EdgeRenderOptions};
use glam::Affine3A;

use crate::depth::DepthTexture;
use crate::grid_renderer::GridRenderer;
use crate::lighting::LightingBuffer;
use crate::material_pipeline::MaterialPipeline;
use crate::mesh_renderer::MeshRenderer;
use crate::overlay_renderer::OverlayRenderer;
use crate::texture_cache::TextureCache;

const MSAA_SAMPLE_COUNT: u32 = 4;

#[derive(Debug, Clone, Copy)]
enum OverlayDrawMode {
    Vertices,
    Edges,
}

/// Scene uniform data (group 0)
#[repr(C)]
#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
pub struct SceneUniforms {
    pub view_proj: [[f32; 4]; 4],
    pub camera_pos: [f32; 4],
    pub viewport: [f32; 4],
    pub global_opacity: [f32; 4],
}

pub struct Renderer {
    pub depth: DepthTexture,
    pub msaa_texture: wgpu::Texture,
    pub msaa_view: wgpu::TextureView,
    pub surface_format: wgpu::TextureFormat,
    pub scene_uniform_buffer: wgpu::Buffer,
    pub scene_bind_group: wgpu::BindGroup,
    pub scene_bind_group_layout: wgpu::BindGroupLayout,
    pub lighting: LightingBuffer,
    pub material_pipeline: MaterialPipeline,
    pub mesh_renderer: MeshRenderer,
    pub grid_renderer: GridRenderer,
    pub overlay_renderer: OverlayRenderer,
    pub texture_cache: TextureCache,
    pub show_surface: bool,
    pub show_grid: bool,
    pub vertex_opts: VertexRenderOptions,
    pub edge_opts: EdgeRenderOptions,
    pub opacity: f32,
}

impl Renderer {
    pub fn new(
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        surface_format: wgpu::TextureFormat,
        scene: &Scene,
        width: u32,
        height: u32,
    ) -> Self {
        let depth = DepthTexture::new(device, width.max(1), height.max(1), MSAA_SAMPLE_COUNT);

        // MSAA color target: render into this multisampled texture, then resolve to surface
        let msaa_texture = device.create_texture(&wgpu::TextureDescriptor {
            label: Some("MSAA Color Texture"),
            size: wgpu::Extent3d {
                width: width.max(1),
                height: height.max(1),
                depth_or_array_layers: 1,
            },
            mip_level_count: 1,
            sample_count: MSAA_SAMPLE_COUNT,
            dimension: wgpu::TextureDimension::D2,
            format: surface_format,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
            view_formats: &[],
        });
        let msaa_view = msaa_texture.create_view(&wgpu::TextureViewDescriptor::default());

        // Scene uniform bind group (group 0)
        let scene_bind_group_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: Some("Scene Bind Group Layout"),
                entries: &[wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                }],
            });

        let initial_uniforms = SceneUniforms {
            view_proj: glam::Mat4::IDENTITY.to_cols_array_2d(),
            camera_pos: [0.0; 4],
            viewport: [width as f32, height as f32, 0.0, 0.0],
            global_opacity: [1.0, 0.0, 0.0, 0.0],
        };

        let scene_uniform_buffer =
            device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
                label: Some("Scene Uniform Buffer"),
                contents: bytemuck::cast_slice(&[initial_uniforms]),
                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
            });

        let scene_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("Scene Bind Group"),
            layout: &scene_bind_group_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: scene_uniform_buffer.as_entire_binding(),
            }],
        });

        // Lighting (group 1)
        let lighting = LightingBuffer::new(device, &scene.lighting);

        // Material pipeline
        // Grid renderer (needs its own reference to scene layout)
        let scene_layout_for_grid = scene_bind_group_layout.clone();
        let grid_renderer = GridRenderer::new(device, surface_format, &scene_layout_for_grid);

        let mesh_renderer = MeshRenderer::new(device);
        let material_pipeline = MaterialPipeline::new(
            device,
            surface_format,
            &scene_bind_group_layout,
            &lighting.bind_group_layout,
            &mesh_renderer.object_bind_group_layout,
        );

        // Overlay renderer (needs scene layout + object layout)
        let scene_layout_for_overlay = scene_bind_group_layout.clone();
        let overlay_renderer = OverlayRenderer::new(
            device,
            surface_format,
            crate::depth::DepthTexture::FORMAT,
            &scene_layout_for_overlay,
            &mesh_renderer.object_bind_group_layout,
        );

        // Texture cache
        let texture_cache = TextureCache::new(device, queue);

        // Upload meshes
        let mut renderer = Self {
            depth,
            msaa_texture,
            msaa_view,
            surface_format,
            scene_uniform_buffer,
            scene_bind_group,
            scene_bind_group_layout,
            lighting,
            material_pipeline,
            mesh_renderer,
            grid_renderer,
            overlay_renderer,
            texture_cache,
            show_surface: true,
            show_grid: true,
            vertex_opts: VertexRenderOptions::default(),
            edge_opts: EdgeRenderOptions::default(),
            opacity: 1.0,
        };

        // Upload scene meshes
        for mesh in &scene.meshes {
            renderer.mesh_renderer.upload_mesh(device, mesh);
        }

        renderer
    }

    pub fn upload_scene(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        scene: &Scene,
    ) {
        // Re-upload meshes
        self.mesh_renderer.mesh_buffers.clear();
        for mesh in &scene.meshes {
            self.mesh_renderer.upload_mesh(device, mesh);
        }

        // Create material bind groups and store uniform buffers for runtime updates
        self.mesh_renderer.material_bind_groups.clear();
        self.mesh_renderer.material_uniform_buffers.clear();
        for material in &scene.materials {
            let (bg, buf) = self
                .material_pipeline
                .create_material_bind_group(device, material, &self.texture_cache);
            self.mesh_renderer.material_bind_groups.push(bg);
            self.mesh_renderer.material_uniform_buffers.push(buf);
        }

        // Update lighting
        self.lighting.update(queue, &scene.lighting);
    }

    pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) {
        if width > 0 && height > 0 {
            self.depth.resize(device, width, height);

            // Recreate MSAA color texture
            self.msaa_texture = device.create_texture(&wgpu::TextureDescriptor {
                label: Some("MSAA Color Texture"),
                size: wgpu::Extent3d {
                    width: width.max(1),
                    height: height.max(1),
                    depth_or_array_layers: 1,
                },
                mip_level_count: 1,
                sample_count: MSAA_SAMPLE_COUNT,
                dimension: wgpu::TextureDimension::D2,
                format: self.surface_format,
                usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
                view_formats: &[],
            });
            self.msaa_view = self.msaa_texture.create_view(&wgpu::TextureViewDescriptor::default());
        }
    }

    pub fn render_frame(
        &mut self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        view: &wgpu::TextureView,
        scene: &Scene,
        camera: &OrbitCamera,
    ) -> wgpu::CommandBuffer {
        let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
            label: Some("Scene Encoder"),
        });
        self.render_scene_pass(device, queue, view, &mut encoder, scene, camera);
        encoder.finish()
    }

    /// Record the 3D scene pass onto an existing encoder (shared with egui).
    /// The view is the same surface texture view that egui will use with LoadOp::Load.
    pub fn render_scene_pass(
        &self,
        device: &wgpu::Device,
        queue: &wgpu::Queue,
        view: &wgpu::TextureView,
        encoder: &mut wgpu::CommandEncoder,
        scene: &Scene,
        camera: &OrbitCamera,
    ) {
        // Update scene uniforms
        let vp = camera.view_projection();
        let pos = camera.position();
        let uniforms = SceneUniforms {
            view_proj: vp.to_cols_array_2d(),
            camera_pos: [pos.x, pos.y, pos.z, 0.0],
            viewport: [
                self.depth.texture.width() as f32,
                self.depth.texture.height() as f32,
                0.0,
                0.0,
            ],
            global_opacity: [self.opacity, 0.0, 0.0, 0.0],
        };
        queue.write_buffer(
            &self.scene_uniform_buffer,
            0,
            bytemuck::cast_slice(&[uniforms]),
        );
        self.lighting.update(queue, &scene.lighting);

        // Sync material uniforms from scene (allows real-time UI editing)
        for (i, material) in scene.materials.iter().enumerate() {
            if i < self.mesh_renderer.material_uniform_buffers.len() {
                let mat_uniforms = crate::material_pipeline::MaterialUniforms {
                    albedo: material.albedo,
                    emissive: [material.emissive[0], material.emissive[1], material.emissive[2], 0.0],
                    metallic: material.metallic,
                    roughness: material.roughness,
                    normal_scale: material.normal_scale,
                    alpha_cutoff: material.alpha_cutoff,
                };
                queue.write_buffer(
                    &self.mesh_renderer.material_uniform_buffers[i],
                    0,
                    bytemuck::cast_slice(&[mat_uniforms]),
                );
            }
        }

        let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
            label: Some("Scene Render Pass"),
            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                view: &self.msaa_view,
                resolve_target: Some(view),
                ops: wgpu::Operations {
                    load: wgpu::LoadOp::Clear(wgpu::Color {
                        r: 0.18,
                        g: 0.20,
                        b: 0.24,
                        a: 1.0,
                    }),
                    store: wgpu::StoreOp::Store,
                },
                depth_slice: None,
            })],
            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,
            }),
            occlusion_query_set: None,
            timestamp_writes: None,
        });

        render_pass.set_bind_group(0, &self.scene_bind_group, &[]);
        render_pass.set_bind_group(1, &self.lighting.bind_group, &[]);

        if self.show_surface {
            render_pass.set_pipeline(&self.material_pipeline.solid_pipeline);
            self.render_scene_nodes(&mut render_pass, scene, device, Affine3A::IDENTITY);
        }

        if self.show_grid {
            self.grid_renderer.render(&mut render_pass);
        }

        // --- Edge overlay ---
        if self.edge_opts.enabled {
            let (_buf, edge_overlay_bg) = self
                .overlay_renderer
                .create_uniform_bind_group(device, self.edge_opts.color, 0.0, self.edge_opts.line_width);

            render_pass.set_pipeline(&self.overlay_renderer.line_pipeline);
            self.render_overlay_nodes(&mut render_pass, scene, device, Affine3A::IDENTITY, &edge_overlay_bg, OverlayDrawMode::Edges);
        }

        // Vertex overlay renders in the same MSAA pass
        if self.vertex_opts.enabled {
            render_pass.set_pipeline(&self.overlay_renderer.point_pipeline);
            let (_buf, point_overlay_bg) = self
                .overlay_renderer
                .create_uniform_bind_group(device, self.vertex_opts.color, self.vertex_opts.point_size, 0.0);
            self.render_overlay_nodes(&mut render_pass, scene, device, Affine3A::IDENTITY, &point_overlay_bg, OverlayDrawMode::Vertices);
        }
    }

    fn render_overlay_nodes(
        &self,
        render_pass: &mut wgpu::RenderPass,
        scene: &Scene,
        device: &wgpu::Device,
        parent_transform: Affine3A,
        overlay_bind_group: &wgpu::BindGroup,
        mode: OverlayDrawMode,
    ) {
        for node in &scene.nodes {
            self.render_overlay_node(render_pass, scene, device, node, parent_transform, overlay_bind_group, mode);
        }
    }

    fn render_overlay_node(
        &self,
        render_pass: &mut wgpu::RenderPass,
        scene: &Scene,
        device: &wgpu::Device,
        node: &engvis_core::SceneNode,
        parent_transform: Affine3A,
        overlay_bind_group: &wgpu::BindGroup,
        mode: OverlayDrawMode,
    ) {
        if !node.visible {
            return;
        }

        let world_transform = parent_transform * node.local_transform;

        if let Some(mesh_idx) = node.mesh_index {
            if mesh_idx < self.mesh_renderer.mesh_buffers.len() {
                let mesh_buf = &self.mesh_renderer.mesh_buffers[mesh_idx];

                render_pass.set_bind_group(0, &self.scene_bind_group, &[]);

                let (_obj_buf, obj_bg) = self
                    .mesh_renderer
                    .create_object_bind_group(device, world_transform);
                render_pass.set_bind_group(1, &obj_bg, &[]);
                render_pass.set_bind_group(2, overlay_bind_group, &[]);

                match mode {
                    OverlayDrawMode::Vertices => {
                        // Point pipeline: slot 0 = mesh vertices (per-instance), slot 1 = point quad
                        render_pass.set_vertex_buffer(0, mesh_buf.vertex_buffer.slice(..));
                        render_pass.set_vertex_buffer(1, self.overlay_renderer.point_quad_buffer.slice(..));
                        render_pass.draw(0..6, 0..mesh_buf.vertex_count);
                    }
                    OverlayDrawMode::Edges => {
                        // Line pipeline: slot 0 = edge endpoints (per-instance), slot 1 = line quad
                        render_pass.set_vertex_buffer(0, mesh_buf.edge_endpoint_buffer.slice(..));
                        render_pass.set_vertex_buffer(1, self.overlay_renderer.line_quad_buffer.slice(..));
                        render_pass.draw(0..6, 0..mesh_buf.edge_instance_count);
                    }
                }
            }
        }

        for child in &node.children {
            self.render_overlay_node(render_pass, scene, device, child, world_transform, overlay_bind_group, mode);
        }
    }

    pub fn render_scene_nodes(
        &self,
        render_pass: &mut wgpu::RenderPass,
        scene: &Scene,
        device: &wgpu::Device,
        parent_transform: Affine3A,
    ) {
        for node in &scene.nodes {
            self.render_node(render_pass, scene, device, node, parent_transform);
        }
    }

    fn render_node(
        &self,
        render_pass: &mut wgpu::RenderPass,
        scene: &Scene,
        device: &wgpu::Device,
        node: &engvis_core::SceneNode,
        parent_transform: Affine3A,
    ) {
        if !node.visible {
            return;
        }

        let world_transform = parent_transform * node.local_transform;

        if let Some(mesh_idx) = node.mesh_index {
            if mesh_idx < self.mesh_renderer.mesh_buffers.len() {
                let mesh_buf = &self.mesh_renderer.mesh_buffers[mesh_idx];
                let mesh = &scene.meshes[mesh_idx];

                render_pass.set_vertex_buffer(0, mesh_buf.vertex_buffer.slice(..));
                render_pass.set_index_buffer(
                    mesh_buf.index_buffer.slice(..),
                    wgpu::IndexFormat::Uint32,
                );

                // Create object bind group for this node
                let (_obj_buf, obj_bg) = self
                    .mesh_renderer
                    .create_object_bind_group(device, world_transform);

                render_pass.set_bind_group(3, &obj_bg, &[]);

                for sub_mesh in &mesh.sub_meshes {
                    let mat_idx = sub_mesh.material_index;
                    if mat_idx < self.mesh_renderer.material_bind_groups.len() {
                        render_pass.set_bind_group(
                            2,
                            &self.mesh_renderer.material_bind_groups[mat_idx],
                            &[],
                        );
                    }
                    render_pass.draw_indexed(
                        sub_mesh.index_offset..sub_mesh.index_offset + sub_mesh.index_count,
                        0,
                        0..1,
                    );
                }
            }
        }

        for child in &node.children {
            self.render_node(render_pass, scene, device, child, world_transform);
        }
    }
}