viewport_lib/renderer/mod.rs
1//! `ViewportRenderer` : the main entry point for the viewport library.
2//!
3//! Wraps [`ViewportGpuResources`] and provides `prepare()` / `paint()` methods
4//! that take raw `wgpu` types. GUI framework adapters (e.g. the egui
5//! `CallbackTrait` impl in the application crate) delegate to these methods.
6
7#[macro_use]
8mod types;
9mod indirect;
10mod picking;
11mod prepare;
12mod render;
13pub mod shader_hashes;
14mod shadows;
15pub mod stats;
16
17pub use self::types::{
18 CameraFrame, CameraFrustumItem, ClipObject, ClipShape, ComputeFilterItem, ComputeFilterKind,
19 EffectsFrame, EnvironmentMap, FilterMode, FrameData, GlyphItem, GlyphType, GroundPlane,
20 GroundPlaneMode, ImageAnchor, InteractionFrame, LabelAnchor, LabelItem, LightKind, LightSource,
21 LightingSettings, LoadingBarAnchor, LoadingBarItem, OverlayFrame, OverlayImageItem, PickId,
22 PointCloudItem, PointRenderMode,
23 PolylineItem, PostProcessSettings, RenderCamera, RulerItem, ScalarBarAnchor, ScalarBarItem,
24 ScalarBarOrientation, SceneEffects,
25 SceneFrame, SceneRenderItem, ScreenImageItem,
26 ShadowFilter, StreamtubeItem, SurfaceSubmission, ToneMapping, ViewportEffects, ViewportFrame,
27 VolumeItem,
28};
29
30/// An opaque handle to a per-viewport GPU state slot.
31///
32/// Obtained from [`ViewportRenderer::create_viewport`] and passed to
33/// [`ViewportRenderer::prepare_viewport`], [`ViewportRenderer::paint_viewport`],
34/// and [`ViewportRenderer::render_viewport`].
35///
36/// The inner `usize` is the slot index and doubles as the value for
37/// [`CameraFrame::with_viewport_index`]. Single-viewport applications that use
38/// the legacy [`ViewportRenderer::prepare`] / [`ViewportRenderer::paint`] API do
39/// not need this type.
40#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
41pub struct ViewportId(pub usize);
42
43use self::shadows::{compute_cascade_matrix, compute_cascade_splits};
44use self::types::{INSTANCING_THRESHOLD, InstancedBatch};
45use crate::resources::{
46 BatchMeta, CameraUniform, ClipPlanesUniform, ClipVolumeUniform, GridUniform, InstanceAabb,
47 InstanceData, LightsUniform, ObjectUniform, OutlineEdgeUniform, OutlineObjectBuffers,
48 OutlineUniform, PickInstance, ShadowAtlasUniform, SingleLightUniform, ViewportGpuResources,
49};
50
51/// Per-viewport GPU state: uniform buffers and bind groups that differ per viewport.
52///
53/// Each viewport slot owns its own camera, clip planes, clip volume, shadow info,
54/// and grid buffers, plus the bind groups that reference them. Scene-global
55/// resources (lights, shadow atlas texture, IBL) are shared via the bind group
56/// pointing to buffers on `ViewportGpuResources`.
57pub(crate) struct ViewportSlot {
58 pub camera_buf: wgpu::Buffer,
59 pub clip_planes_buf: wgpu::Buffer,
60 pub clip_volume_buf: wgpu::Buffer,
61 pub shadow_info_buf: wgpu::Buffer,
62 pub grid_buf: wgpu::Buffer,
63 /// Camera bind group (group 0) referencing this slot's per-viewport buffers
64 /// plus shared scene-global resources.
65 pub camera_bind_group: wgpu::BindGroup,
66 /// Grid bind group (group 0 for grid pipeline) referencing this slot's grid buffer.
67 pub grid_bind_group: wgpu::BindGroup,
68 /// Per-viewport HDR post-process render targets.
69 ///
70 /// Created lazily on first HDR render call and resized when viewport dimensions change.
71 pub hdr: Option<crate::resources::ViewportHdrState>,
72
73 // --- Per-viewport interaction state (Phase 4) ---
74 /// Per-frame outline buffers for selected objects, rebuilt in prepare().
75 pub outline_object_buffers: Vec<OutlineObjectBuffers>,
76 /// Per-frame x-ray buffers for selected objects, rebuilt in prepare().
77 pub xray_object_buffers: Vec<(crate::resources::mesh_store::MeshId, wgpu::Buffer, wgpu::BindGroup)>,
78 /// Per-frame constraint guide line buffers, rebuilt in prepare().
79 pub constraint_line_buffers: Vec<(
80 wgpu::Buffer,
81 wgpu::Buffer,
82 u32,
83 wgpu::Buffer,
84 wgpu::BindGroup,
85 )>,
86 /// Per-frame cap geometry buffers (section view cross-section fill), rebuilt in prepare().
87 pub cap_buffers: Vec<(
88 wgpu::Buffer,
89 wgpu::Buffer,
90 u32,
91 wgpu::Buffer,
92 wgpu::BindGroup,
93 )>,
94 /// Per-frame clip plane fill overlay buffers, rebuilt in prepare().
95 pub clip_plane_fill_buffers: Vec<(
96 wgpu::Buffer,
97 wgpu::Buffer,
98 u32,
99 wgpu::Buffer,
100 wgpu::BindGroup,
101 )>,
102 /// Per-frame clip plane line overlay buffers, rebuilt in prepare().
103 pub clip_plane_line_buffers: Vec<(
104 wgpu::Buffer,
105 wgpu::Buffer,
106 u32,
107 wgpu::Buffer,
108 wgpu::BindGroup,
109 )>,
110 /// Vertex buffer for axes indicator geometry (rebuilt each frame).
111 pub axes_vertex_buffer: wgpu::Buffer,
112 /// Number of vertices in the axes indicator buffer.
113 pub axes_vertex_count: u32,
114 /// Gizmo model-matrix uniform buffer.
115 pub gizmo_uniform_buf: wgpu::Buffer,
116 /// Gizmo bind group (group 1: model matrix uniform).
117 pub gizmo_bind_group: wgpu::BindGroup,
118 /// Gizmo vertex buffer.
119 pub gizmo_vertex_buffer: wgpu::Buffer,
120 /// Gizmo index buffer.
121 pub gizmo_index_buffer: wgpu::Buffer,
122 /// Number of indices in the current gizmo mesh.
123 pub gizmo_index_count: u32,
124
125 // --- Sub-object highlight (per-viewport, generation-cached) ---
126 /// Per-viewport dynamic resolution intermediate render target.
127 /// `None` when render_scale == 1.0 or not yet initialised.
128 pub dyn_res: Option<crate::resources::dyn_res::DynResTarget>,
129 /// Cached GPU data for sub-object highlight rendering.
130 /// `None` when no sub-object selection is active.
131 pub sub_highlight: Option<crate::resources::SubHighlightGpuData>,
132 /// Version of the last sub-selection snapshot that was uploaded.
133 /// `u64::MAX` forces a rebuild on the first frame.
134 pub sub_highlight_generation: u64,
135}
136
137/// High-level renderer wrapping all GPU resources and providing framework-agnostic
138/// `prepare()` and `paint()` methods.
139pub struct ViewportRenderer {
140 resources: ViewportGpuResources,
141 /// Instanced batches prepared for the current frame. Empty when using per-object path.
142 instanced_batches: Vec<InstancedBatch>,
143 /// Whether the current frame uses the instanced draw path.
144 use_instancing: bool,
145 /// True when the device supports `INDIRECT_FIRST_INSTANCE`.
146 gpu_culling_supported: bool,
147 /// True when GPU-driven culling is active (supported and not disabled by the caller).
148 gpu_culling_enabled: bool,
149 /// GPU culling compute pipelines and frustum buffer. Created lazily on the first
150 /// frame where `gpu_culling_enabled` is true and instance buffers are present.
151 cull_resources: Option<indirect::CullResources>,
152 /// Performance counters from the last frame.
153 last_stats: crate::renderer::stats::FrameStats,
154 /// Last scene generation seen during prepare(). u64::MAX forces rebuild on first frame.
155 last_scene_generation: u64,
156 /// Last selection generation seen during prepare(). u64::MAX forces rebuild on first frame.
157 last_selection_generation: u64,
158 /// Last scene_items count seen during prepare(). usize::MAX forces rebuild on first frame.
159 /// Included in cache key so that frustum-culling changes (different visible set, different
160 /// count) correctly invalidate the instance buffer even when scene_generation is stable.
161 last_scene_items_count: usize,
162 /// Cached instance data from last rebuild (mirrors the GPU buffer contents).
163 cached_instance_data: Vec<InstanceData>,
164 /// Cached instanced batch descriptors from last rebuild.
165 cached_instanced_batches: Vec<InstancedBatch>,
166 /// Per-frame point cloud GPU data, rebuilt in prepare(), consumed in paint().
167 point_cloud_gpu_data: Vec<crate::resources::PointCloudGpuData>,
168 /// Per-frame glyph GPU data, rebuilt in prepare(), consumed in paint().
169 glyph_gpu_data: Vec<crate::resources::GlyphGpuData>,
170 /// Per-frame polyline GPU data, rebuilt in prepare(), consumed in paint().
171 polyline_gpu_data: Vec<crate::resources::PolylineGpuData>,
172 /// Per-frame volume GPU data, rebuilt in prepare(), consumed in paint().
173 volume_gpu_data: Vec<crate::resources::VolumeGpuData>,
174 /// Per-frame streamtube GPU data, rebuilt in prepare(), consumed in paint().
175 streamtube_gpu_data: Vec<crate::resources::StreamtubeGpuData>,
176 /// Per-frame GPU implicit surface data, rebuilt in prepare(), consumed in paint() (Phase 16).
177 implicit_gpu_data: Vec<crate::resources::implicit::ImplicitGpuItem>,
178 /// Per-frame GPU marching cubes render data, rebuilt in prepare(), consumed in paint() (Phase 17).
179 mc_gpu_data: Vec<crate::resources::gpu_marching_cubes::McFrameData>,
180 /// Per-frame screen-image GPU data, rebuilt in prepare(), consumed in paint() (Phase 10B).
181 screen_image_gpu_data: Vec<crate::resources::ScreenImageGpuData>,
182 /// Per-frame overlay image GPU data, rebuilt in prepare(), consumed in paint() (Phase 7).
183 overlay_image_gpu_data: Vec<crate::resources::ScreenImageGpuData>,
184 /// Per-frame overlay label GPU data, rebuilt in prepare(), consumed in paint().
185 label_gpu_data: Option<crate::resources::LabelGpuData>,
186 /// Per-frame scalar bar GPU data, rebuilt in prepare(), consumed in paint().
187 scalar_bar_gpu_data: Option<crate::resources::LabelGpuData>,
188 /// Per-frame ruler GPU data, rebuilt in prepare(), consumed in paint().
189 ruler_gpu_data: Option<crate::resources::LabelGpuData>,
190 /// Per-frame loading bar GPU data, rebuilt in prepare(), consumed in paint().
191 loading_bar_gpu_data: Option<crate::resources::LabelGpuData>,
192 /// Per-viewport GPU state slots.
193 ///
194 /// Indexed by `FrameData::camera.viewport_index`. Each slot owns independent
195 /// uniform buffers and bind groups for camera, clip planes, clip volume,
196 /// shadow info, and grid. Slots are grown lazily in `prepare` via
197 /// `ensure_viewport_slot`. There are at most 4 in the current UI.
198 viewport_slots: Vec<ViewportSlot>,
199 /// Phase G : GPU compute filter results from the last `prepare()` call.
200 ///
201 /// Each entry contains a compacted index buffer + count for one filtered mesh.
202 /// Consumed during `paint()` to override the mesh's default index buffer.
203 /// Cleared and rebuilt each frame.
204 compute_filter_results: Vec<crate::resources::ComputeFilterResult>,
205 /// Cascade-0 light-space view-projection matrix from the last shadow prepare.
206 /// Cached here so `prepare_viewport_internal` can copy it into the ground plane uniform.
207 last_cascade0_shadow_mat: glam::Mat4,
208 /// Current runtime mode controlling internal default behavior.
209 runtime_mode: crate::renderer::stats::RuntimeMode,
210 /// Active performance policy: target FPS, render scale bounds, and permitted reductions.
211 performance_policy: crate::renderer::stats::PerformancePolicy,
212 /// Current render scale tracked by the adaptation controller (or set manually).
213 ///
214 /// Clamped to `[policy.min_render_scale, policy.max_render_scale]`.
215 /// Reported in `FrameStats::render_scale` each frame.
216 current_render_scale: f32,
217 /// Instant recorded at the start of the most recent `prepare()` call.
218 /// Used to compute `total_frame_ms` on the following frame.
219 last_prepare_instant: Option<std::time::Instant>,
220 /// Frame counter incremented each `prepare()` call. Used for picking throttle in Playback mode.
221 frame_counter: u64,
222
223 // --- Phase 4 : GPU timestamp queries ---
224 /// Timestamp query set with 2 entries (scene-pass begin + end).
225 /// `None` when `TIMESTAMP_QUERY` is unavailable or not yet initialized.
226 ts_query_set: Option<wgpu::QuerySet>,
227 /// Resolve buffer: 2 × u64, GPU-only (`QUERY_RESOLVE | COPY_SRC`).
228 ts_resolve_buf: Option<wgpu::Buffer>,
229 /// Staging buffer: 2 × u64, CPU-readable (`COPY_DST | MAP_READ`).
230 ts_staging_buf: Option<wgpu::Buffer>,
231 /// Nanoseconds per GPU timestamp tick, from `queue.get_timestamp_period()`.
232 ts_period: f32,
233 /// Whether the staging buffer holds unread timestamp data from the previous frame.
234 ts_needs_readback: bool,
235
236 // --- Indirect-args readback (GPU-driven culling visible instance count) ---
237 /// CPU-readable staging buffer for `indirect_args_buf` (batch_count × 20 bytes).
238 /// Grown lazily; never shrunk.
239 indirect_readback_buf: Option<wgpu::Buffer>,
240 /// Number of batches whose data was copied into `indirect_readback_buf` last frame.
241 indirect_readback_batch_count: u32,
242 /// True when `indirect_readback_buf` holds unread data from the previous cull pass.
243 indirect_readback_pending: bool,
244}
245
246impl ViewportRenderer {
247 /// Create a new renderer with default settings (no MSAA).
248 /// Call once at application startup.
249 pub fn new(device: &wgpu::Device, target_format: wgpu::TextureFormat) -> Self {
250 Self::with_sample_count(device, target_format, 1)
251 }
252
253 /// Create a new renderer with the specified MSAA sample count (1, 2, or 4).
254 ///
255 /// When using MSAA (sample_count > 1), the caller must create multisampled
256 /// color and depth textures and use them as render pass attachments with the
257 /// final surface texture as the resolve target.
258 pub fn with_sample_count(
259 device: &wgpu::Device,
260 target_format: wgpu::TextureFormat,
261 sample_count: u32,
262 ) -> Self {
263 let gpu_culling_supported = device
264 .features()
265 .contains(wgpu::Features::INDIRECT_FIRST_INSTANCE);
266 Self {
267 resources: ViewportGpuResources::new(device, target_format, sample_count),
268 instanced_batches: Vec::new(),
269 use_instancing: false,
270 gpu_culling_supported,
271 gpu_culling_enabled: gpu_culling_supported,
272 cull_resources: None,
273 last_stats: crate::renderer::stats::FrameStats::default(),
274 last_scene_generation: u64::MAX,
275 last_selection_generation: u64::MAX,
276 last_scene_items_count: usize::MAX,
277 cached_instance_data: Vec::new(),
278 cached_instanced_batches: Vec::new(),
279 point_cloud_gpu_data: Vec::new(),
280 glyph_gpu_data: Vec::new(),
281 polyline_gpu_data: Vec::new(),
282 volume_gpu_data: Vec::new(),
283 streamtube_gpu_data: Vec::new(),
284 implicit_gpu_data: Vec::new(),
285 mc_gpu_data: Vec::new(),
286 screen_image_gpu_data: Vec::new(),
287 overlay_image_gpu_data: Vec::new(),
288 label_gpu_data: None,
289 scalar_bar_gpu_data: None,
290 ruler_gpu_data: None,
291 loading_bar_gpu_data: None,
292 viewport_slots: Vec::new(),
293 compute_filter_results: Vec::new(),
294 last_cascade0_shadow_mat: glam::Mat4::IDENTITY,
295 runtime_mode: crate::renderer::stats::RuntimeMode::Interactive,
296 performance_policy: crate::renderer::stats::PerformancePolicy::default(),
297 current_render_scale: 1.0,
298 last_prepare_instant: None,
299 frame_counter: 0,
300 ts_query_set: None,
301 ts_resolve_buf: None,
302 ts_staging_buf: None,
303 ts_period: 1.0,
304 ts_needs_readback: false,
305 indirect_readback_buf: None,
306 indirect_readback_batch_count: 0,
307 indirect_readback_pending: false,
308 }
309 }
310
311 /// Access the underlying GPU resources (e.g. for mesh uploads).
312 pub fn resources(&self) -> &ViewportGpuResources {
313 &self.resources
314 }
315
316 /// Performance counters from the last completed frame.
317 pub fn last_frame_stats(&self) -> crate::renderer::stats::FrameStats {
318 self.last_stats
319 }
320
321 /// Disable GPU-driven culling, reverting to the direct draw path.
322 ///
323 /// Has no effect when the device does not support `INDIRECT_FIRST_INSTANCE`
324 /// (culling is already disabled on those devices).
325 pub fn disable_gpu_driven_culling(&mut self) {
326 self.gpu_culling_enabled = false;
327 }
328
329 /// Re-enable GPU-driven culling after a call to `disable_gpu_driven_culling`.
330 ///
331 /// Has no effect when the device does not support `INDIRECT_FIRST_INSTANCE`.
332 pub fn enable_gpu_driven_culling(&mut self) {
333 if self.gpu_culling_supported {
334 self.gpu_culling_enabled = true;
335 }
336 }
337
338 /// Set the runtime mode controlling internal default behavior.
339 ///
340 /// - [`RuntimeMode::Interactive`]: full picking rate, full quality (default).
341 /// - [`RuntimeMode::Playback`]: picking throttled to reduce CPU overhead during animation.
342 /// - [`RuntimeMode::Paused`]: full picking rate, full quality.
343 /// - [`RuntimeMode::Capture`]: full quality, intended for screenshot/export workflows.
344 pub fn set_runtime_mode(&mut self, mode: crate::renderer::stats::RuntimeMode) {
345 self.runtime_mode = mode;
346 }
347
348 /// Return the current runtime mode.
349 pub fn runtime_mode(&self) -> crate::renderer::stats::RuntimeMode {
350 self.runtime_mode
351 }
352
353 /// Set the performance policy controlling target FPS, render scale bounds,
354 /// and permitted quality reductions.
355 ///
356 /// The internal adaptation controller activates when
357 /// `policy.allow_dynamic_resolution` is `true` and `policy.target_fps` is
358 /// `Some`. It adjusts `render_scale` within `[min_render_scale,
359 /// max_render_scale]` each frame based on `total_frame_ms`.
360 pub fn set_performance_policy(
361 &mut self,
362 policy: crate::renderer::stats::PerformancePolicy,
363 ) {
364 self.performance_policy = policy;
365 // Clamp current scale into the new bounds immediately.
366 self.current_render_scale = self.current_render_scale.clamp(
367 policy.min_render_scale,
368 policy.max_render_scale,
369 );
370 }
371
372 /// Return the active performance policy.
373 pub fn performance_policy(&self) -> crate::renderer::stats::PerformancePolicy {
374 self.performance_policy
375 }
376
377 /// Manually set the render scale.
378 ///
379 /// Effective when `performance_policy.allow_dynamic_resolution` is `false`.
380 /// When dynamic resolution is enabled the adaptation controller overrides
381 /// this value each frame.
382 ///
383 /// The value is clamped to `[policy.min_render_scale, policy.max_render_scale]`.
384 pub fn set_render_scale(&mut self, scale: f32) {
385 self.current_render_scale = scale.clamp(
386 self.performance_policy.min_render_scale,
387 self.performance_policy.max_render_scale,
388 );
389 }
390
391 /// Set the target frame rate used to compute [`FrameStats::missed_budget`].
392 ///
393 /// Convenience wrapper that updates `performance_policy.target_fps`.
394 pub fn set_target_fps(&mut self, fps: Option<f32>) {
395 self.performance_policy.target_fps = fps;
396 }
397
398 /// Mutable access to the underlying GPU resources (e.g. for mesh uploads).
399 pub fn resources_mut(&mut self) -> &mut ViewportGpuResources {
400 &mut self.resources
401 }
402
403 /// Upload an equirectangular HDR environment map and precompute IBL textures.
404 ///
405 /// `pixels` is row-major RGBA f32 data (4 floats per texel), `width`×`height`.
406 /// This rebuilds camera bind groups so shaders immediately see the new textures.
407 pub fn upload_environment_map(
408 &mut self,
409 device: &wgpu::Device,
410 queue: &wgpu::Queue,
411 pixels: &[f32],
412 width: u32,
413 height: u32,
414 ) {
415 crate::resources::environment::upload_environment_map(
416 &mut self.resources,
417 device,
418 queue,
419 pixels,
420 width,
421 height,
422 );
423 self.rebuild_camera_bind_groups(device);
424 }
425
426 /// Rebuild the primary + per-viewport camera bind groups.
427 ///
428 /// Call after IBL textures are uploaded so shaders see the new environment.
429 fn rebuild_camera_bind_groups(&mut self, device: &wgpu::Device) {
430 self.resources.camera_bind_group = self.resources.create_camera_bind_group(
431 device,
432 &self.resources.camera_uniform_buf,
433 &self.resources.clip_planes_uniform_buf,
434 &self.resources.shadow_info_buf,
435 &self.resources.clip_volume_uniform_buf,
436 "camera_bind_group",
437 );
438
439 for slot in &mut self.viewport_slots {
440 slot.camera_bind_group = self.resources.create_camera_bind_group(
441 device,
442 &slot.camera_buf,
443 &slot.clip_planes_buf,
444 &slot.shadow_info_buf,
445 &slot.clip_volume_buf,
446 "per_viewport_camera_bg",
447 );
448 }
449 }
450
451 /// Ensure a per-viewport slot exists for `viewport_index`.
452 ///
453 /// Creates a full `ViewportSlot` with independent uniform buffers for camera,
454 /// clip planes, clip volume, shadow info, and grid. The camera bind group
455 /// references this slot's per-viewport buffers plus shared scene-global
456 /// resources. Slots are created lazily and never destroyed.
457 fn ensure_viewport_slot(&mut self, device: &wgpu::Device, viewport_index: usize) {
458 while self.viewport_slots.len() <= viewport_index {
459 let camera_buf = device.create_buffer(&wgpu::BufferDescriptor {
460 label: Some("vp_camera_buf"),
461 size: std::mem::size_of::<CameraUniform>() as u64,
462 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
463 mapped_at_creation: false,
464 });
465 let clip_planes_buf = device.create_buffer(&wgpu::BufferDescriptor {
466 label: Some("vp_clip_planes_buf"),
467 size: std::mem::size_of::<ClipPlanesUniform>() as u64,
468 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
469 mapped_at_creation: false,
470 });
471 let clip_volume_buf = device.create_buffer(&wgpu::BufferDescriptor {
472 label: Some("vp_clip_volume_buf"),
473 size: std::mem::size_of::<ClipVolumeUniform>() as u64,
474 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
475 mapped_at_creation: false,
476 });
477 let shadow_info_buf = device.create_buffer(&wgpu::BufferDescriptor {
478 label: Some("vp_shadow_info_buf"),
479 size: std::mem::size_of::<ShadowAtlasUniform>() as u64,
480 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
481 mapped_at_creation: false,
482 });
483 let grid_buf = device.create_buffer(&wgpu::BufferDescriptor {
484 label: Some("vp_grid_buf"),
485 size: std::mem::size_of::<GridUniform>() as u64,
486 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
487 mapped_at_creation: false,
488 });
489
490 let camera_bind_group = self.resources.create_camera_bind_group(
491 device,
492 &camera_buf,
493 &clip_planes_buf,
494 &shadow_info_buf,
495 &clip_volume_buf,
496 "per_viewport_camera_bg",
497 );
498
499 let grid_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
500 label: Some("vp_grid_bind_group"),
501 layout: &self.resources.grid_bind_group_layout,
502 entries: &[wgpu::BindGroupEntry {
503 binding: 0,
504 resource: grid_buf.as_entire_binding(),
505 }],
506 });
507
508 // Per-viewport gizmo buffers (initial mesh: Translate, no hover, identity orientation).
509 let (gizmo_verts, gizmo_indices) = crate::interaction::gizmo::build_gizmo_mesh(
510 crate::interaction::gizmo::GizmoMode::Translate,
511 crate::interaction::gizmo::GizmoAxis::None,
512 glam::Quat::IDENTITY,
513 );
514 let gizmo_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
515 label: Some("vp_gizmo_vertex_buf"),
516 size: (std::mem::size_of::<crate::resources::Vertex>() * gizmo_verts.len().max(1))
517 as u64,
518 usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
519 mapped_at_creation: true,
520 });
521 gizmo_vertex_buffer
522 .slice(..)
523 .get_mapped_range_mut()
524 .copy_from_slice(bytemuck::cast_slice(&gizmo_verts));
525 gizmo_vertex_buffer.unmap();
526 let gizmo_index_count = gizmo_indices.len() as u32;
527 let gizmo_index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
528 label: Some("vp_gizmo_index_buf"),
529 size: (std::mem::size_of::<u32>() * gizmo_indices.len().max(1)) as u64,
530 usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
531 mapped_at_creation: true,
532 });
533 gizmo_index_buffer
534 .slice(..)
535 .get_mapped_range_mut()
536 .copy_from_slice(bytemuck::cast_slice(&gizmo_indices));
537 gizmo_index_buffer.unmap();
538 let gizmo_uniform = crate::interaction::gizmo::GizmoUniform {
539 model: glam::Mat4::IDENTITY.to_cols_array_2d(),
540 };
541 let gizmo_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
542 label: Some("vp_gizmo_uniform_buf"),
543 size: std::mem::size_of::<crate::interaction::gizmo::GizmoUniform>() as u64,
544 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
545 mapped_at_creation: true,
546 });
547 gizmo_uniform_buf
548 .slice(..)
549 .get_mapped_range_mut()
550 .copy_from_slice(bytemuck::cast_slice(&[gizmo_uniform]));
551 gizmo_uniform_buf.unmap();
552 let gizmo_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
553 label: Some("vp_gizmo_bind_group"),
554 layout: &self.resources.gizmo_bind_group_layout,
555 entries: &[wgpu::BindGroupEntry {
556 binding: 0,
557 resource: gizmo_uniform_buf.as_entire_binding(),
558 }],
559 });
560
561 // Per-viewport axes vertex buffer (2048 vertices = enough for all axes geometry).
562 let axes_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
563 label: Some("vp_axes_vertex_buf"),
564 size: (std::mem::size_of::<crate::widgets::axes_indicator::AxesVertex>() * 2048)
565 as u64,
566 usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
567 mapped_at_creation: false,
568 });
569
570 self.viewport_slots.push(ViewportSlot {
571 camera_buf,
572 clip_planes_buf,
573 clip_volume_buf,
574 shadow_info_buf,
575 grid_buf,
576 camera_bind_group,
577 grid_bind_group,
578 hdr: None,
579 outline_object_buffers: Vec::new(),
580 xray_object_buffers: Vec::new(),
581 constraint_line_buffers: Vec::new(),
582 cap_buffers: Vec::new(),
583 clip_plane_fill_buffers: Vec::new(),
584 clip_plane_line_buffers: Vec::new(),
585 axes_vertex_buffer,
586 axes_vertex_count: 0,
587 gizmo_uniform_buf,
588 gizmo_bind_group,
589 gizmo_vertex_buffer,
590 gizmo_index_buffer,
591 gizmo_index_count,
592 sub_highlight: None,
593 sub_highlight_generation: u64::MAX,
594 dyn_res: None,
595 });
596 }
597 }
598
599 // -----------------------------------------------------------------------
600 // Multi-viewport public API (Phase 5)
601 // -----------------------------------------------------------------------
602
603 /// Create a new viewport slot and return its handle.
604 ///
605 /// The returned [`ViewportId`] is stable for the lifetime of the renderer.
606 /// Pass it to [`prepare_viewport`](Self::prepare_viewport),
607 /// [`paint_viewport`](Self::paint_viewport), and
608 /// [`render_viewport`](Self::render_viewport) each frame.
609 ///
610 /// Also set `CameraFrame::viewport_index` to `id.0` when building the
611 /// [`FrameData`] for this viewport:
612 /// ```rust,ignore
613 /// let id = renderer.create_viewport(&device);
614 /// let frame = FrameData {
615 /// camera: CameraFrame::from_camera(&cam, size).with_viewport_index(id.0),
616 /// ..Default::default()
617 /// };
618 /// ```
619 pub fn create_viewport(&mut self, device: &wgpu::Device) -> ViewportId {
620 let idx = self.viewport_slots.len();
621 self.ensure_viewport_slot(device, idx);
622 ViewportId(idx)
623 }
624
625 /// Release the heavy GPU texture memory (HDR targets, OIT, bloom, SSAO) held
626 /// by `id`.
627 ///
628 /// The slot index is not reclaimed : future calls with this `ViewportId` will
629 /// lazily recreate the texture resources as needed. This is useful when a
630 /// viewport is hidden or minimised and you want to reduce VRAM pressure without
631 /// invalidating the handle.
632 pub fn destroy_viewport(&mut self, id: ViewportId) {
633 if let Some(slot) = self.viewport_slots.get_mut(id.0) {
634 slot.hdr = None;
635 }
636 }
637
638 /// Prepare shared scene data. Call **once per frame**, before any
639 /// [`prepare_viewport`](Self::prepare_viewport) calls.
640 ///
641 /// `frame` provides the scene content (`frame.scene`) and the primary camera
642 /// used for shadow cascade framing (`frame.camera`). In a multi-viewport
643 /// setup use any one viewport's `FrameData` here : typically the perspective
644 /// view : as the shadow framing reference.
645 ///
646 /// `scene_effects` carries the scene-global effects: lighting, environment
647 /// map, and compute filters. Obtain it by constructing [`SceneEffects`]
648 /// directly or via [`EffectsFrame::split`].
649 pub fn prepare_scene(
650 &mut self,
651 device: &wgpu::Device,
652 queue: &wgpu::Queue,
653 frame: &FrameData,
654 scene_effects: &SceneEffects<'_>,
655 ) {
656 self.prepare_scene_internal(device, queue, frame, scene_effects);
657 }
658
659 /// Prepare per-viewport GPU state (camera, clip planes, overlays, axes).
660 ///
661 /// Call once per viewport per frame, **after** [`prepare_scene`](Self::prepare_scene).
662 ///
663 /// `id` must have been obtained from [`create_viewport`](Self::create_viewport).
664 /// `frame.camera.viewport_index` must equal `id.0`; use
665 /// [`CameraFrame::with_viewport_index`] when building the frame.
666 pub fn prepare_viewport(
667 &mut self,
668 device: &wgpu::Device,
669 queue: &wgpu::Queue,
670 id: ViewportId,
671 frame: &FrameData,
672 ) {
673 debug_assert_eq!(
674 frame.camera.viewport_index, id.0,
675 "frame.camera.viewport_index ({}) must equal the ViewportId ({}); \
676 use CameraFrame::with_viewport_index(id.0)",
677 frame.camera.viewport_index, id.0,
678 );
679 let (_, viewport_fx) = frame.effects.split();
680 self.prepare_viewport_internal(device, queue, frame, &viewport_fx);
681 }
682
683 /// Issue draw calls for `id` into a `'static` render pass (as provided by egui callbacks).
684 ///
685 /// This is the method to use from an egui/eframe `CallbackTrait::paint` implementation.
686 /// Call [`prepare_scene`](Self::prepare_scene) and [`prepare_viewport`](Self::prepare_viewport)
687 /// first (in `CallbackTrait::prepare`), then set the render pass viewport/scissor to confine
688 /// drawing to the correct quadrant, and call this method.
689 ///
690 /// For non-`'static` render passes (winit, iced, manual wgpu), use
691 /// [`paint_viewport_to`](Self::paint_viewport_to).
692 pub fn paint_viewport(
693 &self,
694 render_pass: &mut wgpu::RenderPass<'static>,
695 id: ViewportId,
696 frame: &FrameData,
697 ) {
698 let vp_idx = id.0;
699 let camera_bg = self.viewport_camera_bind_group(vp_idx);
700 let grid_bg = self.viewport_grid_bind_group(vp_idx);
701 let vp_slot = self.viewport_slots.get(vp_idx);
702 emit_draw_calls!(
703 &self.resources,
704 &mut *render_pass,
705 frame,
706 self.use_instancing,
707 &self.instanced_batches,
708 camera_bg,
709 grid_bg,
710 &self.compute_filter_results,
711 vp_slot
712 );
713 emit_scivis_draw_calls!(
714 &self.resources,
715 render_pass,
716 &self.point_cloud_gpu_data,
717 &self.glyph_gpu_data,
718 &self.polyline_gpu_data,
719 &self.volume_gpu_data,
720 &self.streamtube_gpu_data,
721 camera_bg
722 );
723 }
724
725 /// Issue draw calls for `id` into a render pass with any lifetime.
726 ///
727 /// Identical to [`paint_viewport`](Self::paint_viewport) but accepts a render pass with a
728 /// non-`'static` lifetime, making it usable from winit, iced, or raw wgpu where the encoder
729 /// creates its own render pass.
730 pub fn paint_viewport_to<'rp>(
731 &'rp self,
732 render_pass: &mut wgpu::RenderPass<'rp>,
733 id: ViewportId,
734 frame: &FrameData,
735 ) {
736 let vp_idx = id.0;
737 let camera_bg = self.viewport_camera_bind_group(vp_idx);
738 let grid_bg = self.viewport_grid_bind_group(vp_idx);
739 let vp_slot = self.viewport_slots.get(vp_idx);
740 emit_draw_calls!(
741 &self.resources,
742 &mut *render_pass,
743 frame,
744 self.use_instancing,
745 &self.instanced_batches,
746 camera_bg,
747 grid_bg,
748 &self.compute_filter_results,
749 vp_slot
750 );
751 emit_scivis_draw_calls!(
752 &self.resources,
753 render_pass,
754 &self.point_cloud_gpu_data,
755 &self.glyph_gpu_data,
756 &self.polyline_gpu_data,
757 &self.volume_gpu_data,
758 &self.streamtube_gpu_data,
759 camera_bg
760 );
761 }
762
763 /// Return a reference to the camera bind group for the given viewport slot.
764 ///
765 /// Falls back to `resources.camera_bind_group` if no per-viewport slot
766 /// exists (e.g. in single-viewport mode before the first prepare call).
767 fn viewport_camera_bind_group(&self, viewport_index: usize) -> &wgpu::BindGroup {
768 self.viewport_slots
769 .get(viewport_index)
770 .map(|slot| &slot.camera_bind_group)
771 .unwrap_or(&self.resources.camera_bind_group)
772 }
773
774 /// Return a reference to the grid bind group for the given viewport slot.
775 ///
776 /// Falls back to `resources.grid_bind_group` if no per-viewport slot exists.
777 fn viewport_grid_bind_group(&self, viewport_index: usize) -> &wgpu::BindGroup {
778 self.viewport_slots
779 .get(viewport_index)
780 .map(|slot| &slot.grid_bind_group)
781 .unwrap_or(&self.resources.grid_bind_group)
782 }
783
784 /// Ensure the dyn-res intermediate render target exists for `vp_idx` at the
785 /// given `scaled_size`, creating or recreating it when size changes.
786 ///
787 /// `surface_size` is the native output dimensions (used to size the upscale
788 /// blit correctly). `ensure_dyn_res_pipeline` is called automatically.
789 pub(crate) fn ensure_dyn_res_target(
790 &mut self,
791 device: &wgpu::Device,
792 vp_idx: usize,
793 scaled_size: [u32; 2],
794 surface_size: [u32; 2],
795 ) {
796 self.resources.ensure_dyn_res_pipeline(device);
797 let needs_create = match &self.viewport_slots[vp_idx].dyn_res {
798 None => true,
799 Some(dr) => dr.scaled_size != scaled_size || dr.surface_size != surface_size,
800 };
801 if needs_create {
802 let target =
803 self.resources.create_dyn_res_target(device, scaled_size, surface_size);
804 self.viewport_slots[vp_idx].dyn_res = Some(target);
805 }
806 }
807
808 /// Ensure per-viewport HDR state exists for `viewport_index` at dimensions `w`×`h`.
809 ///
810 /// Calls `ensure_hdr_shared` once to initialise shared pipelines/BGLs/samplers, then
811 /// lazily creates or resizes the `ViewportHdrState` inside the slot. Idempotent: if the
812 /// slot already has HDR state at the correct size nothing is recreated.
813 pub(crate) fn ensure_viewport_hdr(
814 &mut self,
815 device: &wgpu::Device,
816 queue: &wgpu::Queue,
817 viewport_index: usize,
818 w: u32,
819 h: u32,
820 ssaa_factor: u32,
821 ) {
822 let format = self.resources.target_format;
823 // Ensure shared infrastructure (pipelines, BGLs, samplers) exists.
824 self.resources.ensure_hdr_shared(device, queue, format);
825 // Ensure the slot exists.
826 self.ensure_viewport_slot(device, viewport_index);
827 let slot = &mut self.viewport_slots[viewport_index];
828 // Create or resize the per-viewport HDR state.
829 let needs_create = match &slot.hdr {
830 None => true,
831 Some(h_state) => h_state.size != [w, h] || h_state.ssaa_factor != ssaa_factor,
832 };
833 if needs_create {
834 slot.hdr = Some(self.resources.create_hdr_viewport_state(
835 device,
836 queue,
837 format,
838 w,
839 h,
840 ssaa_factor,
841 ));
842 }
843 }
844}