Skip to main content

viewport_lib/resources/
extra_impls.rs

1use super::*;
2
3pub(super) fn generate_edge_indices(triangle_indices: &[u32]) -> Vec<u32> {
4    use std::collections::HashSet;
5    let mut edges: HashSet<(u32, u32)> = HashSet::new();
6    let mut result = Vec::new();
7
8    for tri in triangle_indices.chunks(3) {
9        if tri.len() < 3 {
10            continue;
11        }
12        let pairs = [(tri[0], tri[1]), (tri[1], tri[2]), (tri[2], tri[0])];
13        for (a, b) in &pairs {
14            // Canonical form: smaller index first, so (a,b) and (b,a) map to the same edge.
15            let edge = if a < b { (*a, *b) } else { (*b, *a) };
16            if edges.insert(edge) {
17                result.push(*a);
18                result.push(*b);
19            }
20        }
21    }
22    result
23}
24
25// ---------------------------------------------------------------------------
26// Procedural unit cube mesh (24 vertices, 4 per face, 36 indices)
27// ---------------------------------------------------------------------------
28
29/// Generate a unit cube centered at the origin.
30///
31/// 24 vertices (4 per face with shared normals), 36 indices (2 triangles per face).
32/// All vertices are white [1,1,1,1].
33pub(super) fn build_unit_cube() -> (Vec<Vertex>, Vec<u32>) {
34    let white = [1.0f32, 1.0, 1.0, 1.0];
35    let mut verts: Vec<Vertex> = Vec::with_capacity(24);
36    let mut idx: Vec<u32> = Vec::with_capacity(36);
37
38    // Helper: add a face quad (4 vertices in CCW order) and its 2 triangles.
39    let mut add_face = |positions: [[f32; 3]; 4], normal: [f32; 3]| {
40        let base = verts.len() as u32;
41        for pos in &positions {
42            verts.push(Vertex {
43                position: *pos,
44                normal,
45                color: white,
46                uv: [0.0, 0.0],
47                tangent: [0.0, 0.0, 0.0, 1.0],
48            });
49        }
50        // Two triangles: (base, base+1, base+2) and (base, base+2, base+3)
51        idx.extend_from_slice(&[base, base + 1, base + 2, base, base + 2, base + 3]);
52    };
53
54    // +X face (right), normal [1, 0, 0]
55    add_face(
56        [
57            [0.5, -0.5, -0.5],
58            [0.5, 0.5, -0.5],
59            [0.5, 0.5, 0.5],
60            [0.5, -0.5, 0.5],
61        ],
62        [1.0, 0.0, 0.0],
63    );
64
65    // -X face (left), normal [-1, 0, 0]
66    add_face(
67        [
68            [-0.5, -0.5, 0.5],
69            [-0.5, 0.5, 0.5],
70            [-0.5, 0.5, -0.5],
71            [-0.5, -0.5, -0.5],
72        ],
73        [-1.0, 0.0, 0.0],
74    );
75
76    // +Y face (top), normal [0, 1, 0]
77    add_face(
78        [
79            [-0.5, 0.5, -0.5],
80            [-0.5, 0.5, 0.5],
81            [0.5, 0.5, 0.5],
82            [0.5, 0.5, -0.5],
83        ],
84        [0.0, 1.0, 0.0],
85    );
86
87    // -Y face (bottom), normal [0, -1, 0]
88    add_face(
89        [
90            [-0.5, -0.5, 0.5],
91            [-0.5, -0.5, -0.5],
92            [0.5, -0.5, -0.5],
93            [0.5, -0.5, 0.5],
94        ],
95        [0.0, -1.0, 0.0],
96    );
97
98    // +Z face (front), normal [0, 0, 1]
99    add_face(
100        [
101            [-0.5, -0.5, 0.5],
102            [0.5, -0.5, 0.5],
103            [0.5, 0.5, 0.5],
104            [-0.5, 0.5, 0.5],
105        ],
106        [0.0, 0.0, 1.0],
107    );
108
109    // -Z face (back), normal [0, 0, -1]
110    add_face(
111        [
112            [0.5, -0.5, -0.5],
113            [-0.5, -0.5, -0.5],
114            [-0.5, 0.5, -0.5],
115            [0.5, 0.5, -0.5],
116        ],
117        [0.0, 0.0, -1.0],
118    );
119
120    (verts, idx)
121}
122
123// ---------------------------------------------------------------------------
124// Procedural glyph arrow mesh (cone tip + cylinder shaft, local +Y axis)
125// ---------------------------------------------------------------------------
126
127/// Generate a unit arrow mesh aligned to local +Y.
128///
129/// The arrow consists of:
130/// - A cylinder shaft from Y=0 to Y=0.7, radius 0.05.
131/// - A cone tip from Y=0.7 to Y=1.0, base radius 0.12.
132///
133/// 16 segments around the circumference gives ~300 vertices.
134pub(super) fn build_glyph_arrow() -> (Vec<Vertex>, Vec<u32>) {
135    let white = [1.0f32, 1.0, 1.0, 1.0];
136    let segments = 16usize;
137    let mut verts: Vec<Vertex> = Vec::new();
138    let mut idx: Vec<u32> = Vec::new();
139
140    let shaft_r = 0.05f32;
141    let shaft_bot = 0.0f32;
142    let shaft_top = 0.7f32;
143    let cone_r = 0.12f32;
144    let cone_bot = shaft_top;
145    let cone_tip = 1.0f32;
146
147    // Helper: append ring vertices at a given Y and radius with outward normals.
148    let ring_verts = |verts: &mut Vec<Vertex>, y: f32, r: f32, normal_y: f32| {
149        for i in 0..segments {
150            let angle = 2.0 * std::f32::consts::PI * (i as f32) / (segments as f32);
151            let (s, c) = angle.sin_cos();
152            let nx = if r > 0.0 { c } else { 0.0 };
153            let nz = if r > 0.0 { s } else { 0.0 };
154            let len = (nx * nx + normal_y * normal_y + nz * nz).sqrt();
155            verts.push(Vertex {
156                position: [c * r, y, s * r],
157                normal: [nx / len, normal_y / len, nz / len],
158                color: white,
159                uv: [0.0, 0.0],
160                tangent: [0.0, 0.0, 0.0, 1.0],
161            });
162        }
163    };
164
165    // --- Shaft ---
166    // Bottom ring (face down for the cap).
167    let shaft_bot_base = verts.len() as u32;
168    ring_verts(&mut verts, shaft_bot, shaft_r, 0.0);
169
170    // Bottom cap center.
171    let shaft_bot_center = verts.len() as u32;
172    verts.push(Vertex {
173        position: [0.0, shaft_bot, 0.0],
174        normal: [0.0, -1.0, 0.0],
175        color: white,
176        uv: [0.0, 0.0],
177        tangent: [0.0, 0.0, 0.0, 1.0],
178    });
179
180    // Bottom cap triangles.
181    for i in 0..segments {
182        let a = shaft_bot_base + i as u32;
183        let b = shaft_bot_base + ((i + 1) % segments) as u32;
184        idx.extend_from_slice(&[shaft_bot_center, b, a]);
185    }
186
187    // Side quads: two rings of shaft.
188    let shaft_top_ring_base = verts.len() as u32;
189    ring_verts(&mut verts, shaft_bot, shaft_r, 0.0); // duplicate bottom ring for side normals
190    let shaft_top_ring_top = verts.len() as u32;
191    ring_verts(&mut verts, shaft_top, shaft_r, 0.0);
192    for i in 0..segments {
193        let a = shaft_top_ring_base + i as u32;
194        let b = shaft_top_ring_base + ((i + 1) % segments) as u32;
195        let c = shaft_top_ring_top + i as u32;
196        let d = shaft_top_ring_top + ((i + 1) % segments) as u32;
197        idx.extend_from_slice(&[a, b, d, a, d, c]);
198    }
199
200    // --- Cone ---
201    // Slanted normal angle for cone surface: rise=(cone_tip-cone_bot), run=cone_r.
202    let cone_len = ((cone_tip - cone_bot).powi(2) + cone_r * cone_r).sqrt();
203    let normal_y_cone = cone_r / cone_len; // outward Y component of slanted normal
204    let normal_r_cone = (cone_tip - cone_bot) / cone_len;
205
206    let cone_base_ring = verts.len() as u32;
207    for i in 0..segments {
208        let angle = 2.0 * std::f32::consts::PI * (i as f32) / (segments as f32);
209        let (s, c) = angle.sin_cos();
210        verts.push(Vertex {
211            position: [c * cone_r, cone_bot, s * cone_r],
212            normal: [c * normal_r_cone, normal_y_cone, s * normal_r_cone],
213            color: white,
214            uv: [0.0, 0.0],
215            tangent: [0.0, 0.0, 0.0, 1.0],
216        });
217    }
218
219    // Cone tip vertex (normals averaged around tip — just point up).
220    let cone_tip_v = verts.len() as u32;
221    verts.push(Vertex {
222        position: [0.0, cone_tip, 0.0],
223        normal: [0.0, 1.0, 0.0],
224        color: white,
225        uv: [0.0, 0.0],
226        tangent: [0.0, 0.0, 0.0, 1.0],
227    });
228
229    for i in 0..segments {
230        let a = cone_base_ring + i as u32;
231        let b = cone_base_ring + ((i + 1) % segments) as u32;
232        idx.extend_from_slice(&[a, b, cone_tip_v]);
233    }
234
235    // Cone base cap (flat, faces -Y).
236    let cone_cap_base = verts.len() as u32;
237    for i in 0..segments {
238        let angle = 2.0 * std::f32::consts::PI * (i as f32) / (segments as f32);
239        let (s, c) = angle.sin_cos();
240        verts.push(Vertex {
241            position: [c * cone_r, cone_bot, s * cone_r],
242            normal: [0.0, -1.0, 0.0],
243            color: white,
244            uv: [0.0, 0.0],
245            tangent: [0.0, 0.0, 0.0, 1.0],
246        });
247    }
248    let cone_cap_center = verts.len() as u32;
249    verts.push(Vertex {
250        position: [0.0, cone_bot, 0.0],
251        normal: [0.0, -1.0, 0.0],
252        color: white,
253        uv: [0.0, 0.0],
254        tangent: [0.0, 0.0, 0.0, 1.0],
255    });
256    for i in 0..segments {
257        let a = cone_cap_base + i as u32;
258        let b = cone_cap_base + ((i + 1) % segments) as u32;
259        idx.extend_from_slice(&[cone_cap_center, a, b]);
260    }
261
262    (verts, idx)
263}
264
265// ---------------------------------------------------------------------------
266// Procedural icosphere (2 subdivisions, ~240 triangles)
267// ---------------------------------------------------------------------------
268
269/// Generate a unit sphere as an icosphere with 2 subdivisions.
270///
271/// Starts from a regular icosahedron and subdivides each triangle 2×.
272pub(super) fn build_glyph_sphere() -> (Vec<Vertex>, Vec<u32>) {
273    let white = [1.0f32, 1.0, 1.0, 1.0];
274
275    // Icosahedron constants.
276    let t = (1.0 + 5.0f32.sqrt()) / 2.0;
277
278    // 12 vertices of a regular icosahedron (not yet normalised).
279    let raw_verts = [
280        [-1.0, t, 0.0],
281        [1.0, t, 0.0],
282        [-1.0, -t, 0.0],
283        [1.0, -t, 0.0],
284        [0.0, -1.0, t],
285        [0.0, 1.0, t],
286        [0.0, -1.0, -t],
287        [0.0, 1.0, -t],
288        [t, 0.0, -1.0],
289        [t, 0.0, 1.0],
290        [-t, 0.0, -1.0],
291        [-t, 0.0, 1.0],
292    ];
293
294    let mut positions: Vec<[f32; 3]> = raw_verts
295        .iter()
296        .map(|v| {
297            let l = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
298            [v[0] / l, v[1] / l, v[2] / l]
299        })
300        .collect();
301
302    // 20 base triangles.
303    let mut triangles: Vec<[usize; 3]> = vec![
304        [0, 11, 5],
305        [0, 5, 1],
306        [0, 1, 7],
307        [0, 7, 10],
308        [0, 10, 11],
309        [1, 5, 9],
310        [5, 11, 4],
311        [11, 10, 2],
312        [10, 7, 6],
313        [7, 1, 8],
314        [3, 9, 4],
315        [3, 4, 2],
316        [3, 2, 6],
317        [3, 6, 8],
318        [3, 8, 9],
319        [4, 9, 5],
320        [2, 4, 11],
321        [6, 2, 10],
322        [8, 6, 7],
323        [9, 8, 1],
324    ];
325
326    // Subdivide 2 times.
327    for _ in 0..2 {
328        let mut mid_cache: std::collections::HashMap<(usize, usize), usize> =
329            std::collections::HashMap::new();
330        let mut new_triangles: Vec<[usize; 3]> = Vec::with_capacity(triangles.len() * 4);
331
332        let midpoint = |positions: &mut Vec<[f32; 3]>,
333                        a: usize,
334                        b: usize,
335                        cache: &mut std::collections::HashMap<(usize, usize), usize>|
336         -> usize {
337            let key = if a < b { (a, b) } else { (b, a) };
338            if let Some(&idx) = cache.get(&key) {
339                return idx;
340            }
341            let pa = positions[a];
342            let pb = positions[b];
343            let mx = (pa[0] + pb[0]) * 0.5;
344            let my = (pa[1] + pb[1]) * 0.5;
345            let mz = (pa[2] + pb[2]) * 0.5;
346            let l = (mx * mx + my * my + mz * mz).sqrt();
347            let idx = positions.len();
348            positions.push([mx / l, my / l, mz / l]);
349            cache.insert(key, idx);
350            idx
351        };
352
353        for tri in &triangles {
354            let a = tri[0];
355            let b = tri[1];
356            let c = tri[2];
357            let ab = midpoint(&mut positions, a, b, &mut mid_cache);
358            let bc = midpoint(&mut positions, b, c, &mut mid_cache);
359            let ca = midpoint(&mut positions, c, a, &mut mid_cache);
360            new_triangles.push([a, ab, ca]);
361            new_triangles.push([b, bc, ab]);
362            new_triangles.push([c, ca, bc]);
363            new_triangles.push([ab, bc, ca]);
364        }
365        triangles = new_triangles;
366    }
367
368    let verts: Vec<Vertex> = positions
369        .iter()
370        .map(|&p| Vertex {
371            position: p,
372            normal: p, // unit sphere: position = normal
373            color: white,
374            uv: [0.0, 0.0],
375            tangent: [0.0, 0.0, 0.0, 1.0],
376        })
377        .collect();
378
379    let idx: Vec<u32> = triangles
380        .iter()
381        .flat_map(|t| [t[0] as u32, t[1] as u32, t[2] as u32])
382        .collect();
383
384    (verts, idx)
385}
386
387// ---------------------------------------------------------------------------
388// Attribute interpolation utilities
389// ---------------------------------------------------------------------------
390
391// ---------------------------------------------------------------------------
392// Phase G — in-place attribute hot-swap
393// ---------------------------------------------------------------------------
394
395impl ViewportGpuResources {
396    /// Write new scalar data into an existing attribute buffer in-place.
397    ///
398    /// No GPU buffer reallocation, no mesh re-upload, no bind group rebuild is
399    /// required. The attribute bind group *will* be rebuilt on the next
400    /// `prepare()` call if the scalar range changes (tracked via `last_tex_key`).
401    ///
402    /// # Errors
403    ///
404    /// - [`ViewportError::MeshSlotEmpty`](crate::error::ViewportError::MeshSlotEmpty) — `mesh_id` not found in the store.
405    /// - [`ViewportError::AttributeNotFound`](crate::error::ViewportError::AttributeNotFound) — `name` not present on the mesh.
406    /// - [`ViewportError::AttributeLengthMismatch`](crate::error::ViewportError::AttributeLengthMismatch) — `data.len()` differs from
407    ///   the original upload (same-topology requirement).
408    pub fn replace_attribute(
409        &mut self,
410        queue: &wgpu::Queue,
411        mesh_id: crate::resources::mesh_store::MeshId,
412        name: &str,
413        data: &[f32],
414    ) -> crate::error::ViewportResult<()> {
415        // Resolve the mesh.
416        let gpu_mesh =
417            self.mesh_store
418                .get_mut(mesh_id)
419                .ok_or(crate::error::ViewportError::MeshSlotEmpty {
420                    index: mesh_id.index(),
421                })?;
422
423        // Find the existing attribute buffer.
424        let buffer = gpu_mesh.attribute_buffers.get(name).ok_or_else(|| {
425            crate::error::ViewportError::AttributeNotFound {
426                mesh_id: mesh_id.index(),
427                name: name.to_string(),
428            }
429        })?;
430
431        // Validate same topology (buffer size must match).
432        let expected_elems = (buffer.size() / 4) as usize;
433        if data.len() != expected_elems {
434            return Err(crate::error::ViewportError::AttributeLengthMismatch {
435                expected: expected_elems,
436                got: data.len(),
437            });
438        }
439
440        // Zero-copy in-place write via the wgpu staging belt.
441        queue.write_buffer(buffer, 0, bytemuck::cast_slice(data));
442
443        // Recompute scalar range so LUT mapping stays accurate.
444        let (min, max) = data
445            .iter()
446            .fold((f32::MAX, f32::MIN), |(mn, mx), &v| (mn.min(v), mx.max(v)));
447        let range = if min > max { (0.0, 1.0) } else { (min, max) };
448        gpu_mesh.attribute_ranges.insert(name.to_string(), range);
449
450        // Force bind group rebuild on next prepare() by invalidating the key.
451        gpu_mesh.last_tex_key = (
452            gpu_mesh.last_tex_key.0,
453            gpu_mesh.last_tex_key.1,
454            gpu_mesh.last_tex_key.2,
455            gpu_mesh.last_tex_key.3,
456            u64::MAX, // attribute hash component
457        );
458
459        Ok(())
460    }
461}
462
463// ---------------------------------------------------------------------------
464// Phase G — GPU compute filter pipeline and dispatch
465// ---------------------------------------------------------------------------
466
467/// Output from a single GPU compute filter dispatch.
468///
469/// Contains a compacted index buffer (triangles that passed the filter)
470/// and the count of valid indices. The renderer swaps this in during draw.
471pub struct ComputeFilterResult {
472    /// Output index buffer containing only passing triangles.
473    pub index_buffer: wgpu::Buffer,
474    /// Number of valid indices in `index_buffer` (may be 0 if all filtered).
475    pub index_count: u32,
476    /// Mesh index this result corresponds to.
477    pub mesh_index: usize,
478}
479
480impl ViewportGpuResources {
481    /// Lazily create the GPU compute filter pipeline on first use.
482    fn ensure_compute_filter_pipeline(&mut self, device: &wgpu::Device) {
483        if self.compute_filter_pipeline.is_some() {
484            return;
485        }
486
487        // Build bind group layout.
488        let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
489            label: Some("compute_filter_bgl"),
490            entries: &[
491                // binding 0: params uniform
492                wgpu::BindGroupLayoutEntry {
493                    binding: 0,
494                    visibility: wgpu::ShaderStages::COMPUTE,
495                    ty: wgpu::BindingType::Buffer {
496                        ty: wgpu::BufferBindingType::Uniform,
497                        has_dynamic_offset: false,
498                        min_binding_size: None,
499                    },
500                    count: None,
501                },
502                // binding 1: vertices (f32 storage, read)
503                wgpu::BindGroupLayoutEntry {
504                    binding: 1,
505                    visibility: wgpu::ShaderStages::COMPUTE,
506                    ty: wgpu::BindingType::Buffer {
507                        ty: wgpu::BufferBindingType::Storage { read_only: true },
508                        has_dynamic_offset: false,
509                        min_binding_size: None,
510                    },
511                    count: None,
512                },
513                // binding 2: source indices (u32 storage, read)
514                wgpu::BindGroupLayoutEntry {
515                    binding: 2,
516                    visibility: wgpu::ShaderStages::COMPUTE,
517                    ty: wgpu::BindingType::Buffer {
518                        ty: wgpu::BufferBindingType::Storage { read_only: true },
519                        has_dynamic_offset: false,
520                        min_binding_size: None,
521                    },
522                    count: None,
523                },
524                // binding 3: scalars (f32 storage, read) — dummy for Clip
525                wgpu::BindGroupLayoutEntry {
526                    binding: 3,
527                    visibility: wgpu::ShaderStages::COMPUTE,
528                    ty: wgpu::BindingType::Buffer {
529                        ty: wgpu::BufferBindingType::Storage { read_only: true },
530                        has_dynamic_offset: false,
531                        min_binding_size: None,
532                    },
533                    count: None,
534                },
535                // binding 4: output compacted indices (read_write)
536                wgpu::BindGroupLayoutEntry {
537                    binding: 4,
538                    visibility: wgpu::ShaderStages::COMPUTE,
539                    ty: wgpu::BindingType::Buffer {
540                        ty: wgpu::BufferBindingType::Storage { read_only: false },
541                        has_dynamic_offset: false,
542                        min_binding_size: None,
543                    },
544                    count: None,
545                },
546                // binding 5: atomic counter (read_write)
547                wgpu::BindGroupLayoutEntry {
548                    binding: 5,
549                    visibility: wgpu::ShaderStages::COMPUTE,
550                    ty: wgpu::BindingType::Buffer {
551                        ty: wgpu::BufferBindingType::Storage { read_only: false },
552                        has_dynamic_offset: false,
553                        min_binding_size: None,
554                    },
555                    count: None,
556                },
557            ],
558        });
559
560        let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
561            label: Some("compute_filter_layout"),
562            bind_group_layouts: &[&bgl],
563            push_constant_ranges: &[],
564        });
565
566        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
567            label: Some("compute_filter_shader"),
568            source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/compute_filter.wgsl").into()),
569        });
570
571        let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
572            label: Some("compute_filter_pipeline"),
573            layout: Some(&pipeline_layout),
574            module: &shader,
575            entry_point: Some("main"),
576            compilation_options: Default::default(),
577            cache: None,
578        });
579
580        self.compute_filter_bgl = Some(bgl);
581        self.compute_filter_pipeline = Some(pipeline);
582    }
583
584    // -----------------------------------------------------------------------
585    // Phase J: OIT (order-independent transparency) resource management
586    // -----------------------------------------------------------------------
587
588    /// Ensure OIT accum/reveal textures, pipelines, and composite bind group exist
589    /// for the given viewport size.  Call once per frame before the OIT pass.
590    ///
591    /// Early-returns immediately if the size is unchanged and all resources are present.
592    pub(crate) fn ensure_oit_targets(&mut self, device: &wgpu::Device, w: u32, h: u32) {
593        let w = w.max(1);
594        let h = h.max(1);
595
596        // Only recreate textures and the composite bind group when size changes.
597        let need_textures = self.oit_size != [w, h] || self.oit_accum_texture.is_none();
598
599        if need_textures {
600            self.oit_size = [w, h];
601
602            // Accum texture: Rgba16Float for accumulation of weighted color+alpha.
603            let accum_tex = device.create_texture(&wgpu::TextureDescriptor {
604                label: Some("oit_accum_texture"),
605                size: wgpu::Extent3d {
606                    width: w,
607                    height: h,
608                    depth_or_array_layers: 1,
609                },
610                mip_level_count: 1,
611                sample_count: 1,
612                dimension: wgpu::TextureDimension::D2,
613                format: wgpu::TextureFormat::Rgba16Float,
614                usage: wgpu::TextureUsages::RENDER_ATTACHMENT
615                    | wgpu::TextureUsages::TEXTURE_BINDING,
616                view_formats: &[],
617            });
618            let accum_view = accum_tex.create_view(&wgpu::TextureViewDescriptor::default());
619
620            // Reveal texture: R8Unorm for transmittance accumulation.
621            let reveal_tex = device.create_texture(&wgpu::TextureDescriptor {
622                label: Some("oit_reveal_texture"),
623                size: wgpu::Extent3d {
624                    width: w,
625                    height: h,
626                    depth_or_array_layers: 1,
627                },
628                mip_level_count: 1,
629                sample_count: 1,
630                dimension: wgpu::TextureDimension::D2,
631                format: wgpu::TextureFormat::R8Unorm,
632                usage: wgpu::TextureUsages::RENDER_ATTACHMENT
633                    | wgpu::TextureUsages::TEXTURE_BINDING,
634                view_formats: &[],
635            });
636            let reveal_view = reveal_tex.create_view(&wgpu::TextureViewDescriptor::default());
637
638            // Create or reuse the OIT sampler.
639            let sampler = if self.oit_composite_sampler.is_none() {
640                device.create_sampler(&wgpu::SamplerDescriptor {
641                    label: Some("oit_composite_sampler"),
642                    address_mode_u: wgpu::AddressMode::ClampToEdge,
643                    address_mode_v: wgpu::AddressMode::ClampToEdge,
644                    address_mode_w: wgpu::AddressMode::ClampToEdge,
645                    mag_filter: wgpu::FilterMode::Linear,
646                    min_filter: wgpu::FilterMode::Linear,
647                    ..Default::default()
648                })
649            } else {
650                // We can't move out of self here, so create a new one.
651                device.create_sampler(&wgpu::SamplerDescriptor {
652                    label: Some("oit_composite_sampler"),
653                    address_mode_u: wgpu::AddressMode::ClampToEdge,
654                    address_mode_v: wgpu::AddressMode::ClampToEdge,
655                    address_mode_w: wgpu::AddressMode::ClampToEdge,
656                    mag_filter: wgpu::FilterMode::Linear,
657                    min_filter: wgpu::FilterMode::Linear,
658                    ..Default::default()
659                })
660            };
661
662            // Create BGL once.
663            let bgl = if self.oit_composite_bgl.is_none() {
664                let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
665                    label: Some("oit_composite_bgl"),
666                    entries: &[
667                        wgpu::BindGroupLayoutEntry {
668                            binding: 0,
669                            visibility: wgpu::ShaderStages::FRAGMENT,
670                            ty: wgpu::BindingType::Texture {
671                                sample_type: wgpu::TextureSampleType::Float { filterable: true },
672                                view_dimension: wgpu::TextureViewDimension::D2,
673                                multisampled: false,
674                            },
675                            count: None,
676                        },
677                        wgpu::BindGroupLayoutEntry {
678                            binding: 1,
679                            visibility: wgpu::ShaderStages::FRAGMENT,
680                            ty: wgpu::BindingType::Texture {
681                                sample_type: wgpu::TextureSampleType::Float { filterable: true },
682                                view_dimension: wgpu::TextureViewDimension::D2,
683                                multisampled: false,
684                            },
685                            count: None,
686                        },
687                        wgpu::BindGroupLayoutEntry {
688                            binding: 2,
689                            visibility: wgpu::ShaderStages::FRAGMENT,
690                            ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
691                            count: None,
692                        },
693                    ],
694                });
695                self.oit_composite_bgl = Some(bgl);
696                self.oit_composite_bgl.as_ref().unwrap()
697            } else {
698                self.oit_composite_bgl.as_ref().unwrap()
699            };
700
701            // Composite bind group referencing the new texture views.
702            let composite_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
703                label: Some("oit_composite_bind_group"),
704                layout: bgl,
705                entries: &[
706                    wgpu::BindGroupEntry {
707                        binding: 0,
708                        resource: wgpu::BindingResource::TextureView(&accum_view),
709                    },
710                    wgpu::BindGroupEntry {
711                        binding: 1,
712                        resource: wgpu::BindingResource::TextureView(&reveal_view),
713                    },
714                    wgpu::BindGroupEntry {
715                        binding: 2,
716                        resource: wgpu::BindingResource::Sampler(&sampler),
717                    },
718                ],
719            });
720
721            self.oit_accum_texture = Some(accum_tex);
722            self.oit_accum_view = Some(accum_view);
723            self.oit_reveal_texture = Some(reveal_tex);
724            self.oit_reveal_view = Some(reveal_view);
725            self.oit_composite_sampler = Some(sampler);
726            self.oit_composite_bind_group = Some(composite_bg);
727        }
728
729        // Create pipelines once (they don't depend on viewport size).
730        if self.oit_pipeline.is_none() {
731            // Non-instanced OIT pipeline (mesh_oit.wgsl, group 0 = camera BGL, group 1 = object BGL).
732            let oit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
733                label: Some("mesh_oit_shader"),
734                source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/mesh_oit.wgsl").into()),
735            });
736            let oit_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
737                label: Some("oit_pipeline_layout"),
738                bind_group_layouts: &[
739                    &self.camera_bind_group_layout,
740                    &self.object_bind_group_layout,
741                ],
742                push_constant_ranges: &[],
743            });
744
745            // Accum blend: src=One, dst=One, Add (additive accumulation).
746            let accum_blend = wgpu::BlendState {
747                color: wgpu::BlendComponent {
748                    src_factor: wgpu::BlendFactor::One,
749                    dst_factor: wgpu::BlendFactor::One,
750                    operation: wgpu::BlendOperation::Add,
751                },
752                alpha: wgpu::BlendComponent {
753                    src_factor: wgpu::BlendFactor::One,
754                    dst_factor: wgpu::BlendFactor::One,
755                    operation: wgpu::BlendOperation::Add,
756                },
757            };
758
759            // Reveal blend: src=Zero, dst=OneMinusSrcColor (multiplicative transmittance).
760            let reveal_blend = wgpu::BlendState {
761                color: wgpu::BlendComponent {
762                    src_factor: wgpu::BlendFactor::Zero,
763                    dst_factor: wgpu::BlendFactor::OneMinusSrc,
764                    operation: wgpu::BlendOperation::Add,
765                },
766                alpha: wgpu::BlendComponent {
767                    src_factor: wgpu::BlendFactor::Zero,
768                    dst_factor: wgpu::BlendFactor::OneMinusSrc,
769                    operation: wgpu::BlendOperation::Add,
770                },
771            };
772
773            let oit_depth_stencil = wgpu::DepthStencilState {
774                format: wgpu::TextureFormat::Depth24PlusStencil8,
775                depth_write_enabled: false,
776                depth_compare: wgpu::CompareFunction::LessEqual,
777                stencil: wgpu::StencilState::default(),
778                bias: wgpu::DepthBiasState::default(),
779            };
780
781            let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
782                label: Some("oit_pipeline"),
783                layout: Some(&oit_layout),
784                vertex: wgpu::VertexState {
785                    module: &oit_shader,
786                    entry_point: Some("vs_main"),
787                    buffers: &[Vertex::buffer_layout()],
788                    compilation_options: wgpu::PipelineCompilationOptions::default(),
789                },
790                fragment: Some(wgpu::FragmentState {
791                    module: &oit_shader,
792                    entry_point: Some("fs_oit_main"),
793                    targets: &[
794                        Some(wgpu::ColorTargetState {
795                            format: wgpu::TextureFormat::Rgba16Float,
796                            blend: Some(accum_blend),
797                            write_mask: wgpu::ColorWrites::ALL,
798                        }),
799                        Some(wgpu::ColorTargetState {
800                            format: wgpu::TextureFormat::R8Unorm,
801                            blend: Some(reveal_blend),
802                            write_mask: wgpu::ColorWrites::RED,
803                        }),
804                    ],
805                    compilation_options: wgpu::PipelineCompilationOptions::default(),
806                }),
807                primitive: wgpu::PrimitiveState {
808                    topology: wgpu::PrimitiveTopology::TriangleList,
809                    cull_mode: Some(wgpu::Face::Back),
810                    ..Default::default()
811                },
812                depth_stencil: Some(oit_depth_stencil.clone()),
813                multisample: wgpu::MultisampleState {
814                    count: 1,
815                    ..Default::default()
816                },
817                multiview: None,
818                cache: None,
819            });
820            self.oit_pipeline = Some(pipeline);
821
822            // Instanced OIT pipeline (mesh_instanced_oit.wgsl, two OIT targets).
823            if let Some(ref instance_bgl) = self.instance_bind_group_layout {
824                let instanced_oit_shader =
825                    device.create_shader_module(wgpu::ShaderModuleDescriptor {
826                        label: Some("mesh_instanced_oit_shader"),
827                        source: wgpu::ShaderSource::Wgsl(
828                            include_str!("../shaders/mesh_instanced_oit.wgsl").into(),
829                        ),
830                    });
831                let instanced_oit_layout =
832                    device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
833                        label: Some("oit_instanced_pipeline_layout"),
834                        bind_group_layouts: &[&self.camera_bind_group_layout, instance_bgl],
835                        push_constant_ranges: &[],
836                    });
837                let instanced_pipeline =
838                    device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
839                        label: Some("oit_instanced_pipeline"),
840                        layout: Some(&instanced_oit_layout),
841                        vertex: wgpu::VertexState {
842                            module: &instanced_oit_shader,
843                            entry_point: Some("vs_main"),
844                            buffers: &[Vertex::buffer_layout()],
845                            compilation_options: wgpu::PipelineCompilationOptions::default(),
846                        },
847                        fragment: Some(wgpu::FragmentState {
848                            module: &instanced_oit_shader,
849                            entry_point: Some("fs_oit_main"),
850                            targets: &[
851                                Some(wgpu::ColorTargetState {
852                                    format: wgpu::TextureFormat::Rgba16Float,
853                                    blend: Some(accum_blend),
854                                    write_mask: wgpu::ColorWrites::ALL,
855                                }),
856                                Some(wgpu::ColorTargetState {
857                                    format: wgpu::TextureFormat::R8Unorm,
858                                    blend: Some(reveal_blend),
859                                    write_mask: wgpu::ColorWrites::RED,
860                                }),
861                            ],
862                            compilation_options: wgpu::PipelineCompilationOptions::default(),
863                        }),
864                        primitive: wgpu::PrimitiveState {
865                            topology: wgpu::PrimitiveTopology::TriangleList,
866                            cull_mode: Some(wgpu::Face::Back),
867                            ..Default::default()
868                        },
869                        depth_stencil: Some(oit_depth_stencil),
870                        multisample: wgpu::MultisampleState {
871                            count: 1,
872                            ..Default::default()
873                        },
874                        multiview: None,
875                        cache: None,
876                    });
877                self.oit_instanced_pipeline = Some(instanced_pipeline);
878            }
879        }
880
881        if self.oit_composite_pipeline.is_none() {
882            let comp_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
883                label: Some("oit_composite_shader"),
884                source: wgpu::ShaderSource::Wgsl(
885                    include_str!("../shaders/oit_composite.wgsl").into(),
886                ),
887            });
888            let bgl = self
889                .oit_composite_bgl
890                .as_ref()
891                .expect("oit_composite_bgl must exist");
892            let comp_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
893                label: Some("oit_composite_pipeline_layout"),
894                bind_group_layouts: &[bgl],
895                push_constant_ranges: &[],
896            });
897            // Premultiplied alpha blend: One / OneMinusSrcAlpha — composites avg_color*(1-r) onto HDR.
898            let premul_blend = wgpu::BlendState {
899                color: wgpu::BlendComponent {
900                    src_factor: wgpu::BlendFactor::One,
901                    dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
902                    operation: wgpu::BlendOperation::Add,
903                },
904                alpha: wgpu::BlendComponent {
905                    src_factor: wgpu::BlendFactor::One,
906                    dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
907                    operation: wgpu::BlendOperation::Add,
908                },
909            };
910            let comp_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
911                label: Some("oit_composite_pipeline"),
912                layout: Some(&comp_layout),
913                vertex: wgpu::VertexState {
914                    module: &comp_shader,
915                    entry_point: Some("vs_main"),
916                    buffers: &[],
917                    compilation_options: wgpu::PipelineCompilationOptions::default(),
918                },
919                fragment: Some(wgpu::FragmentState {
920                    module: &comp_shader,
921                    entry_point: Some("fs_main"),
922                    targets: &[Some(wgpu::ColorTargetState {
923                        format: wgpu::TextureFormat::Rgba16Float,
924                        blend: Some(premul_blend),
925                        write_mask: wgpu::ColorWrites::ALL,
926                    })],
927                    compilation_options: wgpu::PipelineCompilationOptions::default(),
928                }),
929                primitive: wgpu::PrimitiveState {
930                    topology: wgpu::PrimitiveTopology::TriangleList,
931                    ..Default::default()
932                },
933                depth_stencil: None,
934                multisample: wgpu::MultisampleState {
935                    count: 1,
936                    ..Default::default()
937                },
938                multiview: None,
939                cache: None,
940            });
941            self.oit_composite_pipeline = Some(comp_pipeline);
942        }
943    }
944
945    /// Dispatch GPU compute filters for all items in the list.
946    ///
947    /// Returns one [`ComputeFilterResult`] per item. The renderer uses these
948    /// during `paint()` to override the mesh's default index buffer.
949    ///
950    /// This is a synchronous v1 implementation: it submits each dispatch
951    /// individually and polls the device to read back the counter. This is
952    /// acceptable for v1; async readback can be added later.
953    pub fn run_compute_filters(
954        &mut self,
955        device: &wgpu::Device,
956        queue: &wgpu::Queue,
957        items: &[crate::renderer::ComputeFilterItem],
958    ) -> Vec<ComputeFilterResult> {
959        if items.is_empty() {
960            return Vec::new();
961        }
962
963        self.ensure_compute_filter_pipeline(device);
964
965        // Dummy 4-byte buffer used as the scalar binding when doing a Clip filter.
966        let dummy_scalar_buf = device.create_buffer(&wgpu::BufferDescriptor {
967            label: Some("compute_filter_dummy_scalar"),
968            size: 4,
969            usage: wgpu::BufferUsages::STORAGE,
970            mapped_at_creation: false,
971        });
972
973        let mut results = Vec::with_capacity(items.len());
974
975        for item in items {
976            // Resolve the mesh.
977            let gpu_mesh = match self
978                .mesh_store
979                .get(crate::resources::mesh_store::MeshId(item.mesh_index))
980            {
981                Some(m) => m,
982                None => continue,
983            };
984
985            let triangle_count = gpu_mesh.index_count / 3;
986            if triangle_count == 0 {
987                continue;
988            }
989
990            // Vertex stride: the Vertex struct is 64 bytes = 16 f32s.
991            const VERTEX_STRIDE_F32: u32 = 16;
992
993            // Build params uniform matching compute_filter.wgsl Params struct layout.
994            #[repr(C)]
995            #[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
996            struct FilterParams {
997                mode: u32,
998                clip_type: u32,
999                threshold_min: f32,
1000                threshold_max: f32,
1001                triangle_count: u32,
1002                vertex_stride_f32: u32,
1003                _pad: [u32; 2],
1004                // Plane params
1005                plane_nx: f32,
1006                plane_ny: f32,
1007                plane_nz: f32,
1008                plane_dist: f32,
1009                // Box params
1010                box_cx: f32,
1011                box_cy: f32,
1012                box_cz: f32,
1013                _padb0: f32,
1014                box_hex: f32,
1015                box_hey: f32,
1016                box_hez: f32,
1017                _padb1: f32,
1018                box_col0x: f32,
1019                box_col0y: f32,
1020                box_col0z: f32,
1021                _padb2: f32,
1022                box_col1x: f32,
1023                box_col1y: f32,
1024                box_col1z: f32,
1025                _padb3: f32,
1026                box_col2x: f32,
1027                box_col2y: f32,
1028                box_col2z: f32,
1029                _padb4: f32,
1030                // Sphere params
1031                sphere_cx: f32,
1032                sphere_cy: f32,
1033                sphere_cz: f32,
1034                sphere_radius: f32,
1035            }
1036
1037            let mut params: FilterParams = bytemuck::Zeroable::zeroed();
1038            params.triangle_count = triangle_count;
1039            params.vertex_stride_f32 = VERTEX_STRIDE_F32;
1040
1041            match item.kind {
1042                crate::renderer::ComputeFilterKind::Clip {
1043                    plane_normal,
1044                    plane_dist,
1045                } => {
1046                    params.mode = 0;
1047                    params.clip_type = 1;
1048                    params.plane_nx = plane_normal[0];
1049                    params.plane_ny = plane_normal[1];
1050                    params.plane_nz = plane_normal[2];
1051                    params.plane_dist = plane_dist;
1052                }
1053                crate::renderer::ComputeFilterKind::ClipBox {
1054                    center,
1055                    half_extents,
1056                    orientation,
1057                } => {
1058                    params.mode = 0;
1059                    params.clip_type = 2;
1060                    params.box_cx = center[0];
1061                    params.box_cy = center[1];
1062                    params.box_cz = center[2];
1063                    params.box_hex = half_extents[0];
1064                    params.box_hey = half_extents[1];
1065                    params.box_hez = half_extents[2];
1066                    params.box_col0x = orientation[0][0];
1067                    params.box_col0y = orientation[0][1];
1068                    params.box_col0z = orientation[0][2];
1069                    params.box_col1x = orientation[1][0];
1070                    params.box_col1y = orientation[1][1];
1071                    params.box_col1z = orientation[1][2];
1072                    params.box_col2x = orientation[2][0];
1073                    params.box_col2y = orientation[2][1];
1074                    params.box_col2z = orientation[2][2];
1075                }
1076                crate::renderer::ComputeFilterKind::ClipSphere { center, radius } => {
1077                    params.mode = 0;
1078                    params.clip_type = 3;
1079                    params.sphere_cx = center[0];
1080                    params.sphere_cy = center[1];
1081                    params.sphere_cz = center[2];
1082                    params.sphere_radius = radius;
1083                }
1084                crate::renderer::ComputeFilterKind::Threshold { min, max } => {
1085                    params.mode = 1;
1086                    params.threshold_min = min;
1087                    params.threshold_max = max;
1088                }
1089            }
1090
1091            let params_buf = device.create_buffer(&wgpu::BufferDescriptor {
1092                label: Some("compute_filter_params"),
1093                size: std::mem::size_of::<FilterParams>() as u64,
1094                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1095                mapped_at_creation: false,
1096            });
1097            queue.write_buffer(&params_buf, 0, bytemuck::bytes_of(&params));
1098
1099            // Output index buffer (worst-case: all triangles pass).
1100            let out_index_size = (gpu_mesh.index_count as u64) * 4;
1101            let out_index_buf = device.create_buffer(&wgpu::BufferDescriptor {
1102                label: Some("compute_filter_out_indices"),
1103                size: out_index_size.max(4),
1104                usage: wgpu::BufferUsages::STORAGE
1105                    | wgpu::BufferUsages::INDEX
1106                    | wgpu::BufferUsages::COPY_SRC,
1107                mapped_at_creation: false,
1108            });
1109
1110            // 4-byte atomic counter buffer (cleared to 0).
1111            let counter_buf = device.create_buffer(&wgpu::BufferDescriptor {
1112                label: Some("compute_filter_counter"),
1113                size: 4,
1114                usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_SRC,
1115                mapped_at_creation: true,
1116            });
1117            {
1118                let mut view = counter_buf.slice(..).get_mapped_range_mut();
1119                view[0..4].copy_from_slice(&0u32.to_le_bytes());
1120            }
1121            counter_buf.unmap();
1122
1123            // Staging buffer to read back the counter.
1124            let staging_buf = device.create_buffer(&wgpu::BufferDescriptor {
1125                label: Some("compute_filter_counter_staging"),
1126                size: 4,
1127                usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
1128                mapped_at_creation: false,
1129            });
1130
1131            // Pick the scalar buffer: named attribute or dummy.
1132            let scalar_buf_ref: &wgpu::Buffer = match &item.kind {
1133                crate::renderer::ComputeFilterKind::Threshold { .. } => {
1134                    if let Some(attr_name) = &item.attribute_name {
1135                        gpu_mesh
1136                            .attribute_buffers
1137                            .get(attr_name.as_str())
1138                            .unwrap_or(&dummy_scalar_buf)
1139                    } else {
1140                        &dummy_scalar_buf
1141                    }
1142                }
1143                // Clip variants don't use the scalar buffer.
1144                _ => &dummy_scalar_buf,
1145            };
1146
1147            // Build bind group.
1148            let bgl = self.compute_filter_bgl.as_ref().unwrap();
1149            let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
1150                label: Some("compute_filter_bg"),
1151                layout: bgl,
1152                entries: &[
1153                    wgpu::BindGroupEntry {
1154                        binding: 0,
1155                        resource: params_buf.as_entire_binding(),
1156                    },
1157                    wgpu::BindGroupEntry {
1158                        binding: 1,
1159                        resource: gpu_mesh.vertex_buffer.as_entire_binding(),
1160                    },
1161                    wgpu::BindGroupEntry {
1162                        binding: 2,
1163                        resource: gpu_mesh.index_buffer.as_entire_binding(),
1164                    },
1165                    wgpu::BindGroupEntry {
1166                        binding: 3,
1167                        resource: scalar_buf_ref.as_entire_binding(),
1168                    },
1169                    wgpu::BindGroupEntry {
1170                        binding: 4,
1171                        resource: out_index_buf.as_entire_binding(),
1172                    },
1173                    wgpu::BindGroupEntry {
1174                        binding: 5,
1175                        resource: counter_buf.as_entire_binding(),
1176                    },
1177                ],
1178            });
1179
1180            // Encode and submit compute + counter copy.
1181            let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
1182                label: Some("compute_filter_encoder"),
1183            });
1184
1185            {
1186                let pipeline = self.compute_filter_pipeline.as_ref().unwrap();
1187                let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
1188                    label: Some("compute_filter_pass"),
1189                    timestamp_writes: None,
1190                });
1191                cpass.set_pipeline(pipeline);
1192                cpass.set_bind_group(0, &bind_group, &[]);
1193                let workgroups = triangle_count.div_ceil(64);
1194                cpass.dispatch_workgroups(workgroups, 1, 1);
1195            }
1196
1197            encoder.copy_buffer_to_buffer(&counter_buf, 0, &staging_buf, 0, 4);
1198            queue.submit(std::iter::once(encoder.finish()));
1199
1200            // Synchronous readback (v1 — acceptable; async readback can follow later).
1201            let slice = staging_buf.slice(..);
1202            slice.map_async(wgpu::MapMode::Read, |_| {});
1203            let _ = device.poll(wgpu::PollType::Wait {
1204                submission_index: None,
1205                timeout: Some(std::time::Duration::from_secs(5)),
1206            });
1207
1208            let index_count = {
1209                let data = slice.get_mapped_range();
1210                u32::from_le_bytes([data[0], data[1], data[2], data[3]])
1211            };
1212            staging_buf.unmap();
1213
1214            results.push(ComputeFilterResult {
1215                index_buffer: out_index_buf,
1216                index_count,
1217                mesh_index: item.mesh_index,
1218            });
1219        }
1220
1221        results
1222    }
1223
1224    // -----------------------------------------------------------------------
1225    // Phase K: GPU object-ID picking pipeline (lazily created)
1226    // -----------------------------------------------------------------------
1227
1228    /// Lazily create the GPU pick pipeline and associated bind group layouts.
1229    ///
1230    /// No-op if already created. Called from `ViewportRenderer::pick_scene_gpu`
1231    /// on first invocation — zero overhead when GPU picking is never used.
1232    pub(crate) fn ensure_pick_pipeline(&mut self, device: &wgpu::Device) {
1233        if self.pick_pipeline.is_some() {
1234            return;
1235        }
1236
1237        // --- group 0: minimal camera-only bind group layout ---
1238        // The pick shader only uses binding 0 (CameraUniform); the full
1239        // camera_bind_group_layout has 6 bindings and would require binding a
1240        // compatible full bind group. A separate minimal layout is cleaner.
1241        let pick_camera_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
1242            label: Some("pick_camera_bgl"),
1243            entries: &[wgpu::BindGroupLayoutEntry {
1244                binding: 0,
1245                visibility: wgpu::ShaderStages::VERTEX,
1246                ty: wgpu::BindingType::Buffer {
1247                    ty: wgpu::BufferBindingType::Uniform,
1248                    has_dynamic_offset: false,
1249                    min_binding_size: None,
1250                },
1251                count: None,
1252            }],
1253        });
1254
1255        // --- group 1: PickInstance storage buffer ---
1256        let pick_instance_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
1257            label: Some("pick_instance_bgl"),
1258            entries: &[wgpu::BindGroupLayoutEntry {
1259                binding: 0,
1260                visibility: wgpu::ShaderStages::VERTEX,
1261                ty: wgpu::BindingType::Buffer {
1262                    ty: wgpu::BufferBindingType::Storage { read_only: true },
1263                    has_dynamic_offset: false,
1264                    min_binding_size: None,
1265                },
1266                count: None,
1267            }],
1268        });
1269
1270        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
1271            label: Some("pick_id_shader"),
1272            source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/pick_id.wgsl").into()),
1273        });
1274
1275        let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1276            label: Some("pick_pipeline_layout"),
1277            bind_group_layouts: &[&pick_camera_bgl, &pick_instance_bgl],
1278            push_constant_ranges: &[],
1279        });
1280
1281        // Vertex layout: reuse the 64-byte Vertex stride but only declare position (location 0).
1282        let pick_vertex_layout = wgpu::VertexBufferLayout {
1283            array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress, // 64 bytes
1284            step_mode: wgpu::VertexStepMode::Vertex,
1285            attributes: &[wgpu::VertexAttribute {
1286                offset: 0,
1287                shader_location: 0,
1288                format: wgpu::VertexFormat::Float32x3,
1289            }],
1290        };
1291
1292        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
1293            label: Some("pick_pipeline"),
1294            layout: Some(&layout),
1295            vertex: wgpu::VertexState {
1296                module: &shader,
1297                entry_point: Some("vs_main"),
1298                buffers: &[pick_vertex_layout],
1299                compilation_options: wgpu::PipelineCompilationOptions::default(),
1300            },
1301            fragment: Some(wgpu::FragmentState {
1302                module: &shader,
1303                entry_point: Some("fs_main"),
1304                targets: &[
1305                    // location 0: R32Uint object ID
1306                    Some(wgpu::ColorTargetState {
1307                        format: wgpu::TextureFormat::R32Uint,
1308                        blend: None, // replace — no blending for integer targets
1309                        write_mask: wgpu::ColorWrites::ALL,
1310                    }),
1311                    // location 1: R32Float depth
1312                    Some(wgpu::ColorTargetState {
1313                        format: wgpu::TextureFormat::R32Float,
1314                        blend: None,
1315                        write_mask: wgpu::ColorWrites::ALL,
1316                    }),
1317                ],
1318                compilation_options: wgpu::PipelineCompilationOptions::default(),
1319            }),
1320            primitive: wgpu::PrimitiveState {
1321                topology: wgpu::PrimitiveTopology::TriangleList,
1322                front_face: wgpu::FrontFace::Ccw,
1323                cull_mode: Some(wgpu::Face::Back),
1324                ..Default::default()
1325            },
1326            depth_stencil: Some(wgpu::DepthStencilState {
1327                format: wgpu::TextureFormat::Depth24PlusStencil8,
1328                depth_write_enabled: true,
1329                depth_compare: wgpu::CompareFunction::Less,
1330                stencil: wgpu::StencilState::default(),
1331                bias: wgpu::DepthBiasState::default(),
1332            }),
1333            multisample: wgpu::MultisampleState {
1334                count: 1, // pick pass is always 1x (no MSAA)
1335                ..Default::default()
1336            },
1337            multiview: None,
1338            cache: None,
1339        });
1340
1341        self.pick_camera_bgl = Some(pick_camera_bgl);
1342        self.pick_bind_group_layout_1 = Some(pick_instance_bgl);
1343        self.pick_pipeline = Some(pipeline);
1344    }
1345}
1346
1347// ---------------------------------------------------------------------------
1348// Attribute interpolation utilities
1349// ---------------------------------------------------------------------------
1350
1351// ---------------------------------------------------------------------------
1352// Streamtube cylinder mesh builder
1353// ---------------------------------------------------------------------------
1354
1355/// Build an 8-sided cylinder mesh for streamtube rendering.
1356///
1357/// The cylinder runs from Y = −1 to Y = +1 (total length 2) with XZ radius = 1.
1358/// The per-instance transform in the shader scales it to `(radius, half_len, radius)`
1359/// and rotates it so the +Y axis aligns with the segment direction.
1360///
1361/// Returns (vertices, indices) ready for upload using the full `Vertex` layout.
1362/// Index count: 96 (32 triangles — 16 for the tube surface, 8+8 for caps).
1363pub(super) fn build_streamtube_cylinder() -> (Vec<Vertex>, Vec<u32>) {
1364    let sides = 8usize;
1365    let white = [1.0f32, 1.0, 1.0, 1.0];
1366
1367    // We need separate vertices for the tube sides (outward normals) and the
1368    // caps (axial normals), so we duplicate the ring positions.
1369    //
1370    // Vertex layout:
1371    //   0..8   — bottom tube ring (y = -1, normals radially outward)
1372    //   8..16  — top    tube ring (y = +1, normals radially outward)
1373    //  16..24  — bottom cap  ring (y = -1, normals (0,-1,0))
1374    //  24..32  — top    cap  ring (y = +1, normals (0,+1,0))
1375    //  32      — bottom center    (y = -1, normal (0,-1,0))
1376    //  33      — top    center    (y = +1, normal (0,+1,0))
1377    //  Total: 34 vertices
1378
1379    let mut verts: Vec<Vertex> = Vec::with_capacity(34);
1380    let mut indices: Vec<u32> = Vec::with_capacity(96);
1381
1382    let zero_uv = [0.0f32, 0.0];
1383    let zero_tan = [1.0f32, 0.0, 0.0, 1.0];
1384
1385    // ---- ring vertices ----
1386    for ring in 0..2 {
1387        let y = if ring == 0 { -1.0f32 } else { 1.0 };
1388        for s in 0..sides {
1389            let angle = (s as f32) * std::f32::consts::TAU / (sides as f32);
1390            let (sin_a, cos_a) = angle.sin_cos();
1391            // tube ring — outward normals
1392            verts.push(Vertex {
1393                position: [cos_a, y, sin_a],
1394                normal: [cos_a, 0.0, sin_a],
1395                color: white,
1396                uv: zero_uv,
1397                tangent: zero_tan,
1398            });
1399        }
1400    }
1401    // cap rings (same XZ positions, axial normals)
1402    for ring in 0..2 {
1403        let y = if ring == 0 { -1.0f32 } else { 1.0 };
1404        let ny = if ring == 0 { -1.0f32 } else { 1.0 };
1405        for s in 0..sides {
1406            let angle = (s as f32) * std::f32::consts::TAU / (sides as f32);
1407            let (sin_a, cos_a) = angle.sin_cos();
1408            verts.push(Vertex {
1409                position: [cos_a, y, sin_a],
1410                normal: [0.0, ny, 0.0],
1411                color: white,
1412                uv: zero_uv,
1413                tangent: zero_tan,
1414            });
1415        }
1416    }
1417    // cap centers
1418    verts.push(Vertex {
1419        position: [0.0, -1.0, 0.0],
1420        normal: [0.0, -1.0, 0.0],
1421        color: white,
1422        uv: zero_uv,
1423        tangent: zero_tan,
1424    });
1425    verts.push(Vertex {
1426        position: [0.0, 1.0, 0.0],
1427        normal: [0.0, 1.0, 0.0],
1428        color: white,
1429        uv: zero_uv,
1430        tangent: zero_tan,
1431    });
1432
1433    let bottom_tube = 0u32;
1434    let top_tube = sides as u32;
1435    let bottom_cap = (sides * 2) as u32;
1436    let top_cap = (sides * 3) as u32;
1437    let bot_center = (sides * 4) as u32;
1438    let top_center = (sides * 4 + 1) as u32;
1439
1440    // ---- tube side quads: 2 triangles per quad, 8 quads = 48 indices ----
1441    for s in 0..sides as u32 {
1442        let next = (s + 1) % sides as u32;
1443        let b0 = bottom_tube + s;
1444        let b1 = bottom_tube + next;
1445        let t0 = top_tube + s;
1446        let t1 = top_tube + next;
1447        // CCW winding viewed from outside.
1448        indices.extend_from_slice(&[b0, t0, b1]);
1449        indices.extend_from_slice(&[b1, t0, t1]);
1450    }
1451
1452    // ---- bottom cap (fan from bot_center): 8 triangles = 24 indices ----
1453    for s in 0..sides as u32 {
1454        let next = (s + 1) % sides as u32;
1455        let c0 = bottom_cap + s;
1456        let c1 = bottom_cap + next;
1457        // CCW when viewed from below (looking up +Y, normal is -Y).
1458        indices.extend_from_slice(&[bot_center, c1, c0]);
1459    }
1460
1461    // ---- top cap (fan from top_center): 8 triangles = 24 indices ----
1462    for s in 0..sides as u32 {
1463        let next = (s + 1) % sides as u32;
1464        let c0 = top_cap + s;
1465        let c1 = top_cap + next;
1466        // CCW when viewed from above (normal +Y).
1467        indices.extend_from_slice(&[top_center, c0, c1]);
1468    }
1469
1470    (verts, indices)
1471}
1472
1473/// Linearly interpolate between two attribute buffers element-wise.
1474///
1475/// Both slices must have the same length. `t` is clamped to `[0.0, 1.0]`.
1476/// Returns a new `Vec<f32>` with `a[i] * (1 - t) + b[i] * t`.
1477///
1478/// Use this to blend per-vertex scalar attributes between two consecutive
1479/// timesteps when scrubbing the timeline at sub-frame resolution.
1480pub fn lerp_attributes(a: &[f32], b: &[f32], t: f32) -> Vec<f32> {
1481    let t = t.clamp(0.0, 1.0);
1482    let one_minus_t = 1.0 - t;
1483    a.iter()
1484        .zip(b.iter())
1485        .map(|(&av, &bv)| av * one_minus_t + bv * t)
1486        .collect()
1487}