viewport-lib 0.19.0

3D viewport rendering library
Documentation
// Ribbon shader : flat swept quad strips.
//
// Identical to streamtube.wgsl except cull_mode is None on the pipeline side
// and the fragment shader flips the normal for back-facing triangles so both
// sides of the ribbon shade correctly under the shared lighting helper.
//
// Group 0: Camera uniform (view-projection, eye position) + Lights + ClipPlanes + ClipVolume.
// Group 1: StreamtubeUniform : colour (vec4) + radius (f32) + use_vertex_colour (u32).

// #include "scene_lighting.wgsl"

struct Camera {
    view_proj: mat4x4<f32>,
    eye_pos:   vec3<f32>,
    _pad:      f32,
};

struct ClipPlanes {
    planes: array<vec4<f32>, 6>,
    count:  u32,
    _pad0:  u32,
    viewport_width:  f32,
    viewport_height: f32,
};

struct StreamtubeUniform {
    model:             mat4x4<f32>,
    colour:            vec4<f32>,
    radius:           f32,
    use_vertex_colour: u32,
    unlit:            u32,
    opacity:          f32,
    wireframe:        u32,
    has_texture:      u32,
};

struct ClipVolumeEntry {
    volume_type: u32,
    _pad_a: u32,
    _pad_b: u32,
    _pad_c: u32,
    center: vec3<f32>,
    radius: f32,
    half_extents: vec3<f32>,
    _pad1: f32,
    col0: vec3<f32>,
    _pad2: f32,
    col1: vec3<f32>,
    _pad3: f32,
    col2: vec3<f32>,
    _pad4: f32,
}

struct ClipVolumeUB {
    count: u32,
    _pad_a: u32,
    _pad_b: u32,
    _pad_c: u32,
    volumes: array<ClipVolumeEntry, 4>,
};

// `SingleLight` and `Lights` come from the included `scene_lighting.wgsl`.

@group(0) @binding(0) var<uniform> camera:      Camera;
@group(0) @binding(3) var<uniform> lights:      Lights;
@group(0) @binding(4) var<uniform> clip_planes: ClipPlanes;
@group(0) @binding(6) var<uniform> clip_volume: ClipVolumeUB;
@group(1) @binding(0) var<uniform> tube:           StreamtubeUniform;
@group(1) @binding(1) var          ribbon_texture: texture_2d<f32>;
@group(1) @binding(2) var          ribbon_sampler: sampler;

// #include "clip_volume_test.wgsl"

struct VertexIn {
    @location(0) position: vec3<f32>,
    @location(1) normal:   vec3<f32>,
    @location(2) colour:    vec4<f32>,
    @location(3) uv:       vec2<f32>,
    @location(4) tangent:  vec4<f32>,
};

struct VertexOut {
    @builtin(position) clip_pos:  vec4<f32>,
    @location(0)       world_pos: vec3<f32>,
    @location(1)       world_nrm: vec3<f32>,
    @location(2)       vert_col:  vec4<f32>,
    @location(3)       uv:        vec2<f32>,
};

@vertex
fn vs_main(in: VertexIn) -> VertexOut {
    var out: VertexOut;
    let world = (tube.model * vec4<f32>(in.position, 1.0)).xyz;
    let nrm   = (tube.model * vec4<f32>(in.normal, 0.0)).xyz;
    out.clip_pos  = camera.view_proj * vec4<f32>(world, 1.0);
    out.world_pos = world;
    out.world_nrm = normalize(nrm);
    out.vert_col  = in.colour;
    out.uv        = in.uv;
    return out;
}

@fragment
fn fs_main(in: VertexOut, @builtin(front_facing) is_front: bool) -> @location(0) vec4<f32> {
    // Section-plane clipping.
    for (var i = 0u; i < clip_planes.count; i = i + 1u) {
        let plane = clip_planes.planes[i];
        if dot(vec4<f32>(in.world_pos, 1.0), plane) < 0.0 {
            discard;
        }
    }
    if !clip_volume_test(in.world_pos) { discard; }

    if tube.wireframe != 0u {
        return vec4<f32>(0.75, 0.75, 0.75, 1.0);
    }

    // Resolve base colour. When a streak texture is bound it is multiplied in
    // on top of the per-vertex resolved colour so trail / beam textures can
    // ride the existing colour and alpha ramps.
    var base_colour = select(tube.colour, in.vert_col, tube.use_vertex_colour != 0u);
    if tube.has_texture != 0u {
        base_colour = base_colour * textureSample(ribbon_texture, ribbon_sampler, in.uv);
    }
    let alpha = base_colour.a * tube.opacity;

    // Unlit early-out: skip lighting entirely and return the resolved colour.
    if tube.unlit != 0u {
        return vec4<f32>(base_colour.rgb, alpha);
    }

    // Flip normal for back faces so both sides shade correctly.
    let n_raw = normalize(in.world_nrm);
    let n     = select(-n_raw, n_raw, is_front);

    // Hemisphere ambient + directional lights via the shared helper. Ribbon is
    // already flipped per-face above, so the helper sees a forward-facing normal
    // and one-sided weighting is enough.
    let shaded = apply_scene_lighting(n, base_colour.rgb, false, in.world_pos, lights);

    return vec4<f32>(shaded, alpha);
}