1use bytemuck::{Pod, Zeroable};
7use glam::{Mat4, Vec3, Vec4};
8use std::sync::Arc;
9use wgpu::util::DeviceExt;
10
11use crate::core::DepthMode;
12use crate::{core::scene::GpuVertexBuffer, gpu::shaders};
13
14#[repr(C)]
16#[derive(Clone, Copy, Debug, Pod, Zeroable)]
17pub struct GridUniforms {
18 pub major_step: f32,
19 pub minor_step: f32,
20 pub fade_start: f32,
21 pub fade_end: f32,
22 pub camera_pos: [f32; 3],
23 pub _pad0: f32,
24 pub target_pos: [f32; 3],
25 pub _pad1: f32,
26 pub major_color: [f32; 4],
27 pub minor_color: [f32; 4],
28}
29
30impl Default for GridUniforms {
31 fn default() -> Self {
32 Self {
33 major_step: 1.0,
34 minor_step: 0.1,
35 fade_start: 10.0,
36 fade_end: 15.0,
37 camera_pos: [0.0, 0.0, 0.0],
38 _pad0: 0.0,
39 target_pos: [0.0, 0.0, 0.0],
40 _pad1: 0.0,
41 major_color: [0.90, 0.92, 0.96, 0.30],
42 minor_color: [0.82, 0.84, 0.88, 0.18],
43 }
44 }
45}
46
47#[repr(C)]
49#[derive(Clone, Copy, Debug, Pod, Zeroable)]
50pub struct Vertex {
51 pub position: [f32; 3],
52 pub color: [f32; 4],
53 pub normal: [f32; 3],
54 pub tex_coords: [f32; 2],
55}
56
57impl Vertex {
58 pub fn new(position: Vec3, color: Vec4) -> Self {
59 Self {
60 position: position.to_array(),
61 color: color.to_array(),
62 normal: [0.0, 0.0, 1.0], tex_coords: [0.0, 0.0], }
65 }
66
67 pub fn desc() -> wgpu::VertexBufferLayout<'static> {
68 let stride = std::mem::size_of::<Vertex>() as wgpu::BufferAddress;
69 log::trace!(
70 target: "runmat_plot",
71 "vertex layout: size={}, stride={}",
72 std::mem::size_of::<Vertex>(),
73 stride
74 );
75 wgpu::VertexBufferLayout {
76 array_stride: stride,
77 step_mode: wgpu::VertexStepMode::Vertex,
78 attributes: &[
79 wgpu::VertexAttribute {
81 offset: 0,
82 shader_location: 0,
83 format: wgpu::VertexFormat::Float32x3,
84 },
85 wgpu::VertexAttribute {
87 offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
88 shader_location: 1,
89 format: wgpu::VertexFormat::Float32x4,
90 },
91 wgpu::VertexAttribute {
93 offset: std::mem::size_of::<[f32; 7]>() as wgpu::BufferAddress,
94 shader_location: 2,
95 format: wgpu::VertexFormat::Float32x3,
96 },
97 wgpu::VertexAttribute {
99 offset: std::mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
100 shader_location: 3,
101 format: wgpu::VertexFormat::Float32x2,
102 },
103 ],
104 }
105 }
106}
107
108#[repr(C)]
110#[derive(Clone, Copy, Debug, Pod, Zeroable)]
111pub struct Uniforms {
112 pub view_proj: [[f32; 4]; 4],
113 pub model: [[f32; 4]; 4],
114 pub normal_matrix: [[f32; 4]; 3], }
116
117#[repr(C)]
120#[derive(Clone, Copy, Debug, Pod, Zeroable)]
121pub struct DirectUniforms {
122 pub data_min: [f32; 2], pub data_max: [f32; 2], pub viewport_min: [f32; 2], pub viewport_max: [f32; 2], pub viewport_px: [f32; 2], }
128
129#[repr(C)]
131#[derive(Clone, Copy, Debug, Pod, Zeroable)]
132pub struct PointStyleUniforms {
133 pub face_color: [f32; 4],
134 pub edge_color: [f32; 4],
135 pub edge_thickness_px: f32,
136 pub marker_shape: u32,
137 pub _pad: [f32; 2],
138}
139
140#[repr(C)]
142#[derive(Clone, Copy, Debug, Pod, Zeroable)]
143pub struct MarkerScreenUniforms {
144 pub viewport_px: [f32; 2],
145 pub _pad: [f32; 2],
146}
147
148impl Default for Uniforms {
149 fn default() -> Self {
150 Self::new()
151 }
152}
153
154impl Uniforms {
155 pub fn new() -> Self {
156 Self {
157 view_proj: Mat4::IDENTITY.to_cols_array_2d(),
158 model: Mat4::IDENTITY.to_cols_array_2d(),
159 normal_matrix: [
160 [1.0, 0.0, 0.0, 0.0],
161 [0.0, 1.0, 0.0, 0.0],
162 [0.0, 0.0, 1.0, 0.0],
163 ],
164 }
165 }
166
167 pub fn update_view_proj(&mut self, view_proj: Mat4) {
168 self.view_proj = view_proj.to_cols_array_2d();
169 }
170
171 pub fn update_model(&mut self, model: Mat4) {
172 self.model = model.to_cols_array_2d();
173 let normal_mat = model.inverse().transpose();
175 self.normal_matrix = [
176 [
177 normal_mat.x_axis.x,
178 normal_mat.x_axis.y,
179 normal_mat.x_axis.z,
180 0.0,
181 ],
182 [
183 normal_mat.y_axis.x,
184 normal_mat.y_axis.y,
185 normal_mat.y_axis.z,
186 0.0,
187 ],
188 [
189 normal_mat.z_axis.x,
190 normal_mat.z_axis.y,
191 normal_mat.z_axis.z,
192 0.0,
193 ],
194 ];
195 }
196}
197
198impl DirectUniforms {
199 pub fn new(
200 data_min: [f32; 2],
201 data_max: [f32; 2],
202 viewport_min: [f32; 2],
203 viewport_max: [f32; 2],
204 viewport_px: [f32; 2],
205 ) -> Self {
206 Self {
207 data_min,
208 data_max,
209 viewport_min,
210 viewport_max,
211 viewport_px,
212 }
213 }
214}
215
216pub fn marker_shape_code(style: crate::plots::scatter::MarkerStyle) -> u32 {
217 match style {
218 crate::plots::scatter::MarkerStyle::Circle => 0,
219 crate::plots::scatter::MarkerStyle::Square => 1,
220 crate::plots::scatter::MarkerStyle::Triangle => 2,
221 crate::plots::scatter::MarkerStyle::Diamond => 3,
222 crate::plots::scatter::MarkerStyle::Plus => 4,
223 crate::plots::scatter::MarkerStyle::Cross => 5,
224 crate::plots::scatter::MarkerStyle::Star => 6,
225 crate::plots::scatter::MarkerStyle::Hexagon => 7,
226 }
227}
228
229#[derive(Debug, Clone, Copy, PartialEq, Eq)]
231pub enum PipelineType {
232 Points,
233 Lines,
234 Triangles,
235 Scatter3,
236 Textured,
237}
238
239pub struct WgpuRenderer {
241 pub device: Arc<wgpu::Device>,
242 pub queue: Arc<wgpu::Queue>,
243 pub surface_config: wgpu::SurfaceConfiguration,
244
245 pub msaa_sample_count: u32,
247
248 point_pipeline: Option<wgpu::RenderPipeline>,
250 line_pipeline: Option<wgpu::RenderPipeline>,
251 triangle_pipeline: Option<wgpu::RenderPipeline>,
252
253 pub direct_line_pipeline: Option<wgpu::RenderPipeline>,
255 pub direct_triangle_pipeline: Option<wgpu::RenderPipeline>,
256 pub direct_point_pipeline: Option<wgpu::RenderPipeline>,
257 image_pipeline: Option<wgpu::RenderPipeline>,
258 image_bind_group_layout: wgpu::BindGroupLayout,
259 image_sampler: wgpu::Sampler,
260 point_style_bind_group_layout: wgpu::BindGroupLayout,
261 marker_screen_bind_group_layout: wgpu::BindGroupLayout,
262 marker_screen_uniform_buffer: wgpu::Buffer,
263 marker_screen_bind_group: wgpu::BindGroup,
264 axes_marker_screen_uniform_buffers: Vec<wgpu::Buffer>,
265 axes_marker_screen_bind_groups: Vec<wgpu::BindGroup>,
266
267 grid_uniform_buffer: wgpu::Buffer,
269 pub grid_uniform_bind_group: wgpu::BindGroup,
270 grid_uniform_bind_group_layout: wgpu::BindGroupLayout,
271 axes_grid_uniform_buffers: Vec<wgpu::Buffer>,
272 axes_grid_uniform_bind_groups: Vec<wgpu::BindGroup>,
273 grid_plane_pipeline: Option<wgpu::RenderPipeline>,
274
275 uniform_buffer: wgpu::Buffer,
277 uniform_bind_group: wgpu::BindGroup,
278 uniform_bind_group_layout: wgpu::BindGroupLayout,
279 axes_uniform_buffers: Vec<wgpu::Buffer>,
280 axes_uniform_bind_groups: Vec<wgpu::BindGroup>,
281
282 direct_uniform_buffer: wgpu::Buffer,
284 pub direct_uniform_bind_group: wgpu::BindGroup,
285 direct_uniform_bind_group_layout: wgpu::BindGroupLayout,
286 axes_direct_uniform_buffers: Vec<wgpu::Buffer>,
287 axes_direct_uniform_bind_groups: Vec<wgpu::BindGroup>,
288
289 uniforms: Uniforms,
291 direct_uniforms: DirectUniforms,
292
293 depth_texture: Option<wgpu::Texture>,
295 depth_view: Option<Arc<wgpu::TextureView>>,
296 depth_extent: (u32, u32, u32), msaa_color_texture: Option<wgpu::Texture>,
300 msaa_color_view: Option<Arc<wgpu::TextureView>>,
301 msaa_color_extent: (u32, u32, u32), pub depth_mode: DepthMode,
305}
306
307impl WgpuRenderer {
308 fn create_uniform_bind_group_for_buffer(
309 &self,
310 buffer: &wgpu::Buffer,
311 label: &str,
312 ) -> wgpu::BindGroup {
313 self.device.create_bind_group(&wgpu::BindGroupDescriptor {
314 layout: &self.uniform_bind_group_layout,
315 entries: &[wgpu::BindGroupEntry {
316 binding: 0,
317 resource: buffer.as_entire_binding(),
318 }],
319 label: Some(label),
320 })
321 }
322
323 fn create_direct_uniform_bind_group_for_buffer(
324 &self,
325 buffer: &wgpu::Buffer,
326 label: &str,
327 ) -> wgpu::BindGroup {
328 self.device.create_bind_group(&wgpu::BindGroupDescriptor {
329 layout: &self.direct_uniform_bind_group_layout,
330 entries: &[wgpu::BindGroupEntry {
331 binding: 0,
332 resource: buffer.as_entire_binding(),
333 }],
334 label: Some(label),
335 })
336 }
337
338 fn create_grid_uniform_bind_group_for_buffer(
339 &self,
340 buffer: &wgpu::Buffer,
341 label: &str,
342 ) -> wgpu::BindGroup {
343 self.device.create_bind_group(&wgpu::BindGroupDescriptor {
344 label: Some(label),
345 layout: &self.grid_uniform_bind_group_layout,
346 entries: &[wgpu::BindGroupEntry {
347 binding: 0,
348 resource: buffer.as_entire_binding(),
349 }],
350 })
351 }
352
353 fn create_marker_screen_bind_group_for_buffer(
354 &self,
355 buffer: &wgpu::Buffer,
356 label: &str,
357 ) -> wgpu::BindGroup {
358 self.device.create_bind_group(&wgpu::BindGroupDescriptor {
359 label: Some(label),
360 layout: &self.marker_screen_bind_group_layout,
361 entries: &[wgpu::BindGroupEntry {
362 binding: 0,
363 resource: buffer.as_entire_binding(),
364 }],
365 })
366 }
367
368 pub fn ensure_axes_uniform_capacity(&mut self, axes_count: usize) {
369 while self.axes_uniform_buffers.len() < axes_count {
370 let idx = self.axes_uniform_buffers.len();
371 let buffer = self
372 .device
373 .create_buffer_init(&wgpu::util::BufferInitDescriptor {
374 label: Some(&format!("Axes Uniform Buffer {idx}")),
375 contents: bytemuck::cast_slice(&[Uniforms::new()]),
376 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
377 });
378 let bind_group = self.create_uniform_bind_group_for_buffer(
379 &buffer,
380 &format!("axes_uniform_bind_group_{idx}"),
381 );
382 self.axes_uniform_buffers.push(buffer);
383 self.axes_uniform_bind_groups.push(bind_group);
384 }
385 while self.axes_direct_uniform_buffers.len() < axes_count {
386 let idx = self.axes_direct_uniform_buffers.len();
387 let buffer = self
388 .device
389 .create_buffer_init(&wgpu::util::BufferInitDescriptor {
390 label: Some(&format!("Axes Direct Uniform Buffer {idx}")),
391 contents: bytemuck::cast_slice(&[DirectUniforms::new(
392 [0.0, 0.0],
393 [1.0, 1.0],
394 [-1.0, -1.0],
395 [1.0, 1.0],
396 [1.0, 1.0],
397 )]),
398 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
399 });
400 let bind_group = self.create_direct_uniform_bind_group_for_buffer(
401 &buffer,
402 &format!("axes_direct_uniform_bind_group_{idx}"),
403 );
404 self.axes_direct_uniform_buffers.push(buffer);
405 self.axes_direct_uniform_bind_groups.push(bind_group);
406 }
407 while self.axes_grid_uniform_buffers.len() < axes_count {
408 let idx = self.axes_grid_uniform_buffers.len();
409 let buffer = self
410 .device
411 .create_buffer_init(&wgpu::util::BufferInitDescriptor {
412 label: Some(&format!("Axes Grid Uniform Buffer {idx}")),
413 contents: bytemuck::cast_slice(&[GridUniforms::default()]),
414 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
415 });
416 let bind_group = self.create_grid_uniform_bind_group_for_buffer(
417 &buffer,
418 &format!("axes_grid_uniform_bind_group_{idx}"),
419 );
420 self.axes_grid_uniform_buffers.push(buffer);
421 self.axes_grid_uniform_bind_groups.push(bind_group);
422 }
423 while self.axes_marker_screen_uniform_buffers.len() < axes_count {
424 let idx = self.axes_marker_screen_uniform_buffers.len();
425 let buffer = self
426 .device
427 .create_buffer_init(&wgpu::util::BufferInitDescriptor {
428 label: Some(&format!("Axes Marker Screen Uniform Buffer {idx}")),
429 contents: bytemuck::cast_slice(&[MarkerScreenUniforms {
430 viewport_px: [1.0, 1.0],
431 _pad: [0.0, 0.0],
432 }]),
433 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
434 });
435 let bind_group = self.create_marker_screen_bind_group_for_buffer(
436 &buffer,
437 &format!("axes_marker_screen_bind_group_{idx}"),
438 );
439 self.axes_marker_screen_uniform_buffers.push(buffer);
440 self.axes_marker_screen_bind_groups.push(bind_group);
441 }
442 }
443
444 pub async fn new(
446 device: Arc<wgpu::Device>,
447 queue: Arc<wgpu::Queue>,
448 surface_config: wgpu::SurfaceConfiguration,
449 ) -> Self {
450 let uniforms = Uniforms::new();
452 let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
453 label: Some("Uniform Buffer"),
454 contents: bytemuck::cast_slice(&[uniforms]),
455 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
456 });
457
458 let uniform_bind_group_layout =
460 device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
461 entries: &[wgpu::BindGroupLayoutEntry {
462 binding: 0,
463 visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
464 ty: wgpu::BindingType::Buffer {
465 ty: wgpu::BufferBindingType::Uniform,
466 has_dynamic_offset: false,
467 min_binding_size: None,
468 },
469 count: None,
470 }],
471 label: Some("uniform_bind_group_layout"),
472 });
473
474 let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
476 layout: &uniform_bind_group_layout,
477 entries: &[wgpu::BindGroupEntry {
478 binding: 0,
479 resource: uniform_buffer.as_entire_binding(),
480 }],
481 label: Some("uniform_bind_group"),
482 });
483
484 let direct_uniforms = DirectUniforms::new(
486 [0.0, 0.0], [1.0, 1.0], [-1.0, -1.0], [1.0, 1.0], [1.0, 1.0], );
492 let direct_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
493 label: Some("Direct Uniform Buffer"),
494 contents: bytemuck::cast_slice(&[direct_uniforms]),
495 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
496 });
497
498 let direct_uniform_bind_group_layout =
500 device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
501 entries: &[wgpu::BindGroupLayoutEntry {
502 binding: 0,
503 visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
504 ty: wgpu::BindingType::Buffer {
505 ty: wgpu::BufferBindingType::Uniform,
506 has_dynamic_offset: false,
507 min_binding_size: None,
508 },
509 count: None,
510 }],
511 label: Some("direct_uniform_bind_group_layout"),
512 });
513
514 let direct_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
516 layout: &direct_uniform_bind_group_layout,
517 entries: &[wgpu::BindGroupEntry {
518 binding: 0,
519 resource: direct_uniform_buffer.as_entire_binding(),
520 }],
521 label: Some("direct_uniform_bind_group"),
522 });
523
524 let image_bind_group_layout =
525 device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
526 label: Some("Image Bind Group Layout"),
527 entries: &[
528 wgpu::BindGroupLayoutEntry {
530 binding: 0,
531 visibility: wgpu::ShaderStages::FRAGMENT,
532 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
533 count: None,
534 },
535 wgpu::BindGroupLayoutEntry {
537 binding: 1,
538 visibility: wgpu::ShaderStages::FRAGMENT,
539 ty: wgpu::BindingType::Texture {
540 multisampled: false,
541 view_dimension: wgpu::TextureViewDimension::D2,
542 sample_type: wgpu::TextureSampleType::Float { filterable: true },
543 },
544 count: None,
545 },
546 ],
547 });
548
549 let image_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
550 label: Some("Image Sampler"),
551 address_mode_u: wgpu::AddressMode::ClampToEdge,
552 address_mode_v: wgpu::AddressMode::ClampToEdge,
553 address_mode_w: wgpu::AddressMode::ClampToEdge,
554 mag_filter: wgpu::FilterMode::Linear,
555 min_filter: wgpu::FilterMode::Linear,
556 mipmap_filter: wgpu::FilterMode::Nearest,
557 ..Default::default()
558 });
559
560 let point_style_bind_group_layout =
562 device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
563 label: Some("Point Style Bind Group Layout"),
564 entries: &[wgpu::BindGroupLayoutEntry {
565 binding: 0,
566 visibility: wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::VERTEX,
567 ty: wgpu::BindingType::Buffer {
568 ty: wgpu::BufferBindingType::Uniform,
569 has_dynamic_offset: false,
570 min_binding_size: None,
571 },
572 count: None,
573 }],
574 });
575 let marker_screen_bind_group_layout =
576 device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
577 label: Some("Marker Screen Bind Group Layout"),
578 entries: &[wgpu::BindGroupLayoutEntry {
579 binding: 0,
580 visibility: wgpu::ShaderStages::VERTEX,
581 ty: wgpu::BindingType::Buffer {
582 ty: wgpu::BufferBindingType::Uniform,
583 has_dynamic_offset: false,
584 min_binding_size: None,
585 },
586 count: None,
587 }],
588 });
589 let marker_screen_uniform_buffer =
590 device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
591 label: Some("Marker Screen Uniform Buffer"),
592 contents: bytemuck::cast_slice(&[MarkerScreenUniforms {
593 viewport_px: [1.0, 1.0],
594 _pad: [0.0, 0.0],
595 }]),
596 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
597 });
598 let marker_screen_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
599 label: Some("Marker Screen Bind Group"),
600 layout: &marker_screen_bind_group_layout,
601 entries: &[wgpu::BindGroupEntry {
602 binding: 0,
603 resource: marker_screen_uniform_buffer.as_entire_binding(),
604 }],
605 });
606
607 let grid_uniforms = GridUniforms::default();
609 let grid_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
610 label: Some("Grid Uniform Buffer"),
611 contents: bytemuck::cast_slice(&[grid_uniforms]),
612 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
613 });
614 let grid_uniform_bind_group_layout =
615 device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
616 entries: &[wgpu::BindGroupLayoutEntry {
617 binding: 0,
618 visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
619 ty: wgpu::BindingType::Buffer {
620 ty: wgpu::BufferBindingType::Uniform,
621 has_dynamic_offset: false,
622 min_binding_size: None,
623 },
624 count: None,
625 }],
626 label: Some("grid_uniform_bind_group_layout"),
627 });
628 let grid_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
629 label: Some("grid_uniform_bind_group"),
630 layout: &grid_uniform_bind_group_layout,
631 entries: &[wgpu::BindGroupEntry {
632 binding: 0,
633 resource: grid_uniform_buffer.as_entire_binding(),
634 }],
635 });
636
637 Self {
638 device,
639 queue,
640 surface_config,
641 msaa_sample_count: 1,
642 point_pipeline: None,
643 line_pipeline: None,
644 triangle_pipeline: None,
645 direct_line_pipeline: None,
646 direct_triangle_pipeline: None,
647 direct_point_pipeline: None,
648 image_pipeline: None,
649 image_bind_group_layout,
650 image_sampler,
651 point_style_bind_group_layout,
652 marker_screen_bind_group_layout,
653 marker_screen_uniform_buffer,
654 marker_screen_bind_group,
655 axes_marker_screen_uniform_buffers: Vec::new(),
656 axes_marker_screen_bind_groups: Vec::new(),
657 grid_uniform_buffer,
658 grid_uniform_bind_group,
659 grid_uniform_bind_group_layout,
660 axes_grid_uniform_buffers: Vec::new(),
661 axes_grid_uniform_bind_groups: Vec::new(),
662 grid_plane_pipeline: None,
663 uniform_buffer,
664 uniform_bind_group,
665 uniform_bind_group_layout,
666 axes_uniform_buffers: Vec::new(),
667 axes_uniform_bind_groups: Vec::new(),
668 direct_uniform_buffer,
669 direct_uniform_bind_group,
670 direct_uniform_bind_group_layout,
671 axes_direct_uniform_buffers: Vec::new(),
672 axes_direct_uniform_bind_groups: Vec::new(),
673 uniforms,
674 direct_uniforms,
675 depth_texture: None,
676 depth_view: None,
677 depth_extent: (0, 0, 0),
678 msaa_color_texture: None,
679 msaa_color_view: None,
680 msaa_color_extent: (0, 0, 0),
681 depth_mode: DepthMode::default(),
682 }
683 }
684
685 pub fn update_grid_uniforms(&mut self, uniforms: GridUniforms) {
686 self.queue.write_buffer(
687 &self.grid_uniform_buffer,
688 0,
689 bytemuck::cast_slice(&[uniforms]),
690 );
691 self.ensure_axes_uniform_capacity(1);
692 self.queue.write_buffer(
693 &self.axes_grid_uniform_buffers[0],
694 0,
695 bytemuck::cast_slice(&[uniforms]),
696 );
697 }
698
699 pub fn update_grid_uniforms_for_axes(&mut self, axes_index: usize, uniforms: GridUniforms) {
700 self.ensure_axes_uniform_capacity(axes_index + 1);
701 self.queue.write_buffer(
702 &self.axes_grid_uniform_buffers[axes_index],
703 0,
704 bytemuck::cast_slice(&[uniforms]),
705 );
706 }
707
708 pub fn get_grid_uniform_bind_group_for_axes(&self, axes_index: usize) -> &wgpu::BindGroup {
709 self.axes_grid_uniform_bind_groups
710 .get(axes_index)
711 .unwrap_or(&self.grid_uniform_bind_group)
712 }
713
714 pub fn set_depth_mode(&mut self, mode: DepthMode) {
715 if self.depth_mode != mode {
716 self.depth_mode = mode;
717 self.point_pipeline = None;
719 self.line_pipeline = None;
720 self.triangle_pipeline = None;
721 self.direct_line_pipeline = None;
722 self.direct_triangle_pipeline = None;
723 self.direct_point_pipeline = None;
724 self.image_pipeline = None;
725 self.grid_plane_pipeline = None;
726 }
727 }
728
729 pub fn ensure_msaa(&mut self, requested_count: u32) {
731 let clamped = match requested_count {
732 0 => 1,
733 1 => 1,
734 2 => 2,
735 4 => 4,
736 8 => 8,
737 16 => 8, _ => 4, };
740 if self.msaa_sample_count != clamped {
741 self.msaa_sample_count = clamped;
742 self.point_pipeline = None;
744 self.line_pipeline = None;
745 self.triangle_pipeline = None;
746 self.direct_line_pipeline = None;
747 self.direct_triangle_pipeline = None;
748 self.direct_point_pipeline = None;
749 self.image_pipeline = None;
750 self.grid_plane_pipeline = None;
751 self.depth_texture = None;
753 self.depth_view = None;
754 self.depth_extent = (0, 0, 0);
755 self.msaa_color_texture = None;
756 self.msaa_color_view = None;
757 self.msaa_color_extent = (0, 0, 0);
758 }
759 }
760
761 fn depth_format() -> wgpu::TextureFormat {
762 #[cfg(target_arch = "wasm32")]
764 {
765 wgpu::TextureFormat::Depth24Plus
766 }
767 #[cfg(not(target_arch = "wasm32"))]
768 {
769 wgpu::TextureFormat::Depth32Float
770 }
771 }
772
773 fn depth_compare(&self) -> wgpu::CompareFunction {
774 match self.depth_mode {
775 DepthMode::Standard => wgpu::CompareFunction::LessEqual,
776 DepthMode::ReversedZ => wgpu::CompareFunction::GreaterEqual,
777 }
778 }
779
780 pub fn ensure_depth_view(&mut self) -> Arc<wgpu::TextureView> {
781 let width = self.surface_config.width.max(1);
782 let height = self.surface_config.height.max(1);
783 let samples = self.msaa_sample_count.max(1);
784 if self.depth_view.is_none() || self.depth_extent != (width, height, samples) {
785 let texture = self.device.create_texture(&wgpu::TextureDescriptor {
786 label: Some("runmat_depth_texture"),
787 size: wgpu::Extent3d {
788 width,
789 height,
790 depth_or_array_layers: 1,
791 },
792 mip_level_count: 1,
793 sample_count: samples,
794 dimension: wgpu::TextureDimension::D2,
795 format: Self::depth_format(),
796 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
797 view_formats: &[],
798 });
799 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
800 self.depth_texture = Some(texture);
801 self.depth_view = Some(Arc::new(view));
802 self.depth_extent = (width, height, samples);
803 }
804 self.depth_view
805 .as_ref()
806 .cloned()
807 .expect("depth view missing")
808 }
809
810 pub fn ensure_msaa_color_view(&mut self) -> Arc<wgpu::TextureView> {
811 let width = self.surface_config.width.max(1);
812 let height = self.surface_config.height.max(1);
813 let samples = self.msaa_sample_count.max(1);
814 if self.msaa_color_view.is_none() || self.msaa_color_extent != (width, height, samples) {
815 let texture = self.device.create_texture(&wgpu::TextureDescriptor {
816 label: Some("runmat_msaa_color_plot"),
817 size: wgpu::Extent3d {
818 width,
819 height,
820 depth_or_array_layers: 1,
821 },
822 mip_level_count: 1,
823 sample_count: samples,
824 dimension: wgpu::TextureDimension::D2,
825 format: self.surface_config.format,
826 usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
827 view_formats: &[],
828 });
829 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
830 self.msaa_color_texture = Some(texture);
831 self.msaa_color_view = Some(Arc::new(view));
832 self.msaa_color_extent = (width, height, samples);
833 }
834 self.msaa_color_view
835 .as_ref()
836 .cloned()
837 .expect("msaa color view missing")
838 }
839
840 pub fn create_image_texture_and_bind_group(
842 &self,
843 width: u32,
844 height: u32,
845 data: &[u8],
846 ) -> (wgpu::Texture, wgpu::TextureView, wgpu::BindGroup) {
847 let texture = self.device.create_texture(&wgpu::TextureDescriptor {
848 label: Some("Image Texture"),
849 size: wgpu::Extent3d {
850 width,
851 height,
852 depth_or_array_layers: 1,
853 },
854 mip_level_count: 1,
855 sample_count: 1,
856 dimension: wgpu::TextureDimension::D2,
857 format: wgpu::TextureFormat::Rgba8UnormSrgb,
858 usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
859 view_formats: &[],
860 });
861 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
862 self.queue.write_texture(
864 crate::wgpu_compat::TexelCopyTextureInfo {
865 texture: &texture,
866 mip_level: 0,
867 origin: wgpu::Origin3d::ZERO,
868 aspect: wgpu::TextureAspect::All,
869 },
870 data,
871 crate::wgpu_compat::TexelCopyBufferLayout {
872 offset: 0,
873 bytes_per_row: Some(4 * width),
874 rows_per_image: Some(height),
875 },
876 wgpu::Extent3d {
877 width,
878 height,
879 depth_or_array_layers: 1,
880 },
881 );
882 let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
883 label: Some("Image Bind Group"),
884 layout: &self.image_bind_group_layout,
885 entries: &[
886 wgpu::BindGroupEntry {
887 binding: 0,
888 resource: wgpu::BindingResource::Sampler(&self.image_sampler),
889 },
890 wgpu::BindGroupEntry {
891 binding: 1,
892 resource: wgpu::BindingResource::TextureView(&texture_view),
893 },
894 ],
895 });
896 (texture, texture_view, bind_group)
897 }
898
899 pub fn create_vertex_buffer(&self, vertices: &[Vertex]) -> wgpu::Buffer {
901 self.device
902 .create_buffer_init(&wgpu::util::BufferInitDescriptor {
903 label: Some("Vertex Buffer"),
904 contents: bytemuck::cast_slice(vertices),
905 usage: wgpu::BufferUsages::VERTEX,
906 })
907 }
908
909 pub fn vertex_buffer_from_sources(
911 &self,
912 gpu: Option<&GpuVertexBuffer>,
913 cpu_vertices: &[Vertex],
914 ) -> Option<Arc<wgpu::Buffer>> {
915 if let Some(buffer) = gpu {
916 Some(buffer.buffer.clone())
917 } else if !cpu_vertices.is_empty() {
918 Some(Arc::new(self.create_vertex_buffer(cpu_vertices)))
919 } else {
920 None
921 }
922 }
923
924 pub fn create_direct_point_vertices(&self, points: &[Vertex], size_px: f32) -> Vec<Vertex> {
927 let corners: [[f32; 2]; 6] = [
928 [-1.0, -1.0],
929 [1.0, -1.0],
930 [1.0, 1.0],
931 [-1.0, -1.0],
932 [1.0, 1.0],
933 [-1.0, 1.0],
934 ];
935 let mut out = Vec::with_capacity(points.len() * 6);
936 for p in points {
937 for c in corners {
938 let mut v = *p;
939 v.tex_coords = c; let sz = if size_px > 0.0 { size_px } else { p.normal[2] };
941 v.normal = [p.normal[0], p.normal[1], sz];
942 out.push(v);
943 }
944 }
945 out
946 }
947
948 pub fn create_index_buffer(&self, indices: &[u32]) -> wgpu::Buffer {
950 self.device
951 .create_buffer_init(&wgpu::util::BufferInitDescriptor {
952 label: Some("Index Buffer"),
953 contents: bytemuck::cast_slice(indices),
954 usage: wgpu::BufferUsages::INDEX,
955 })
956 }
957
958 pub fn update_uniforms(&mut self, view_proj: Mat4, model: Mat4) {
960 self.uniforms.update_view_proj(view_proj);
961 self.uniforms.update_model(model);
962
963 self.queue.write_buffer(
964 &self.uniform_buffer,
965 0,
966 bytemuck::cast_slice(&[self.uniforms]),
967 );
968 self.ensure_axes_uniform_capacity(1);
969 self.queue.write_buffer(
970 &self.axes_uniform_buffers[0],
971 0,
972 bytemuck::cast_slice(&[self.uniforms]),
973 );
974 }
975
976 pub fn update_uniforms_for_axes(&mut self, axes_index: usize, view_proj: Mat4, model: Mat4) {
977 self.ensure_axes_uniform_capacity(axes_index + 1);
978 let mut uniforms = Uniforms::new();
979 uniforms.update_view_proj(view_proj);
980 uniforms.update_model(model);
981 self.queue.write_buffer(
982 &self.axes_uniform_buffers[axes_index],
983 0,
984 bytemuck::cast_slice(&[uniforms]),
985 );
986 }
987
988 pub fn update_marker_screen_uniforms(&mut self, viewport_px: [f32; 2]) {
989 let uniforms = MarkerScreenUniforms {
990 viewport_px: [viewport_px[0].max(1.0), viewport_px[1].max(1.0)],
991 _pad: [0.0, 0.0],
992 };
993 self.queue.write_buffer(
994 &self.marker_screen_uniform_buffer,
995 0,
996 bytemuck::cast_slice(&[uniforms]),
997 );
998 self.ensure_axes_uniform_capacity(1);
999 self.queue.write_buffer(
1000 &self.axes_marker_screen_uniform_buffers[0],
1001 0,
1002 bytemuck::cast_slice(&[uniforms]),
1003 );
1004 }
1005
1006 pub fn update_marker_screen_uniforms_for_axes(
1007 &mut self,
1008 axes_index: usize,
1009 viewport_px: [f32; 2],
1010 ) {
1011 self.ensure_axes_uniform_capacity(axes_index + 1);
1012 let uniforms = MarkerScreenUniforms {
1013 viewport_px: [viewport_px[0].max(1.0), viewport_px[1].max(1.0)],
1014 _pad: [0.0, 0.0],
1015 };
1016 self.queue.write_buffer(
1017 &self.axes_marker_screen_uniform_buffers[axes_index],
1018 0,
1019 bytemuck::cast_slice(&[uniforms]),
1020 );
1021 }
1022
1023 pub fn get_uniform_bind_group(&self) -> &wgpu::BindGroup {
1025 &self.uniform_bind_group
1026 }
1027
1028 pub fn get_uniform_bind_group_for_axes(&self, axes_index: usize) -> &wgpu::BindGroup {
1029 self.axes_uniform_bind_groups
1030 .get(axes_index)
1031 .unwrap_or(&self.uniform_bind_group)
1032 }
1033
1034 pub fn get_marker_screen_bind_group(&self) -> &wgpu::BindGroup {
1035 &self.marker_screen_bind_group
1036 }
1037
1038 pub fn get_marker_screen_bind_group_for_axes(&self, axes_index: usize) -> &wgpu::BindGroup {
1039 self.axes_marker_screen_bind_groups
1040 .get(axes_index)
1041 .unwrap_or(&self.marker_screen_bind_group)
1042 }
1043
1044 pub fn ensure_pipeline(&mut self, pipeline_type: PipelineType) {
1046 match pipeline_type {
1047 PipelineType::Points => {
1048 if self.point_pipeline.is_none() {
1049 self.point_pipeline = Some(self.create_point_pipeline());
1050 }
1051 }
1052 PipelineType::Lines => {
1053 if self.line_pipeline.is_none() {
1054 self.line_pipeline = Some(self.create_line_pipeline());
1055 }
1056 }
1057 PipelineType::Triangles => {
1058 if self.triangle_pipeline.is_none() {
1059 self.triangle_pipeline = Some(self.create_triangle_pipeline());
1060 }
1061 }
1062 PipelineType::Scatter3 => {
1063 self.ensure_pipeline(PipelineType::Points);
1065 }
1066 PipelineType::Textured => {
1067 if self.image_pipeline.is_none() {
1068 self.image_pipeline = Some(self.create_image_pipeline());
1069 }
1070 }
1071 }
1072 }
1073
1074 pub fn get_pipeline(&self, pipeline_type: PipelineType) -> &wgpu::RenderPipeline {
1076 match pipeline_type {
1077 PipelineType::Points => self.point_pipeline.as_ref().unwrap(),
1078 PipelineType::Lines => self.line_pipeline.as_ref().unwrap(),
1079 PipelineType::Triangles => self.triangle_pipeline.as_ref().unwrap(),
1080 PipelineType::Scatter3 => self.get_pipeline(PipelineType::Points),
1081 PipelineType::Textured => self.image_pipeline.as_ref().unwrap(),
1082 }
1083 }
1084
1085 pub fn ensure_grid_plane_pipeline(&mut self) {
1086 if self.grid_plane_pipeline.is_none() {
1087 self.grid_plane_pipeline = Some(self.create_grid_plane_pipeline());
1088 }
1089 }
1090
1091 pub fn grid_plane_pipeline(&self) -> Option<&wgpu::RenderPipeline> {
1092 self.grid_plane_pipeline.as_ref()
1093 }
1094
1095 fn create_point_pipeline(&self) -> wgpu::RenderPipeline {
1097 let shader = self
1098 .device
1099 .create_shader_module(wgpu::ShaderModuleDescriptor {
1100 label: Some("Point Billboard Shader"),
1101 source: wgpu::ShaderSource::Wgsl(shaders::vertex::POINT_BILLBOARD.into()),
1102 });
1103
1104 let pipeline_layout = self
1105 .device
1106 .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1107 label: Some("Point Pipeline Layout"),
1108 bind_group_layouts: &[
1109 &self.uniform_bind_group_layout,
1110 &self.point_style_bind_group_layout,
1111 &self.marker_screen_bind_group_layout,
1112 ],
1113 push_constant_ranges: &[],
1114 });
1115
1116 self.device
1117 .create_render_pipeline(&crate::wgpu_compat::wgpu_render_pipeline_descriptor! {
1118 label: Some("Point Billboard Pipeline"),
1119 layout: Some(&pipeline_layout),
1120 vertex: crate::wgpu_compat::wgpu_vertex_state!(&shader, "vs_main", &[Vertex::desc()]),
1121 fragment: Some(crate::wgpu_compat::wgpu_fragment_state!(&shader, "fs_main", &[Some(wgpu::ColorTargetState {
1122 format: self.surface_config.format,
1123 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
1124 write_mask: wgpu::ColorWrites::ALL,
1125 })])),
1126 primitive: wgpu::PrimitiveState {
1127 topology: wgpu::PrimitiveTopology::TriangleList,
1128 strip_index_format: None,
1129 front_face: wgpu::FrontFace::Ccw,
1130 cull_mode: None,
1131 polygon_mode: wgpu::PolygonMode::Fill,
1132 unclipped_depth: false,
1133 conservative: false,
1134 },
1135 depth_stencil: Some(wgpu::DepthStencilState {
1136 format: Self::depth_format(),
1137 depth_write_enabled: true,
1138 depth_compare: self.depth_compare(),
1139 stencil: wgpu::StencilState::default(),
1140 bias: wgpu::DepthBiasState::default(),
1141 }),
1142 multisample: wgpu::MultisampleState {
1143 count: self.msaa_sample_count,
1144 mask: !0,
1145 alpha_to_coverage_enabled: false,
1146 },
1147 multiview: None,
1148 })
1149 }
1150
1151 fn create_line_pipeline(&self) -> wgpu::RenderPipeline {
1153 let shader = self
1154 .device
1155 .create_shader_module(wgpu::ShaderModuleDescriptor {
1156 label: Some("Line Shader"),
1157 source: wgpu::ShaderSource::Wgsl(shaders::vertex::LINE.into()),
1158 });
1159
1160 let pipeline_layout = self
1161 .device
1162 .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1163 label: Some("Line Pipeline Layout"),
1164 bind_group_layouts: &[&self.uniform_bind_group_layout],
1165 push_constant_ranges: &[],
1166 });
1167
1168 self.device
1169 .create_render_pipeline(&crate::wgpu_compat::wgpu_render_pipeline_descriptor! {
1170 label: Some("Line Pipeline"),
1171 layout: Some(&pipeline_layout),
1172 vertex: crate::wgpu_compat::wgpu_vertex_state!(&shader, "vs_main", &[Vertex::desc()]),
1173 fragment: Some(crate::wgpu_compat::wgpu_fragment_state!(&shader, "fs_main", &[Some(wgpu::ColorTargetState {
1174 format: self.surface_config.format,
1175 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
1176 write_mask: wgpu::ColorWrites::ALL,
1177 })])),
1178 primitive: wgpu::PrimitiveState {
1179 topology: wgpu::PrimitiveTopology::LineList,
1180 strip_index_format: None,
1181 front_face: wgpu::FrontFace::Ccw,
1182 cull_mode: None,
1183 polygon_mode: wgpu::PolygonMode::Fill,
1184 unclipped_depth: false,
1185 conservative: false,
1186 },
1187 depth_stencil: Some(wgpu::DepthStencilState {
1188 format: Self::depth_format(),
1189 depth_write_enabled: true,
1190 depth_compare: self.depth_compare(),
1191 stencil: wgpu::StencilState::default(),
1192 bias: wgpu::DepthBiasState::default(),
1193 }),
1194 multisample: wgpu::MultisampleState {
1195 count: self.msaa_sample_count,
1196 mask: !0,
1197 alpha_to_coverage_enabled: false,
1198 },
1199 multiview: None,
1200 })
1201 }
1202
1203 fn create_direct_line_pipeline(&self) -> wgpu::RenderPipeline {
1205 let shader = self
1206 .device
1207 .create_shader_module(wgpu::ShaderModuleDescriptor {
1208 label: Some("Direct Line Shader"),
1209 source: wgpu::ShaderSource::Wgsl(shaders::vertex::LINE_DIRECT.into()),
1210 });
1211
1212 let pipeline_layout = self
1213 .device
1214 .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1215 label: Some("Direct Line Pipeline Layout"),
1216 bind_group_layouts: &[&self.direct_uniform_bind_group_layout],
1217 push_constant_ranges: &[],
1218 });
1219
1220 self.device
1221 .create_render_pipeline(&crate::wgpu_compat::wgpu_render_pipeline_descriptor! {
1222 label: Some("Direct Line Pipeline"),
1223 layout: Some(&pipeline_layout),
1224 vertex: crate::wgpu_compat::wgpu_vertex_state!(&shader, "vs_main", &[Vertex::desc()]),
1225 fragment: Some(crate::wgpu_compat::wgpu_fragment_state!(&shader, "fs_main", &[Some(wgpu::ColorTargetState {
1226 format: self.surface_config.format,
1227 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
1228 write_mask: wgpu::ColorWrites::ALL,
1229 })])),
1230 primitive: wgpu::PrimitiveState {
1231 topology: wgpu::PrimitiveTopology::LineList,
1232 strip_index_format: None,
1233 front_face: wgpu::FrontFace::Ccw,
1234 cull_mode: None,
1235 polygon_mode: wgpu::PolygonMode::Fill,
1236 unclipped_depth: false,
1237 conservative: false,
1238 },
1239 depth_stencil: Some(wgpu::DepthStencilState {
1243 format: Self::depth_format(),
1244 depth_write_enabled: false,
1245 depth_compare: wgpu::CompareFunction::Always,
1246 stencil: wgpu::StencilState::default(),
1247 bias: wgpu::DepthBiasState::default(),
1248 }),
1249 multisample: wgpu::MultisampleState {
1250 count: self.msaa_sample_count,
1251 mask: !0,
1252 alpha_to_coverage_enabled: false,
1253 },
1254 multiview: None,
1255 })
1256 }
1257
1258 fn create_direct_triangle_pipeline(&self) -> wgpu::RenderPipeline {
1260 let shader = self
1261 .device
1262 .create_shader_module(wgpu::ShaderModuleDescriptor {
1263 label: Some("Direct Triangle Shader"),
1264 source: wgpu::ShaderSource::Wgsl(shaders::vertex::LINE_DIRECT.into()),
1265 });
1266
1267 let pipeline_layout = self
1268 .device
1269 .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1270 label: Some("Direct Triangle Pipeline Layout"),
1271 bind_group_layouts: &[&self.direct_uniform_bind_group_layout],
1272 push_constant_ranges: &[],
1273 });
1274
1275 self.device
1276 .create_render_pipeline(&crate::wgpu_compat::wgpu_render_pipeline_descriptor! {
1277 label: Some("Direct Triangle Pipeline"),
1278 layout: Some(&pipeline_layout),
1279 vertex: crate::wgpu_compat::wgpu_vertex_state!(&shader, "vs_main", &[Vertex::desc()]),
1280 fragment: Some(crate::wgpu_compat::wgpu_fragment_state!(&shader, "fs_main", &[Some(wgpu::ColorTargetState {
1281 format: self.surface_config.format,
1282 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
1283 write_mask: wgpu::ColorWrites::ALL,
1284 })])),
1285 primitive: wgpu::PrimitiveState {
1286 topology: wgpu::PrimitiveTopology::TriangleList,
1287 strip_index_format: None,
1288 front_face: wgpu::FrontFace::Ccw,
1289 cull_mode: None,
1290 polygon_mode: wgpu::PolygonMode::Fill,
1291 unclipped_depth: false,
1292 conservative: false,
1293 },
1294 depth_stencil: Some(wgpu::DepthStencilState {
1295 format: Self::depth_format(),
1296 depth_write_enabled: false,
1297 depth_compare: wgpu::CompareFunction::Always,
1298 stencil: wgpu::StencilState::default(),
1299 bias: wgpu::DepthBiasState::default(),
1300 }),
1301 multisample: wgpu::MultisampleState {
1302 count: self.msaa_sample_count,
1303 mask: !0,
1304 alpha_to_coverage_enabled: false,
1305 },
1306 multiview: None,
1307 })
1308 }
1309
1310 fn create_direct_point_pipeline(&self) -> wgpu::RenderPipeline {
1312 let shader = self
1313 .device
1314 .create_shader_module(wgpu::ShaderModuleDescriptor {
1315 label: Some("Direct Point Shader"),
1316 source: wgpu::ShaderSource::Wgsl(shaders::vertex::POINT_DIRECT.into()),
1317 });
1318
1319 let pipeline_layout = self
1320 .device
1321 .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1322 label: Some("Direct Point Pipeline Layout"),
1323 bind_group_layouts: &[
1324 &self.direct_uniform_bind_group_layout,
1325 &self.point_style_bind_group_layout,
1326 ],
1327 push_constant_ranges: &[],
1328 });
1329
1330 self.device
1331 .create_render_pipeline(&crate::wgpu_compat::wgpu_render_pipeline_descriptor! {
1332 label: Some("Direct Point Pipeline"),
1333 layout: Some(&pipeline_layout),
1334 vertex: crate::wgpu_compat::wgpu_vertex_state!(&shader, "vs_main", &[Vertex::desc()]),
1335 fragment: Some(crate::wgpu_compat::wgpu_fragment_state!(&shader, "fs_main", &[Some(wgpu::ColorTargetState {
1336 format: self.surface_config.format,
1337 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
1338 write_mask: wgpu::ColorWrites::ALL,
1339 })])),
1340 primitive: wgpu::PrimitiveState {
1341 topology: wgpu::PrimitiveTopology::TriangleList,
1342 strip_index_format: None,
1343 front_face: wgpu::FrontFace::Ccw,
1344 cull_mode: None,
1345 polygon_mode: wgpu::PolygonMode::Fill,
1346 unclipped_depth: false,
1347 conservative: false,
1348 },
1349 depth_stencil: Some(wgpu::DepthStencilState {
1350 format: Self::depth_format(),
1351 depth_write_enabled: false,
1352 depth_compare: wgpu::CompareFunction::Always,
1353 stencil: wgpu::StencilState::default(),
1354 bias: wgpu::DepthBiasState::default(),
1355 }),
1356 multisample: wgpu::MultisampleState {
1357 count: self.msaa_sample_count,
1358 mask: !0,
1359 alpha_to_coverage_enabled: false,
1360 },
1361 multiview: None,
1362 })
1363 }
1364
1365 pub fn create_point_style_bind_group(
1367 &self,
1368 style: PointStyleUniforms,
1369 ) -> (wgpu::Buffer, wgpu::BindGroup) {
1370 let buffer = self
1371 .device
1372 .create_buffer_init(&wgpu::util::BufferInitDescriptor {
1373 label: Some("Point Style Uniform Buffer"),
1374 contents: bytemuck::bytes_of(&style),
1375 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1376 });
1377 let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
1378 label: Some("Point Style Bind Group"),
1379 layout: &self.point_style_bind_group_layout,
1380 entries: &[wgpu::BindGroupEntry {
1381 binding: 0,
1382 resource: buffer.as_entire_binding(),
1383 }],
1384 });
1385 (buffer, bind_group)
1386 }
1387
1388 fn create_image_pipeline(&self) -> wgpu::RenderPipeline {
1390 let shader = self
1391 .device
1392 .create_shader_module(wgpu::ShaderModuleDescriptor {
1393 label: Some("Image Direct Shader"),
1394 source: wgpu::ShaderSource::Wgsl(shaders::vertex::IMAGE_DIRECT.into()),
1395 });
1396
1397 let pipeline_layout = self
1398 .device
1399 .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1400 label: Some("Image Pipeline Layout"),
1401 bind_group_layouts: &[
1402 &self.direct_uniform_bind_group_layout,
1403 &self.image_bind_group_layout,
1404 ],
1405 push_constant_ranges: &[],
1406 });
1407
1408 self.device
1409 .create_render_pipeline(&crate::wgpu_compat::wgpu_render_pipeline_descriptor! {
1410 label: Some("Image Pipeline"),
1411 layout: Some(&pipeline_layout),
1412 vertex: crate::wgpu_compat::wgpu_vertex_state!(&shader, "vs_main", &[Vertex::desc()]),
1413 fragment: Some(crate::wgpu_compat::wgpu_fragment_state!(&shader, "fs_main", &[Some(wgpu::ColorTargetState {
1414 format: self.surface_config.format,
1415 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
1416 write_mask: wgpu::ColorWrites::ALL,
1417 })])),
1418 primitive: wgpu::PrimitiveState {
1419 topology: wgpu::PrimitiveTopology::TriangleList,
1420 strip_index_format: None,
1421 front_face: wgpu::FrontFace::Ccw,
1422 cull_mode: None,
1423 polygon_mode: wgpu::PolygonMode::Fill,
1424 unclipped_depth: false,
1425 conservative: false,
1426 },
1427 depth_stencil: Some(wgpu::DepthStencilState {
1428 format: Self::depth_format(),
1429 depth_write_enabled: false,
1430 depth_compare: wgpu::CompareFunction::Always,
1431 stencil: wgpu::StencilState::default(),
1432 bias: wgpu::DepthBiasState::default(),
1433 }),
1434 multisample: wgpu::MultisampleState {
1435 count: self.msaa_sample_count,
1436 mask: !0,
1437 alpha_to_coverage_enabled: false,
1438 },
1439 multiview: None,
1440 })
1441 }
1442
1443 fn create_triangle_pipeline(&self) -> wgpu::RenderPipeline {
1445 let shader = self
1446 .device
1447 .create_shader_module(wgpu::ShaderModuleDescriptor {
1448 label: Some("Triangle Shader"),
1449 source: wgpu::ShaderSource::Wgsl(shaders::vertex::TRIANGLE.into()),
1450 });
1451
1452 let pipeline_layout = self
1453 .device
1454 .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1455 label: Some("Triangle Pipeline Layout"),
1456 bind_group_layouts: &[&self.uniform_bind_group_layout],
1457 push_constant_ranges: &[],
1458 });
1459
1460 self.device
1461 .create_render_pipeline(&crate::wgpu_compat::wgpu_render_pipeline_descriptor! {
1462 label: Some("Triangle Pipeline"),
1463 layout: Some(&pipeline_layout),
1464 vertex: crate::wgpu_compat::wgpu_vertex_state!(&shader, "vs_main", &[Vertex::desc()]),
1465 fragment: Some(crate::wgpu_compat::wgpu_fragment_state!(&shader, "fs_main", &[Some(wgpu::ColorTargetState {
1466 format: self.surface_config.format,
1467 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
1468 write_mask: wgpu::ColorWrites::ALL,
1469 })])),
1470 primitive: wgpu::PrimitiveState {
1471 topology: wgpu::PrimitiveTopology::TriangleList,
1472 strip_index_format: None,
1473 front_face: wgpu::FrontFace::Ccw,
1474 cull_mode: None, polygon_mode: wgpu::PolygonMode::Fill,
1476 unclipped_depth: false,
1477 conservative: false,
1478 },
1479 depth_stencil: Some(wgpu::DepthStencilState {
1480 format: Self::depth_format(),
1481 depth_write_enabled: true,
1482 depth_compare: self.depth_compare(),
1483 stencil: wgpu::StencilState::default(),
1484 bias: wgpu::DepthBiasState::default(),
1485 }),
1486 multisample: wgpu::MultisampleState {
1487 count: self.msaa_sample_count,
1488 mask: !0,
1489 alpha_to_coverage_enabled: false,
1490 },
1491 multiview: None,
1492 })
1493 }
1494
1495 fn create_grid_plane_pipeline(&self) -> wgpu::RenderPipeline {
1496 let shader = self
1497 .device
1498 .create_shader_module(wgpu::ShaderModuleDescriptor {
1499 label: Some("Grid Plane Shader"),
1500 source: wgpu::ShaderSource::Wgsl(shaders::vertex::GRID_PLANE.into()),
1501 });
1502
1503 let pipeline_layout = self
1504 .device
1505 .create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1506 label: Some("Grid Plane Pipeline Layout"),
1507 bind_group_layouts: &[
1508 &self.uniform_bind_group_layout,
1509 &self.grid_uniform_bind_group_layout,
1510 ],
1511 push_constant_ranges: &[],
1512 });
1513
1514 self.device
1515 .create_render_pipeline(&crate::wgpu_compat::wgpu_render_pipeline_descriptor! {
1516 label: Some("Grid Plane Pipeline"),
1517 layout: Some(&pipeline_layout),
1518 vertex: crate::wgpu_compat::wgpu_vertex_state!(&shader, "vs_main", &[Vertex::desc()]),
1519 fragment: Some(crate::wgpu_compat::wgpu_fragment_state!(&shader, "fs_main", &[Some(wgpu::ColorTargetState {
1520 format: self.surface_config.format,
1521 blend: Some(wgpu::BlendState::ALPHA_BLENDING),
1522 write_mask: wgpu::ColorWrites::ALL,
1523 })])),
1524 primitive: wgpu::PrimitiveState {
1525 topology: wgpu::PrimitiveTopology::TriangleList,
1526 strip_index_format: None,
1527 front_face: wgpu::FrontFace::Ccw,
1528 cull_mode: None,
1529 polygon_mode: wgpu::PolygonMode::Fill,
1530 unclipped_depth: false,
1531 conservative: false,
1532 },
1533 depth_stencil: Some(wgpu::DepthStencilState {
1534 format: Self::depth_format(),
1535 depth_write_enabled: false,
1536 depth_compare: self.depth_compare(),
1537 stencil: wgpu::StencilState::default(),
1538 bias: wgpu::DepthBiasState::default(),
1539 }),
1540 multisample: wgpu::MultisampleState {
1541 count: self.msaa_sample_count,
1542 mask: !0,
1543 alpha_to_coverage_enabled: false,
1544 },
1545 multiview: None,
1546 })
1547 }
1548
1549 pub fn begin_render_pass<'a>(
1551 &'a self,
1552 encoder: &'a mut wgpu::CommandEncoder,
1553 view: &'a wgpu::TextureView,
1554 _depth_view: &'a wgpu::TextureView,
1555 ) -> wgpu::RenderPass<'a> {
1556 encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1557 label: Some("Render Pass"),
1558 color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1559 view,
1560 resolve_target: None,
1561 ops: wgpu::Operations {
1562 load: wgpu::LoadOp::Clear(wgpu::Color {
1563 r: 0.1,
1564 g: 0.1,
1565 b: 0.1,
1566 a: 1.0,
1567 }),
1568 store: wgpu::StoreOp::Store,
1569 },
1570 })],
1571 depth_stencil_attachment: None, occlusion_query_set: None,
1573 timestamp_writes: None,
1574 })
1575 }
1576
1577 pub fn render_vertices<'a>(
1579 &'a mut self,
1580 render_pass: &mut wgpu::RenderPass<'a>,
1581 pipeline_type: PipelineType,
1582 vertex_buffer: &'a wgpu::Buffer,
1583 vertex_count: u32,
1584 index_buffer: Option<(&'a wgpu::Buffer, u32)>,
1585 indirect: Option<(&'a wgpu::Buffer, u64)>,
1586 ) {
1587 self.ensure_pipeline(pipeline_type);
1589
1590 let pipeline = self.get_pipeline(pipeline_type);
1592 render_pass.set_pipeline(pipeline);
1593 render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
1594 render_pass.set_vertex_buffer(0, vertex_buffer.slice(..));
1595
1596 if let Some((args, offset)) = indirect {
1597 render_pass.draw_indirect(args, offset);
1598 return;
1599 }
1600
1601 match index_buffer {
1602 Some((indices, index_count)) => {
1603 render_pass.set_index_buffer(indices.slice(..), wgpu::IndexFormat::Uint32);
1604 render_pass.draw_indexed(0..index_count, 0, 0..1);
1605 }
1606 None => {
1607 render_pass.draw(0..vertex_count, 0..1);
1608 }
1609 }
1610 }
1611
1612 pub fn ensure_direct_line_pipeline(&mut self) {
1614 if self.direct_line_pipeline.is_none() {
1615 self.direct_line_pipeline = Some(self.create_direct_line_pipeline());
1616 }
1617 }
1618
1619 pub fn ensure_direct_triangle_pipeline(&mut self) {
1621 if self.direct_triangle_pipeline.is_none() {
1622 self.direct_triangle_pipeline = Some(self.create_direct_triangle_pipeline());
1623 }
1624 }
1625
1626 pub fn ensure_direct_point_pipeline(&mut self) {
1628 if self.direct_point_pipeline.is_none() {
1629 self.direct_point_pipeline = Some(self.create_direct_point_pipeline());
1630 }
1631 }
1632
1633 pub fn ensure_image_pipeline(&mut self) {
1635 if self.image_pipeline.is_none() {
1636 self.image_pipeline = Some(self.create_image_pipeline());
1637 }
1638 }
1639
1640 pub fn update_direct_uniforms(
1642 &mut self,
1643 data_min: [f32; 2],
1644 data_max: [f32; 2],
1645 viewport_min: [f32; 2],
1646 viewport_max: [f32; 2],
1647 viewport_px: [f32; 2],
1648 ) {
1649 self.direct_uniforms =
1650 DirectUniforms::new(data_min, data_max, viewport_min, viewport_max, viewport_px);
1651 self.queue.write_buffer(
1652 &self.direct_uniform_buffer,
1653 0,
1654 bytemuck::cast_slice(&[self.direct_uniforms]),
1655 );
1656 self.ensure_axes_uniform_capacity(1);
1657 self.queue.write_buffer(
1658 &self.axes_direct_uniform_buffers[0],
1659 0,
1660 bytemuck::cast_slice(&[self.direct_uniforms]),
1661 );
1662 }
1663
1664 pub fn update_direct_uniforms_for_axes(
1665 &mut self,
1666 axes_index: usize,
1667 data_min: [f32; 2],
1668 data_max: [f32; 2],
1669 viewport_min: [f32; 2],
1670 viewport_max: [f32; 2],
1671 viewport_px: [f32; 2],
1672 ) {
1673 self.ensure_axes_uniform_capacity(axes_index + 1);
1674 let uniforms =
1675 DirectUniforms::new(data_min, data_max, viewport_min, viewport_max, viewport_px);
1676 self.queue.write_buffer(
1677 &self.axes_direct_uniform_buffers[axes_index],
1678 0,
1679 bytemuck::cast_slice(&[uniforms]),
1680 );
1681 }
1682
1683 pub fn get_direct_uniform_bind_group_for_axes(&self, axes_index: usize) -> &wgpu::BindGroup {
1684 self.axes_direct_uniform_bind_groups
1685 .get(axes_index)
1686 .unwrap_or(&self.direct_uniform_bind_group)
1687 }
1688}
1689
1690pub mod vertex_utils {
1692 use super::*;
1693 use glam::Vec2;
1694
1695 pub fn create_line(start: Vec3, end: Vec3, color: Vec4) -> Vec<Vertex> {
1697 vec![Vertex::new(start, color), Vertex::new(end, color)]
1698 }
1699
1700 pub fn extrude_polyline(points: &[Vec3], color: Vec4, width: f32) -> Vec<Vertex> {
1703 let mut out: Vec<Vertex> = Vec::new();
1704 if points.len() < 2 {
1705 return out;
1706 }
1707 let half_w = width.max(0.0) * 0.5;
1711 for i in 0..points.len() - 1 {
1712 let p0 = points[i];
1713 let p1 = points[i + 1];
1714 let dir = (p1 - p0).truncate();
1715 let len = (dir.x * dir.x + dir.y * dir.y).sqrt().max(1e-6);
1716 let nx = -dir.y / len;
1717 let ny = dir.x / len;
1718 let offset = Vec3::new(nx * half_w, ny * half_w, 0.0);
1719 let a = p0 - offset;
1721 let b = p0 + offset;
1722 let c = p1 + offset;
1723 let d = p1 - offset;
1724 out.push(Vertex::new(a, color));
1726 out.push(Vertex::new(b, color));
1727 out.push(Vertex::new(c, color));
1728 out.push(Vertex::new(a, color));
1729 out.push(Vertex::new(c, color));
1730 out.push(Vertex::new(d, color));
1731 }
1732 out
1733 }
1734
1735 fn line_intersection(p: Vec2, r: Vec2, q: Vec2, s: Vec2) -> Option<Vec2> {
1736 let rxs = r.perp_dot(s);
1737 if rxs.abs() < 1e-6 {
1738 return None;
1739 }
1740 let t = (q - p).perp_dot(s) / rxs;
1741 Some(p + r * t)
1742 }
1743
1744 pub fn extrude_polyline_with_join(
1746 points: &[Vec3],
1747 color: Vec4,
1748 width: f32,
1749 join: crate::plots::line::LineJoin,
1750 ) -> Vec<Vertex> {
1751 let mut out: Vec<Vertex> = Vec::new();
1752 if points.len() < 2 {
1753 return out;
1754 }
1755 let half_w = width.max(0.0) * 0.5;
1757 out.extend(extrude_polyline(points, color, width));
1759
1760 for i in 1..points.len() - 1 {
1762 let p_prev = points[i - 1];
1763 let p = points[i];
1764 let p_next = points[i + 1];
1765 let d0 = (p - p_prev).truncate();
1766 let d1 = (p_next - p).truncate();
1767 let l0 = d0.length().max(1e-6);
1768 let l1 = d1.length().max(1e-6);
1769 let n0 = Vec2::new(-d0.y / l0, d0.x / l0);
1770 let n1 = Vec2::new(-d1.y / l1, d1.x / l1);
1771 let turn = d0.perp_dot(d1); if turn > 1e-6 {
1774 let left0 = p.truncate() + n0 * half_w;
1776 let left1 = p.truncate() + n1 * half_w;
1777 match join {
1778 crate::plots::line::LineJoin::Bevel => {
1779 out.push(Vertex::new(p, color));
1781 out.push(Vertex::new(left0.extend(0.0), color));
1782 out.push(Vertex::new(left1.extend(0.0), color));
1783 }
1784 crate::plots::line::LineJoin::Miter => {
1785 let dir_edge0 = (p.truncate() - p_prev.truncate()).normalize_or_zero();
1786 let dir_edge1 = (p_next.truncate() - p.truncate()).normalize_or_zero();
1787 let l_edge = line_intersection(left0, dir_edge0, left1, dir_edge1);
1788 if let Some(miter) = l_edge {
1789 out.push(Vertex::new(left0.extend(0.0), color));
1791 out.push(Vertex::new(miter.extend(0.0), color));
1792 out.push(Vertex::new(left1.extend(0.0), color));
1793 } else {
1794 out.push(Vertex::new(p, color));
1796 out.push(Vertex::new(left0.extend(0.0), color));
1797 out.push(Vertex::new(left1.extend(0.0), color));
1798 }
1799 }
1800 crate::plots::line::LineJoin::Round => {
1801 let center = p.truncate();
1803 let a0 = (left0 - center).to_array();
1804 let a1 = (left1 - center).to_array();
1805 let ang0 = a0[1].atan2(a0[0]);
1806 let mut ang1 = a1[1].atan2(a1[0]);
1807 if ang1 < ang0 {
1809 ang1 += std::f32::consts::TAU;
1810 }
1811 let steps = 10usize;
1812 let dtheta = (ang1 - ang0) / steps as f32;
1813 let r = half_w;
1814 for k in 0..steps {
1815 let theta0 = ang0 + dtheta * k as f32;
1816 let theta1 = ang0 + dtheta * (k + 1) as f32;
1817 let v0 =
1818 Vec2::new(center.x + theta0.cos() * r, center.y + theta0.sin() * r);
1819 let v1 =
1820 Vec2::new(center.x + theta1.cos() * r, center.y + theta1.sin() * r);
1821 out.push(Vertex::new(p, color));
1822 out.push(Vertex::new(v0.extend(0.0), color));
1823 out.push(Vertex::new(v1.extend(0.0), color));
1824 }
1825 }
1826 }
1827 } else if turn < -1e-6 {
1828 let right0 = p.truncate() - n0 * half_w;
1830 let right1 = p.truncate() - n1 * half_w;
1831 match join {
1832 crate::plots::line::LineJoin::Bevel => {
1833 out.push(Vertex::new(p, color));
1834 out.push(Vertex::new(right1.extend(0.0), color));
1835 out.push(Vertex::new(right0.extend(0.0), color));
1836 }
1837 crate::plots::line::LineJoin::Miter => {
1838 let dir_edge0 = (p.truncate() - p_prev.truncate()).normalize_or_zero();
1839 let dir_edge1 = (p_next.truncate() - p.truncate()).normalize_or_zero();
1840 let l_edge = line_intersection(right0, dir_edge0, right1, dir_edge1);
1841 if let Some(miter) = l_edge {
1842 out.push(Vertex::new(right1.extend(0.0), color));
1843 out.push(Vertex::new(miter.extend(0.0), color));
1844 out.push(Vertex::new(right0.extend(0.0), color));
1845 } else {
1846 out.push(Vertex::new(p, color));
1847 out.push(Vertex::new(right1.extend(0.0), color));
1848 out.push(Vertex::new(right0.extend(0.0), color));
1849 }
1850 }
1851 crate::plots::line::LineJoin::Round => {
1852 let center = p.truncate();
1853 let a0 = (right0 - center).to_array();
1854 let a1 = (right1 - center).to_array();
1855 let mut ang0 = a0[1].atan2(a0[0]);
1856 let mut ang1 = a1[1].atan2(a1[0]);
1857 if ang0 < ang1 {
1859 std::mem::swap(&mut ang0, &mut ang1);
1860 }
1861 let steps = 10usize;
1862 let dtheta = (ang0 - ang1) / steps as f32;
1863 let r = half_w;
1864 for k in 0..steps {
1865 let theta0 = ang0 - dtheta * k as f32;
1866 let theta1 = ang0 - dtheta * (k + 1) as f32;
1867 let v0 =
1868 Vec2::new(center.x + theta0.cos() * r, center.y + theta0.sin() * r);
1869 let v1 =
1870 Vec2::new(center.x + theta1.cos() * r, center.y + theta1.sin() * r);
1871 out.push(Vertex::new(p, color));
1872 out.push(Vertex::new(v0.extend(0.0), color));
1873 out.push(Vertex::new(v1.extend(0.0), color));
1874 }
1875 }
1876 }
1877 }
1878 }
1879
1880 out
1881 }
1882
1883 pub fn create_triangle(p1: Vec3, p2: Vec3, p3: Vec3, color: Vec4) -> Vec<Vertex> {
1885 vec![
1886 Vertex::new(p1, color),
1887 Vertex::new(p2, color),
1888 Vertex::new(p3, color),
1889 ]
1890 }
1891
1892 pub fn create_point_cloud(points: &[Vec3], colors: &[Vec4]) -> Vec<Vertex> {
1894 points
1895 .iter()
1896 .zip(colors.iter())
1897 .map(|(&pos, &color)| Vertex::new(pos, color))
1898 .collect()
1899 }
1900
1901 pub fn create_line_plot(x_data: &[f64], y_data: &[f64], color: Vec4) -> Vec<Vertex> {
1903 let mut vertices = Vec::new();
1904
1905 for i in 1..x_data.len() {
1906 let start = Vec3::new(x_data[i - 1] as f32, y_data[i - 1] as f32, 0.0);
1907 let end = Vec3::new(x_data[i] as f32, y_data[i] as f32, 0.0);
1908 vertices.extend(create_line(start, end, color));
1909 }
1910
1911 vertices
1912 }
1913
1914 pub fn create_line_plot_dashed(
1917 x_data: &[f64],
1918 y_data: &[f64],
1919 color: Vec4,
1920 style: crate::plots::line::LineStyle,
1921 ) -> Vec<Vertex> {
1922 let mut vertices = Vec::new();
1923 for i in 1..x_data.len() {
1924 let include = match style {
1925 crate::plots::line::LineStyle::Solid => true,
1926 crate::plots::line::LineStyle::Dashed => (i % 4) < 2, crate::plots::line::LineStyle::Dotted => false, crate::plots::line::LineStyle::DashDot => {
1929 let m = i % 6;
1930 m < 2 || m == 3 }
1932 };
1933 if include {
1934 let start = Vec3::new(x_data[i - 1] as f32, y_data[i - 1] as f32, 0.0);
1935 let end = Vec3::new(x_data[i] as f32, y_data[i] as f32, 0.0);
1936 vertices.extend(create_line(start, end, color));
1937 }
1938 }
1939 vertices
1940 }
1941
1942 pub fn create_thick_polyline(
1944 x_data: &[f64],
1945 y_data: &[f64],
1946 color: Vec4,
1947 width_px: f32,
1948 ) -> Vec<Vertex> {
1949 let mut pts: Vec<Vec3> = Vec::with_capacity(x_data.len());
1950 for i in 0..x_data.len() {
1951 pts.push(Vec3::new(x_data[i] as f32, y_data[i] as f32, 0.0));
1952 }
1953 extrude_polyline(&pts, color, width_px)
1954 }
1955
1956 pub fn create_thick_polyline_with_join(
1958 x_data: &[f64],
1959 y_data: &[f64],
1960 color: Vec4,
1961 width_px: f32,
1962 join: crate::plots::line::LineJoin,
1963 ) -> Vec<Vertex> {
1964 let mut pts: Vec<Vec3> = Vec::with_capacity(x_data.len());
1965 for i in 0..x_data.len() {
1966 pts.push(Vec3::new(x_data[i] as f32, y_data[i] as f32, 0.0));
1967 }
1968 extrude_polyline_with_join(&pts, color, width_px, join)
1969 }
1970
1971 pub fn create_thick_polyline_dashed(
1973 x_data: &[f64],
1974 y_data: &[f64],
1975 color: Vec4,
1976 width_px: f32,
1977 style: crate::plots::line::LineStyle,
1978 ) -> Vec<Vertex> {
1979 let mut out: Vec<Vertex> = Vec::new();
1980 if x_data.len() < 2 {
1981 return out;
1982 }
1983 let pts: Vec<Vec3> = x_data
1984 .iter()
1985 .zip(y_data.iter())
1986 .map(|(&x, &y)| Vec3::new(x as f32, y as f32, 0.0))
1987 .collect();
1988 for i in 0..pts.len() - 1 {
1989 let include = match style {
1990 crate::plots::line::LineStyle::Solid => true,
1991 crate::plots::line::LineStyle::Dashed => (i % 4) < 2,
1992 crate::plots::line::LineStyle::Dotted => false,
1993 crate::plots::line::LineStyle::DashDot => {
1994 let m = i % 6;
1995 m < 2 || m == 3
1996 }
1997 };
1998 if include {
1999 let seg = [pts[i], pts[i + 1]];
2000 out.extend(extrude_polyline(&seg, color, width_px));
2001 }
2002 }
2003 out
2004 }
2005
2006 pub fn create_thick_polyline_square_caps(
2008 x_data: &[f64],
2009 y_data: &[f64],
2010 color: Vec4,
2011 width_px: f32,
2012 ) -> Vec<Vertex> {
2013 if x_data.len() < 2 {
2014 return Vec::new();
2015 }
2016 let mut pts: Vec<Vec3> = Vec::with_capacity(x_data.len());
2017 for i in 0..x_data.len() {
2018 pts.push(Vec3::new(x_data[i] as f32, y_data[i] as f32, 0.0));
2019 }
2020 let dir0 = (pts[1] - pts[0]).truncate();
2022 let len0 = (dir0.x * dir0.x + dir0.y * dir0.y).sqrt().max(1e-6);
2023 let ext0 = Vec3::new(
2024 -(dir0.x / len0) * (width_px * 0.5),
2025 -(dir0.y / len0) * (width_px * 0.5),
2026 0.0,
2027 );
2028 pts[0] += ext0;
2029 let n = pts.len();
2031 let dir1 = (pts[n - 1] - pts[n - 2]).truncate();
2032 let len1 = (dir1.x * dir1.x + dir1.y * dir1.y).sqrt().max(1e-6);
2033 let ext1 = Vec3::new(
2034 (dir1.x / len1) * (width_px * 0.5),
2035 (dir1.y / len1) * (width_px * 0.5),
2036 0.0,
2037 );
2038 pts[n - 1] += ext1;
2039 extrude_polyline(&pts, color, width_px)
2040 }
2041
2042 pub fn create_thick_polyline_round_caps(
2044 x_data: &[f64],
2045 y_data: &[f64],
2046 color: Vec4,
2047 width_px: f32,
2048 segments: usize,
2049 ) -> Vec<Vertex> {
2050 let mut base = create_thick_polyline_square_caps(x_data, y_data, color, width_px);
2051 if x_data.len() < 2 {
2052 return base;
2053 }
2054 let r = width_px * 0.5;
2055 let p0 = Vec3::new(x_data[0] as f32, y_data[0] as f32, 0.0);
2057 let p1 = Vec3::new(x_data[1] as f32, y_data[1] as f32, 0.0);
2058 let dir0 = (p1 - p0).truncate();
2059 let theta0 = dir0.y.atan2(dir0.x) + std::f32::consts::PI; for i in 0..segments {
2061 let a0 = theta0 - std::f32::consts::PI * (i as f32 / segments as f32);
2062 let a1 = theta0 - std::f32::consts::PI * ((i + 1) as f32 / segments as f32);
2063 let v0 = Vec3::new(p0.x + a0.cos() * r, p0.y + a0.sin() * r, 0.0);
2064 let v1 = Vec3::new(p0.x + a1.cos() * r, p0.y + a1.sin() * r, 0.0);
2065 base.push(Vertex::new(p0, color));
2066 base.push(Vertex::new(v0, color));
2067 base.push(Vertex::new(v1, color));
2068 }
2069 let n = x_data.len();
2071 let q0 = Vec3::new(x_data[n - 2] as f32, y_data[n - 2] as f32, 0.0);
2072 let q1 = Vec3::new(x_data[n - 1] as f32, y_data[n - 1] as f32, 0.0);
2073 let dir1 = (q1 - q0).truncate();
2074 let theta1 = dir1.y.atan2(dir1.x);
2075 let center = q1;
2076 for i in 0..segments {
2077 let a0 = theta1 - std::f32::consts::PI * (i as f32 / segments as f32);
2078 let a1 = theta1 - std::f32::consts::PI * ((i + 1) as f32 / segments as f32);
2079 let v0 = Vec3::new(center.x + a0.cos() * r, center.y + a0.sin() * r, 0.0);
2080 let v1 = Vec3::new(center.x + a1.cos() * r, center.y + a1.sin() * r, 0.0);
2081 base.push(Vertex::new(center, color));
2082 base.push(Vertex::new(v0, color));
2083 base.push(Vertex::new(v1, color));
2084 }
2085 base
2086 }
2087
2088 pub fn create_scatter_plot(x_data: &[f64], y_data: &[f64], color: Vec4) -> Vec<Vertex> {
2090 x_data
2091 .iter()
2092 .zip(y_data.iter())
2093 .map(|(&x, &y)| Vertex::new(Vec3::new(x as f32, y as f32, 0.0), color))
2094 .collect()
2095 }
2096}