polyscope-render 0.5.10

Rendering backend for polyscope-rs: wgpu engine, shaders, and materials
Documentation
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//! Pipeline creation for core visualization structures.
//!
//! Contains pipelines for:
//! - Point clouds (sphere impostor rendering)
//! - Vectors (arrow rendering)
//! - Surface meshes (triangulated mesh rendering)
//! - Simple meshes (isosurface rendering)
//! - Curve networks (line and tube rendering)

use std::num::NonZeroU64;

use super::super::RenderEngine;

impl RenderEngine {
    /// Initializes the point cloud render pipeline.
    pub fn init_point_pipeline(&mut self) {
        let shader_source = include_str!("../../shaders/point_sphere.wgsl");
        let shader = self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: Some("point sphere shader"),
                source: wgpu::ShaderSource::Wgsl(shader_source.into()),
            });

        let bind_group_layout =
            self.device
                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                    label: Some("point cloud bind group layout"),
                    entries: &[
                        // Camera uniforms
                        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: NonZeroU64::new(272),
                            },
                            count: None,
                        },
                        // Point uniforms
                        wgpu::BindGroupLayoutEntry {
                            binding: 1,
                            visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Uniform,
                                has_dynamic_offset: false,
                                min_binding_size: NonZeroU64::new(96),
                            },
                            count: None,
                        },
                        // Position storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 2,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Color storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 3,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                    ],
                });

        let pipeline_layout = self
            .device
            .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("point pipeline layout"),
                bind_group_layouts: &[
                    &bind_group_layout,
                    &self.slice_plane_bind_group_layout,
                    &self.matcap_bind_group_layout,
                ],
                push_constant_ranges: &[],
            });

        let pipeline = self
            .device
            .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                label: Some("point sphere pipeline"),
                layout: Some(&pipeline_layout),
                vertex: wgpu::VertexState {
                    module: &shader,
                    entry_point: Some("vs_main"),
                    buffers: &[],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                },
                fragment: Some(wgpu::FragmentState {
                    module: &shader,
                    entry_point: Some("fs_main"),
                    targets: &[Some(wgpu::ColorTargetState {
                        format: wgpu::TextureFormat::Rgba16Float, // HDR format for scene rendering
                        blend: Some(wgpu::BlendState::REPLACE),
                        write_mask: wgpu::ColorWrites::ALL,
                    })],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                }),
                primitive: wgpu::PrimitiveState {
                    topology: wgpu::PrimitiveTopology::TriangleList,
                    strip_index_format: None,
                    front_face: wgpu::FrontFace::Ccw,
                    cull_mode: None, // Don't cull billboards
                    polygon_mode: wgpu::PolygonMode::Fill,
                    unclipped_depth: false,
                    conservative: false,
                },
                depth_stencil: Some(wgpu::DepthStencilState {
                    format: wgpu::TextureFormat::Depth24PlusStencil8,
                    depth_write_enabled: true,
                    depth_compare: wgpu::CompareFunction::Less,
                    stencil: wgpu::StencilState::default(),
                    bias: wgpu::DepthBiasState::default(),
                }),
                multisample: wgpu::MultisampleState::default(),
                multiview: None,
                cache: None,
            });

        self.point_pipeline = Some(pipeline);
        self.point_bind_group_layout = Some(bind_group_layout);
    }

    /// Gets the point cloud bind group layout.
    pub fn point_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
        self.point_bind_group_layout
            .as_ref()
            .expect("point pipeline not initialized")
    }

    /// Initializes the vector arrow render pipeline.
    pub fn init_vector_pipeline(&mut self) {
        let shader_source = include_str!("../../shaders/vector_arrow.wgsl");
        let shader = self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: Some("vector arrow shader"),
                source: wgpu::ShaderSource::Wgsl(shader_source.into()),
            });

        let bind_group_layout =
            self.device
                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                    label: Some("vector bind group layout"),
                    entries: &[
                        // Camera uniforms
                        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: NonZeroU64::new(272),
                            },
                            count: None,
                        },
                        // Vector uniforms
                        wgpu::BindGroupLayoutEntry {
                            binding: 1,
                            visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Uniform,
                                has_dynamic_offset: false,
                                min_binding_size: NonZeroU64::new(96),
                            },
                            count: None,
                        },
                        // Base positions storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 2,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Vectors storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 3,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                    ],
                });

        let pipeline_layout = self
            .device
            .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("vector pipeline layout"),
                bind_group_layouts: &[
                    &bind_group_layout,
                    &self.slice_plane_bind_group_layout,
                    &self.matcap_bind_group_layout,
                ],
                push_constant_ranges: &[],
            });

        let pipeline = self
            .device
            .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                label: Some("vector arrow pipeline"),
                layout: Some(&pipeline_layout),
                vertex: wgpu::VertexState {
                    module: &shader,
                    entry_point: Some("vs_main"),
                    buffers: &[],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                },
                fragment: Some(wgpu::FragmentState {
                    module: &shader,
                    entry_point: Some("fs_main"),
                    targets: &[Some(wgpu::ColorTargetState {
                        format: wgpu::TextureFormat::Rgba16Float, // HDR format for scene rendering
                        blend: Some(wgpu::BlendState::REPLACE),
                        write_mask: wgpu::ColorWrites::ALL,
                    })],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                }),
                primitive: wgpu::PrimitiveState {
                    topology: wgpu::PrimitiveTopology::TriangleList,
                    strip_index_format: None,
                    front_face: wgpu::FrontFace::Ccw,
                    cull_mode: Some(wgpu::Face::Back),
                    polygon_mode: wgpu::PolygonMode::Fill,
                    unclipped_depth: false,
                    conservative: false,
                },
                depth_stencil: Some(wgpu::DepthStencilState {
                    format: wgpu::TextureFormat::Depth24PlusStencil8,
                    depth_write_enabled: true,
                    depth_compare: wgpu::CompareFunction::Less,
                    stencil: wgpu::StencilState::default(),
                    bias: wgpu::DepthBiasState::default(),
                }),
                multisample: wgpu::MultisampleState::default(),
                multiview: None,
                cache: None,
            });

        self.vector_pipeline = Some(pipeline);
        self.vector_bind_group_layout = Some(bind_group_layout);
    }

    /// Gets the vector bind group layout.
    pub fn vector_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
        self.vector_bind_group_layout
            .as_ref()
            .expect("vector pipeline not initialized")
    }

    /// Gets the mesh bind group layout.
    pub fn mesh_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
        self.mesh_bind_group_layout
            .as_ref()
            .expect("mesh pipeline not initialized")
    }

    /// Gets the simple mesh bind group layout (for isosurface rendering).
    pub fn simple_mesh_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
        self.simple_mesh_bind_group_layout
            .as_ref()
            .expect("simple mesh pipeline not initialized")
    }

    /// Creates the surface mesh render pipeline.
    pub(crate) fn create_mesh_pipeline(&mut self) {
        let shader_source = include_str!("../../shaders/surface_mesh.wgsl");
        let shader = self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: Some("surface mesh shader"),
                source: wgpu::ShaderSource::Wgsl(shader_source.into()),
            });

        let bind_group_layout =
            self.device
                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                    label: Some("mesh bind group layout"),
                    entries: &[
                        // Camera uniforms
                        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: NonZeroU64::new(272),
                            },
                            count: None,
                        },
                        // Mesh uniforms
                        wgpu::BindGroupLayoutEntry {
                            binding: 1,
                            visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Uniform,
                                has_dynamic_offset: false,
                                min_binding_size: NonZeroU64::new(160),
                            },
                            count: None,
                        },
                        // Positions storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 2,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Normals storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 3,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Barycentrics storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 4,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Colors storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 5,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Edge is real storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 6,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                    ],
                });

        let pipeline_layout = self
            .device
            .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("mesh pipeline layout"),
                bind_group_layouts: &[
                    &bind_group_layout,
                    &self.slice_plane_bind_group_layout,
                    &self.matcap_bind_group_layout,
                ],
                push_constant_ranges: &[],
            });

        let pipeline = self
            .device
            .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                label: Some("surface mesh pipeline"),
                layout: Some(&pipeline_layout),
                vertex: wgpu::VertexState {
                    module: &shader,
                    entry_point: Some("vs_main"),
                    buffers: &[],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                },
                fragment: Some(wgpu::FragmentState {
                    module: &shader,
                    entry_point: Some("fs_main"),
                    targets: &[
                        // Color output (HDR)
                        Some(wgpu::ColorTargetState {
                            format: wgpu::TextureFormat::Rgba16Float,
                            blend: Some(wgpu::BlendState::ALPHA_BLENDING),
                            write_mask: wgpu::ColorWrites::ALL,
                        }),
                        // Normal output (G-buffer for SSAO)
                        Some(wgpu::ColorTargetState {
                            format: wgpu::TextureFormat::Rgba16Float,
                            blend: None,
                            write_mask: wgpu::ColorWrites::ALL,
                        }),
                    ],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                }),
                primitive: wgpu::PrimitiveState {
                    topology: wgpu::PrimitiveTopology::TriangleList,
                    strip_index_format: None,
                    front_face: wgpu::FrontFace::Ccw,
                    cull_mode: None, // Culling handled in shader
                    polygon_mode: wgpu::PolygonMode::Fill,
                    unclipped_depth: false,
                    conservative: false,
                },
                depth_stencil: Some(wgpu::DepthStencilState {
                    format: wgpu::TextureFormat::Depth24PlusStencil8,
                    depth_write_enabled: true,
                    depth_compare: wgpu::CompareFunction::Less,
                    stencil: wgpu::StencilState::default(),
                    bias: wgpu::DepthBiasState::default(),
                }),
                multisample: wgpu::MultisampleState::default(),
                multiview: None,
                cache: None,
            });

        let depth_normal_pipeline =
            self.device
                .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                    label: Some("surface mesh depth/normal pipeline"),
                    layout: Some(&pipeline_layout),
                    vertex: wgpu::VertexState {
                        module: &shader,
                        entry_point: Some("vs_main"),
                        buffers: &[],
                        compilation_options: wgpu::PipelineCompilationOptions::default(),
                    },
                    fragment: Some(wgpu::FragmentState {
                        module: &shader,
                        entry_point: Some("fs_main"),
                        targets: &[
                            // Color output (HDR) - disabled, keep scene color from other passes
                            Some(wgpu::ColorTargetState {
                                format: wgpu::TextureFormat::Rgba16Float,
                                blend: None,
                                write_mask: wgpu::ColorWrites::empty(),
                            }),
                            // Normal output (G-buffer for SSAO)
                            Some(wgpu::ColorTargetState {
                                format: wgpu::TextureFormat::Rgba16Float,
                                blend: None,
                                write_mask: wgpu::ColorWrites::ALL,
                            }),
                        ],
                        compilation_options: wgpu::PipelineCompilationOptions::default(),
                    }),
                    primitive: wgpu::PrimitiveState {
                        topology: wgpu::PrimitiveTopology::TriangleList,
                        strip_index_format: None,
                        front_face: wgpu::FrontFace::Ccw,
                        cull_mode: None, // Culling handled in shader
                        polygon_mode: wgpu::PolygonMode::Fill,
                        unclipped_depth: false,
                        conservative: false,
                    },
                    depth_stencil: Some(wgpu::DepthStencilState {
                        format: wgpu::TextureFormat::Depth24PlusStencil8,
                        depth_write_enabled: true,
                        depth_compare: wgpu::CompareFunction::Less,
                        stencil: wgpu::StencilState::default(),
                        bias: wgpu::DepthBiasState::default(),
                    }),
                    multisample: wgpu::MultisampleState::default(),
                    multiview: None,
                    cache: None,
                });

        self.mesh_pipeline = Some(pipeline);
        self.mesh_depth_normal_pipeline = Some(depth_normal_pipeline);
        self.mesh_bind_group_layout = Some(bind_group_layout);
    }

    /// Creates the simple mesh pipeline (used for isosurface rendering).
    pub(crate) fn create_simple_mesh_pipeline(&mut self) {
        let shader_source = include_str!("../../shaders/simple_mesh.wgsl");
        let shader = self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: Some("simple mesh shader"),
                source: wgpu::ShaderSource::Wgsl(shader_source.into()),
            });

        let bind_group_layout =
            self.device
                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                    label: Some("simple mesh bind group layout"),
                    entries: &[
                        // Camera uniforms
                        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: NonZeroU64::new(272),
                            },
                            count: None,
                        },
                        // SimpleMeshUniforms (96 bytes)
                        wgpu::BindGroupLayoutEntry {
                            binding: 1,
                            visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Uniform,
                                has_dynamic_offset: false,
                                min_binding_size: NonZeroU64::new(96),
                            },
                            count: None,
                        },
                        // Positions storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 2,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Normals storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 3,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                    ],
                });

        let pipeline_layout = self
            .device
            .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("simple mesh pipeline layout"),
                bind_group_layouts: &[
                    &bind_group_layout,
                    &self.slice_plane_bind_group_layout,
                    &self.matcap_bind_group_layout,
                ],
                push_constant_ranges: &[],
            });

        let pipeline = self
            .device
            .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                label: Some("simple mesh pipeline"),
                layout: Some(&pipeline_layout),
                vertex: wgpu::VertexState {
                    module: &shader,
                    entry_point: Some("vs_main"),
                    buffers: &[],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                },
                fragment: Some(wgpu::FragmentState {
                    module: &shader,
                    entry_point: Some("fs_main"),
                    targets: &[
                        // Color output (HDR)
                        Some(wgpu::ColorTargetState {
                            format: wgpu::TextureFormat::Rgba16Float,
                            blend: Some(wgpu::BlendState::ALPHA_BLENDING),
                            write_mask: wgpu::ColorWrites::ALL,
                        }),
                        // Normal output (G-buffer for SSAO)
                        Some(wgpu::ColorTargetState {
                            format: wgpu::TextureFormat::Rgba16Float,
                            blend: None,
                            write_mask: wgpu::ColorWrites::ALL,
                        }),
                    ],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                }),
                primitive: wgpu::PrimitiveState {
                    topology: wgpu::PrimitiveTopology::TriangleList,
                    strip_index_format: None,
                    front_face: wgpu::FrontFace::Ccw,
                    cull_mode: None,
                    polygon_mode: wgpu::PolygonMode::Fill,
                    unclipped_depth: false,
                    conservative: false,
                },
                depth_stencil: Some(wgpu::DepthStencilState {
                    format: wgpu::TextureFormat::Depth24PlusStencil8,
                    depth_write_enabled: true,
                    depth_compare: wgpu::CompareFunction::Less,
                    stencil: wgpu::StencilState::default(),
                    bias: wgpu::DepthBiasState::default(),
                }),
                multisample: wgpu::MultisampleState::default(),
                multiview: None,
                cache: None,
            });

        self.simple_mesh_pipeline = Some(pipeline);
        self.simple_mesh_bind_group_layout = Some(bind_group_layout);
    }

    /// Gets the curve network edge bind group layout.
    pub fn curve_network_edge_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
        self.curve_network_edge_bind_group_layout
            .as_ref()
            .expect("curve network edge pipeline not initialized")
    }

    /// Creates the curve network edge render pipeline (line rendering).
    pub(crate) fn create_curve_network_edge_pipeline(&mut self) {
        let shader_source = include_str!("../../shaders/curve_network_edge.wgsl");
        let shader = self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: Some("curve network edge shader"),
                source: wgpu::ShaderSource::Wgsl(shader_source.into()),
            });

        let bind_group_layout =
            self.device
                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                    label: Some("curve network edge bind group layout"),
                    entries: &[
                        // Camera uniforms
                        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: NonZeroU64::new(272),
                            },
                            count: None,
                        },
                        // Curve network uniforms
                        wgpu::BindGroupLayoutEntry {
                            binding: 1,
                            visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Uniform,
                                has_dynamic_offset: false,
                                min_binding_size: NonZeroU64::new(32),
                            },
                            count: None,
                        },
                        // Node positions storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 2,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Node colors storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 3,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Edge vertices storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 4,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Edge colors storage buffer
                        wgpu::BindGroupLayoutEntry {
                            binding: 5,
                            visibility: wgpu::ShaderStages::VERTEX,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                    ],
                });

        let pipeline_layout = self
            .device
            .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("curve network edge pipeline layout"),
                bind_group_layouts: &[
                    &bind_group_layout,
                    &self.slice_plane_bind_group_layout,
                    &self.matcap_bind_group_layout,
                ],
                push_constant_ranges: &[],
            });

        let pipeline = self
            .device
            .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                label: Some("curve network edge pipeline"),
                layout: Some(&pipeline_layout),
                vertex: wgpu::VertexState {
                    module: &shader,
                    entry_point: Some("vs_main"),
                    buffers: &[],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                },
                fragment: Some(wgpu::FragmentState {
                    module: &shader,
                    entry_point: Some("fs_main"),
                    targets: &[Some(wgpu::ColorTargetState {
                        format: wgpu::TextureFormat::Rgba16Float, // HDR format for scene rendering
                        blend: Some(wgpu::BlendState::REPLACE),
                        write_mask: wgpu::ColorWrites::ALL,
                    })],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                }),
                primitive: wgpu::PrimitiveState {
                    topology: wgpu::PrimitiveTopology::LineList,
                    strip_index_format: None,
                    front_face: wgpu::FrontFace::Ccw,
                    cull_mode: None, // Lines have no front/back
                    polygon_mode: wgpu::PolygonMode::Fill,
                    unclipped_depth: false,
                    conservative: false,
                },
                depth_stencil: Some(wgpu::DepthStencilState {
                    format: wgpu::TextureFormat::Depth24PlusStencil8,
                    depth_write_enabled: true,
                    depth_compare: wgpu::CompareFunction::Less,
                    stencil: wgpu::StencilState::default(),
                    bias: wgpu::DepthBiasState::default(),
                }),
                multisample: wgpu::MultisampleState::default(),
                multiview: None,
                cache: None,
            });

        self.curve_network_edge_pipeline = Some(pipeline);
        self.curve_network_edge_bind_group_layout = Some(bind_group_layout);
    }

    /// Creates the curve network tube pipelines (compute and render).
    pub(crate) fn create_curve_network_tube_pipelines(&mut self) {
        // Compute shader
        let compute_shader_source = include_str!("../../shaders/curve_network_tube_compute.wgsl");
        let compute_shader = self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: Some("Curve Network Tube Compute Shader"),
                source: wgpu::ShaderSource::Wgsl(compute_shader_source.into()),
            });

        // Compute bind group layout
        let compute_bind_group_layout =
            self.device
                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                    label: Some("Curve Network Tube Compute Bind Group Layout"),
                    entries: &[
                        // Edge vertices (input)
                        wgpu::BindGroupLayoutEntry {
                            binding: 0,
                            visibility: wgpu::ShaderStages::COMPUTE,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Uniforms
                        wgpu::BindGroupLayoutEntry {
                            binding: 1,
                            visibility: wgpu::ShaderStages::COMPUTE,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Uniform,
                                has_dynamic_offset: false,
                                min_binding_size: NonZeroU64::new(32),
                            },
                            count: None,
                        },
                        // Output vertices
                        wgpu::BindGroupLayoutEntry {
                            binding: 2,
                            visibility: wgpu::ShaderStages::COMPUTE,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: false },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Num edges
                        wgpu::BindGroupLayoutEntry {
                            binding: 3,
                            visibility: wgpu::ShaderStages::COMPUTE,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Uniform,
                                has_dynamic_offset: false,
                                min_binding_size: NonZeroU64::new(4),
                            },
                            count: None,
                        },
                    ],
                });

        let compute_pipeline_layout =
            self.device
                .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                    label: Some("Curve Network Tube Compute Pipeline Layout"),
                    bind_group_layouts: &[&compute_bind_group_layout],
                    push_constant_ranges: &[],
                });

        let compute_pipeline =
            self.device
                .create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
                    label: Some("Curve Network Tube Compute Pipeline"),
                    layout: Some(&compute_pipeline_layout),
                    module: &compute_shader,
                    entry_point: Some("main"),
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                    cache: None,
                });

        // Render shader
        let render_shader_source = include_str!("../../shaders/curve_network_tube.wgsl");
        let render_shader = self
            .device
            .create_shader_module(wgpu::ShaderModuleDescriptor {
                label: Some("Curve Network Tube Render Shader"),
                source: wgpu::ShaderSource::Wgsl(render_shader_source.into()),
            });

        // Render bind group layout
        let render_bind_group_layout =
            self.device
                .create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                    label: Some("Curve Network Tube Render Bind Group Layout"),
                    entries: &[
                        // Camera uniforms
                        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: NonZeroU64::new(272),
                            },
                            count: None,
                        },
                        // Curve network uniforms
                        wgpu::BindGroupLayoutEntry {
                            binding: 1,
                            visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Uniform,
                                has_dynamic_offset: false,
                                min_binding_size: NonZeroU64::new(32),
                            },
                            count: None,
                        },
                        // Edge vertices (for raycast)
                        wgpu::BindGroupLayoutEntry {
                            binding: 2,
                            visibility: wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                        // Edge colors
                        wgpu::BindGroupLayoutEntry {
                            binding: 3,
                            visibility: wgpu::ShaderStages::FRAGMENT,
                            ty: wgpu::BindingType::Buffer {
                                ty: wgpu::BufferBindingType::Storage { read_only: true },
                                has_dynamic_offset: false,
                                min_binding_size: None,
                            },
                            count: None,
                        },
                    ],
                });

        let render_pipeline_layout =
            self.device
                .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                    label: Some("Curve Network Tube Render Pipeline Layout"),
                    bind_group_layouts: &[
                        &render_bind_group_layout,
                        &self.slice_plane_bind_group_layout,
                        &self.matcap_bind_group_layout,
                    ],
                    push_constant_ranges: &[],
                });

        let render_pipeline = self
            .device
            .create_render_pipeline(&wgpu::RenderPipelineDescriptor {
                label: Some("Curve Network Tube Render Pipeline"),
                layout: Some(&render_pipeline_layout),
                vertex: wgpu::VertexState {
                    module: &render_shader,
                    entry_point: Some("vs_main"),
                    buffers: &[
                        // Generated vertex buffer layout
                        wgpu::VertexBufferLayout {
                            array_stride: 32, // vec4<f32> position + vec4<u32> edge_id_and_vertex_id
                            step_mode: wgpu::VertexStepMode::Vertex,
                            attributes: &[
                                wgpu::VertexAttribute {
                                    format: wgpu::VertexFormat::Float32x4,
                                    offset: 0,
                                    shader_location: 0,
                                },
                                wgpu::VertexAttribute {
                                    format: wgpu::VertexFormat::Uint32x4,
                                    offset: 16,
                                    shader_location: 1,
                                },
                            ],
                        },
                    ],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                },
                fragment: Some(wgpu::FragmentState {
                    module: &render_shader,
                    entry_point: Some("fs_main"),
                    targets: &[Some(wgpu::ColorTargetState {
                        format: wgpu::TextureFormat::Rgba16Float,
                        blend: Some(wgpu::BlendState::ALPHA_BLENDING),
                        write_mask: wgpu::ColorWrites::ALL,
                    })],
                    compilation_options: wgpu::PipelineCompilationOptions::default(),
                }),
                primitive: wgpu::PrimitiveState {
                    topology: wgpu::PrimitiveTopology::TriangleList,
                    strip_index_format: None,
                    front_face: wgpu::FrontFace::Ccw,
                    cull_mode: None, // Don't cull - we need to see box from inside too
                    polygon_mode: wgpu::PolygonMode::Fill,
                    unclipped_depth: false,
                    conservative: false,
                },
                depth_stencil: Some(wgpu::DepthStencilState {
                    format: wgpu::TextureFormat::Depth24PlusStencil8,
                    depth_write_enabled: true,
                    depth_compare: wgpu::CompareFunction::Less,
                    stencil: wgpu::StencilState::default(),
                    bias: wgpu::DepthBiasState::default(),
                }),
                multisample: wgpu::MultisampleState::default(),
                multiview: None,
                cache: None,
            });

        self.curve_network_tube_pipeline = Some(render_pipeline);
        self.curve_network_tube_compute_pipeline = Some(compute_pipeline);
        self.curve_network_tube_bind_group_layout = Some(render_bind_group_layout);
        self.curve_network_tube_compute_bind_group_layout = Some(compute_bind_group_layout);
    }

    /// Gets the curve network tube render bind group layout.
    pub fn curve_network_tube_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
        self.curve_network_tube_bind_group_layout
            .as_ref()
            .expect("Tube bind group layout not initialized")
    }

    /// Gets the curve network tube compute bind group layout.
    pub fn curve_network_tube_compute_bind_group_layout(&self) -> &wgpu::BindGroupLayout {
        self.curve_network_tube_compute_bind_group_layout
            .as_ref()
            .expect("Tube compute bind group layout not initialized")
    }

    /// Gets the curve network tube compute pipeline.
    pub fn curve_network_tube_compute_pipeline(&self) -> &wgpu::ComputePipeline {
        self.curve_network_tube_compute_pipeline
            .as_ref()
            .expect("Tube compute pipeline not initialized")
    }
}