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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                colour: 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                colour: 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        colour: 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            colour: 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        colour: 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            colour: 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        colour: 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, b, a]);
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            colour: 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// 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            gpu_mesh.last_tex_key.5,
458            gpu_mesh.last_tex_key.6,
459            gpu_mesh.last_tex_key.7,
460            gpu_mesh.last_tex_key.8,
461            gpu_mesh.last_tex_key.9,
462            gpu_mesh.last_tex_key.10,
463        );
464
465        Ok(())
466    }
467
468    /// Create a camera bind group (group 0) for the given per-viewport buffers.
469    ///
470    /// Per-viewport buffers (camera, clip planes, shadow info, clip volume) are
471    /// passed explicitly. Scene-global resources (lights, shadow atlas, IBL) come
472    /// from shared resources on `self`.
473    ///
474    /// NOTE: The initial bind group in `init.rs` is constructed inline (before
475    /// `Self` exists). Keep the binding layout in sync when modifying either site.
476    pub(crate) fn create_camera_bind_group(
477        &self,
478        device: &wgpu::Device,
479        camera_buf: &wgpu::Buffer,
480        clip_planes_buf: &wgpu::Buffer,
481        shadow_info_buf: &wgpu::Buffer,
482        clip_volume_buf: &wgpu::Buffer,
483        debug_frag_buf: &wgpu::Buffer,
484        label: &str,
485    ) -> wgpu::BindGroup {
486        let irr = self
487            .ibl_irradiance_view
488            .as_ref()
489            .unwrap_or(&self.ibl_fallback_view);
490        let spec = self
491            .ibl_prefiltered_view
492            .as_ref()
493            .unwrap_or(&self.ibl_fallback_view);
494        let brdf = self
495            .ibl_brdf_lut_view
496            .as_ref()
497            .unwrap_or(&self.ibl_fallback_brdf_view);
498        let skybox = self
499            .ibl_skybox_view
500            .as_ref()
501            .unwrap_or(&self.ibl_fallback_view);
502
503        device.create_bind_group(&wgpu::BindGroupDescriptor {
504            label: Some(label),
505            layout: &self.camera_bind_group_layout,
506            entries: &[
507                wgpu::BindGroupEntry {
508                    binding: 0,
509                    resource: camera_buf.as_entire_binding(),
510                },
511                wgpu::BindGroupEntry {
512                    binding: 1,
513                    resource: wgpu::BindingResource::TextureView(&self.shadow_map_view),
514                },
515                wgpu::BindGroupEntry {
516                    binding: 2,
517                    resource: wgpu::BindingResource::Sampler(&self.shadow_sampler),
518                },
519                wgpu::BindGroupEntry {
520                    binding: 3,
521                    resource: self.light_uniform_buf.as_entire_binding(),
522                },
523                wgpu::BindGroupEntry {
524                    binding: 4,
525                    resource: clip_planes_buf.as_entire_binding(),
526                },
527                wgpu::BindGroupEntry {
528                    binding: 5,
529                    resource: shadow_info_buf.as_entire_binding(),
530                },
531                wgpu::BindGroupEntry {
532                    binding: 6,
533                    resource: clip_volume_buf.as_entire_binding(),
534                },
535                wgpu::BindGroupEntry {
536                    binding: 7,
537                    resource: wgpu::BindingResource::TextureView(irr),
538                },
539                wgpu::BindGroupEntry {
540                    binding: 8,
541                    resource: wgpu::BindingResource::TextureView(spec),
542                },
543                wgpu::BindGroupEntry {
544                    binding: 9,
545                    resource: wgpu::BindingResource::TextureView(brdf),
546                },
547                wgpu::BindGroupEntry {
548                    binding: 10,
549                    resource: wgpu::BindingResource::Sampler(&self.ibl_sampler),
550                },
551                wgpu::BindGroupEntry {
552                    binding: 11,
553                    resource: wgpu::BindingResource::TextureView(skybox),
554                },
555                wgpu::BindGroupEntry {
556                    binding: 12,
557                    resource: debug_frag_buf.as_entire_binding(),
558                },
559            ],
560        })
561    }
562}
563
564// ---------------------------------------------------------------------------
565// GPU compute filter pipeline and dispatch
566// ---------------------------------------------------------------------------
567
568/// Output from a single GPU compute filter dispatch.
569///
570/// Contains a compacted index buffer (triangles that passed the filter)
571/// and the count of valid indices. The renderer swaps this in during draw.
572pub struct ComputeFilterResult {
573    /// Output index buffer containing only passing triangles.
574    pub index_buffer: wgpu::Buffer,
575    /// Number of valid indices in `index_buffer` (may be 0 if all filtered).
576    pub index_count: u32,
577    /// `MeshId` this result corresponds to.
578    pub mesh_id: crate::resources::mesh_store::MeshId,
579}
580
581impl ViewportGpuResources {
582    /// Lazily create the GPU compute filter pipeline on first use.
583    fn ensure_compute_filter_pipeline(&mut self, device: &wgpu::Device) {
584        if self.compute_filter_pipeline.is_some() {
585            return;
586        }
587
588        // Build bind group layout.
589        let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
590            label: Some("compute_filter_bgl"),
591            entries: &[
592                // binding 0: params uniform
593                wgpu::BindGroupLayoutEntry {
594                    binding: 0,
595                    visibility: wgpu::ShaderStages::COMPUTE,
596                    ty: wgpu::BindingType::Buffer {
597                        ty: wgpu::BufferBindingType::Uniform,
598                        has_dynamic_offset: false,
599                        min_binding_size: None,
600                    },
601                    count: None,
602                },
603                // binding 1: vertices (f32 storage, read)
604                wgpu::BindGroupLayoutEntry {
605                    binding: 1,
606                    visibility: wgpu::ShaderStages::COMPUTE,
607                    ty: wgpu::BindingType::Buffer {
608                        ty: wgpu::BufferBindingType::Storage { read_only: true },
609                        has_dynamic_offset: false,
610                        min_binding_size: None,
611                    },
612                    count: None,
613                },
614                // binding 2: source indices (u32 storage, read)
615                wgpu::BindGroupLayoutEntry {
616                    binding: 2,
617                    visibility: wgpu::ShaderStages::COMPUTE,
618                    ty: wgpu::BindingType::Buffer {
619                        ty: wgpu::BufferBindingType::Storage { read_only: true },
620                        has_dynamic_offset: false,
621                        min_binding_size: None,
622                    },
623                    count: None,
624                },
625                // binding 3: scalars (f32 storage, read) : dummy for Clip
626                wgpu::BindGroupLayoutEntry {
627                    binding: 3,
628                    visibility: wgpu::ShaderStages::COMPUTE,
629                    ty: wgpu::BindingType::Buffer {
630                        ty: wgpu::BufferBindingType::Storage { read_only: true },
631                        has_dynamic_offset: false,
632                        min_binding_size: None,
633                    },
634                    count: None,
635                },
636                // binding 4: output compacted indices (read_write)
637                wgpu::BindGroupLayoutEntry {
638                    binding: 4,
639                    visibility: wgpu::ShaderStages::COMPUTE,
640                    ty: wgpu::BindingType::Buffer {
641                        ty: wgpu::BufferBindingType::Storage { read_only: false },
642                        has_dynamic_offset: false,
643                        min_binding_size: None,
644                    },
645                    count: None,
646                },
647                // binding 5: atomic counter (read_write)
648                wgpu::BindGroupLayoutEntry {
649                    binding: 5,
650                    visibility: wgpu::ShaderStages::COMPUTE,
651                    ty: wgpu::BindingType::Buffer {
652                        ty: wgpu::BufferBindingType::Storage { read_only: false },
653                        has_dynamic_offset: false,
654                        min_binding_size: None,
655                    },
656                    count: None,
657                },
658            ],
659        });
660
661        let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
662            label: Some("compute_filter_layout"),
663            bind_group_layouts: &[&bgl],
664            push_constant_ranges: &[],
665        });
666
667        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
668            label: Some("compute_filter_shader"),
669            source: wgpu::ShaderSource::Wgsl(include_str!(concat!(env!("OUT_DIR"), "/compute_filter.wgsl")).into()),
670        });
671
672        let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
673            label: Some("compute_filter_pipeline"),
674            layout: Some(&pipeline_layout),
675            module: &shader,
676            entry_point: Some("main"),
677            compilation_options: Default::default(),
678            cache: None,
679        });
680
681        self.compute_filter_bgl = Some(bgl);
682        self.compute_filter_pipeline = Some(pipeline);
683    }
684
685    // -----------------------------------------------------------------------
686    // OIT (order-independent transparency) resource management
687    // -----------------------------------------------------------------------
688
689    /// Ensure OIT accum/reveal textures, pipelines, and composite bind group exist
690    /// for the given viewport size.  Call once per frame before the OIT pass.
691    ///
692    /// Early-returns immediately if the size is unchanged and all resources are present.
693    #[allow(dead_code)]
694    pub(crate) fn ensure_oit_targets(&mut self, device: &wgpu::Device, w: u32, h: u32) {
695        let w = w.max(1);
696        let h = h.max(1);
697
698        // Only recreate textures and the composite bind group when size changes.
699        let need_textures = self.oit_size != [w, h] || self.oit_accum_texture.is_none();
700
701        if need_textures {
702            self.oit_size = [w, h];
703
704            // Accum texture: Rgba16Float for accumulation of weighted colour+alpha.
705            let accum_tex = device.create_texture(&wgpu::TextureDescriptor {
706                label: Some("oit_accum_texture"),
707                size: wgpu::Extent3d {
708                    width: w,
709                    height: h,
710                    depth_or_array_layers: 1,
711                },
712                mip_level_count: 1,
713                sample_count: 1,
714                dimension: wgpu::TextureDimension::D2,
715                format: wgpu::TextureFormat::Rgba16Float,
716                usage: wgpu::TextureUsages::RENDER_ATTACHMENT
717                    | wgpu::TextureUsages::TEXTURE_BINDING,
718                view_formats: &[],
719            });
720            let accum_view = accum_tex.create_view(&wgpu::TextureViewDescriptor::default());
721
722            // Reveal texture: R8Unorm for transmittance accumulation.
723            let reveal_tex = device.create_texture(&wgpu::TextureDescriptor {
724                label: Some("oit_reveal_texture"),
725                size: wgpu::Extent3d {
726                    width: w,
727                    height: h,
728                    depth_or_array_layers: 1,
729                },
730                mip_level_count: 1,
731                sample_count: 1,
732                dimension: wgpu::TextureDimension::D2,
733                format: wgpu::TextureFormat::R8Unorm,
734                usage: wgpu::TextureUsages::RENDER_ATTACHMENT
735                    | wgpu::TextureUsages::TEXTURE_BINDING,
736                view_formats: &[],
737            });
738            let reveal_view = reveal_tex.create_view(&wgpu::TextureViewDescriptor::default());
739
740            // Create or reuse the OIT sampler.
741            let sampler = if self.oit_composite_sampler.is_none() {
742                device.create_sampler(&wgpu::SamplerDescriptor {
743                    label: Some("oit_composite_sampler"),
744                    address_mode_u: wgpu::AddressMode::ClampToEdge,
745                    address_mode_v: wgpu::AddressMode::ClampToEdge,
746                    address_mode_w: wgpu::AddressMode::ClampToEdge,
747                    mag_filter: wgpu::FilterMode::Linear,
748                    min_filter: wgpu::FilterMode::Linear,
749                    ..Default::default()
750                })
751            } else {
752                // We can't move out of self here, so create a new one.
753                device.create_sampler(&wgpu::SamplerDescriptor {
754                    label: Some("oit_composite_sampler"),
755                    address_mode_u: wgpu::AddressMode::ClampToEdge,
756                    address_mode_v: wgpu::AddressMode::ClampToEdge,
757                    address_mode_w: wgpu::AddressMode::ClampToEdge,
758                    mag_filter: wgpu::FilterMode::Linear,
759                    min_filter: wgpu::FilterMode::Linear,
760                    ..Default::default()
761                })
762            };
763
764            // Create BGL once.
765            let bgl = if self.oit_composite_bgl.is_none() {
766                let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
767                    label: Some("oit_composite_bgl"),
768                    entries: &[
769                        wgpu::BindGroupLayoutEntry {
770                            binding: 0,
771                            visibility: wgpu::ShaderStages::FRAGMENT,
772                            ty: wgpu::BindingType::Texture {
773                                sample_type: wgpu::TextureSampleType::Float { filterable: true },
774                                view_dimension: wgpu::TextureViewDimension::D2,
775                                multisampled: false,
776                            },
777                            count: None,
778                        },
779                        wgpu::BindGroupLayoutEntry {
780                            binding: 1,
781                            visibility: wgpu::ShaderStages::FRAGMENT,
782                            ty: wgpu::BindingType::Texture {
783                                sample_type: wgpu::TextureSampleType::Float { filterable: true },
784                                view_dimension: wgpu::TextureViewDimension::D2,
785                                multisampled: false,
786                            },
787                            count: None,
788                        },
789                        wgpu::BindGroupLayoutEntry {
790                            binding: 2,
791                            visibility: wgpu::ShaderStages::FRAGMENT,
792                            ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
793                            count: None,
794                        },
795                    ],
796                });
797                self.oit_composite_bgl = Some(bgl);
798                self.oit_composite_bgl.as_ref().unwrap()
799            } else {
800                self.oit_composite_bgl.as_ref().unwrap()
801            };
802
803            // Composite bind group referencing the new texture views.
804            let composite_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
805                label: Some("oit_composite_bind_group"),
806                layout: bgl,
807                entries: &[
808                    wgpu::BindGroupEntry {
809                        binding: 0,
810                        resource: wgpu::BindingResource::TextureView(&accum_view),
811                    },
812                    wgpu::BindGroupEntry {
813                        binding: 1,
814                        resource: wgpu::BindingResource::TextureView(&reveal_view),
815                    },
816                    wgpu::BindGroupEntry {
817                        binding: 2,
818                        resource: wgpu::BindingResource::Sampler(&sampler),
819                    },
820                ],
821            });
822
823            self.oit_accum_texture = Some(accum_tex);
824            self.oit_accum_view = Some(accum_view);
825            self.oit_reveal_texture = Some(reveal_tex);
826            self.oit_reveal_view = Some(reveal_view);
827            self.oit_composite_sampler = Some(sampler);
828            self.oit_composite_bind_group = Some(composite_bg);
829        }
830
831        // Create pipelines once (they don't depend on viewport size).
832        if self.oit_pipeline.is_none() {
833            // Non-instanced OIT pipeline (mesh_oit.wgsl, group 0 = camera BGL, group 1 = object BGL).
834            let oit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
835                label: Some("mesh_oit_shader"),
836                source: wgpu::ShaderSource::Wgsl(include_str!(concat!(env!("OUT_DIR"), "/mesh_oit.wgsl")).into()),
837            });
838            let oit_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
839                label: Some("oit_pipeline_layout"),
840                bind_group_layouts: &[
841                    &self.camera_bind_group_layout,
842                    &self.object_bind_group_layout,
843                ],
844                push_constant_ranges: &[],
845            });
846
847            // Accum blend: src=One, dst=One, Add (additive accumulation).
848            let accum_blend = wgpu::BlendState {
849                color: wgpu::BlendComponent {
850                    src_factor: wgpu::BlendFactor::One,
851                    dst_factor: wgpu::BlendFactor::One,
852                    operation: wgpu::BlendOperation::Add,
853                },
854                alpha: wgpu::BlendComponent {
855                    src_factor: wgpu::BlendFactor::One,
856                    dst_factor: wgpu::BlendFactor::One,
857                    operation: wgpu::BlendOperation::Add,
858                },
859            };
860
861            // Reveal blend: src=Zero, dst=OneMinusSrcColour (multiplicative transmittance).
862            let reveal_blend = wgpu::BlendState {
863                color: wgpu::BlendComponent {
864                    src_factor: wgpu::BlendFactor::Zero,
865                    dst_factor: wgpu::BlendFactor::OneMinusSrc,
866                    operation: wgpu::BlendOperation::Add,
867                },
868                alpha: wgpu::BlendComponent {
869                    src_factor: wgpu::BlendFactor::Zero,
870                    dst_factor: wgpu::BlendFactor::OneMinusSrc,
871                    operation: wgpu::BlendOperation::Add,
872                },
873            };
874
875            let oit_depth_stencil = wgpu::DepthStencilState {
876                format: wgpu::TextureFormat::Depth24PlusStencil8,
877                depth_write_enabled: false,
878                depth_compare: wgpu::CompareFunction::LessEqual,
879                stencil: wgpu::StencilState::default(),
880                bias: wgpu::DepthBiasState::default(),
881            };
882
883            let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
884                label: Some("oit_pipeline"),
885                layout: Some(&oit_layout),
886                vertex: wgpu::VertexState {
887                    module: &oit_shader,
888                    entry_point: Some("vs_main"),
889                    buffers: &[Vertex::buffer_layout()],
890                    compilation_options: wgpu::PipelineCompilationOptions::default(),
891                },
892                fragment: Some(wgpu::FragmentState {
893                    module: &oit_shader,
894                    entry_point: Some("fs_oit_main"),
895                    targets: &[
896                        Some(wgpu::ColorTargetState {
897                            format: wgpu::TextureFormat::Rgba16Float,
898                            blend: Some(accum_blend),
899                            write_mask: wgpu::ColorWrites::ALL,
900                        }),
901                        Some(wgpu::ColorTargetState {
902                            format: wgpu::TextureFormat::R8Unorm,
903                            blend: Some(reveal_blend),
904                            write_mask: wgpu::ColorWrites::RED,
905                        }),
906                    ],
907                    compilation_options: wgpu::PipelineCompilationOptions::default(),
908                }),
909                primitive: wgpu::PrimitiveState {
910                    topology: wgpu::PrimitiveTopology::TriangleList,
911                    cull_mode: Some(wgpu::Face::Back),
912                    ..Default::default()
913                },
914                depth_stencil: Some(oit_depth_stencil.clone()),
915                multisample: wgpu::MultisampleState {
916                    count: 1,
917                    ..Default::default()
918                },
919                multiview: None,
920                cache: None,
921            });
922            self.oit_pipeline = Some(pipeline);
923
924            // Instanced OIT pipeline (mesh_instanced_oit.wgsl, two OIT targets).
925            if let Some(ref instance_bgl) = self.instance_bind_group_layout {
926                let instanced_oit_shader =
927                    device.create_shader_module(wgpu::ShaderModuleDescriptor {
928                        label: Some("mesh_instanced_oit_shader"),
929                        source: wgpu::ShaderSource::Wgsl(
930                            include_str!(concat!(env!("OUT_DIR"), "/mesh_instanced_oit.wgsl")).into(),
931                        ),
932                    });
933                let instanced_oit_layout =
934                    device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
935                        label: Some("oit_instanced_pipeline_layout"),
936                        bind_group_layouts: &[&self.camera_bind_group_layout, instance_bgl],
937                        push_constant_ranges: &[],
938                    });
939                let instanced_pipeline =
940                    device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
941                        label: Some("oit_instanced_pipeline"),
942                        layout: Some(&instanced_oit_layout),
943                        vertex: wgpu::VertexState {
944                            module: &instanced_oit_shader,
945                            entry_point: Some("vs_main"),
946                            buffers: &[Vertex::buffer_layout()],
947                            compilation_options: wgpu::PipelineCompilationOptions::default(),
948                        },
949                        fragment: Some(wgpu::FragmentState {
950                            module: &instanced_oit_shader,
951                            entry_point: Some("fs_oit_main"),
952                            targets: &[
953                                Some(wgpu::ColorTargetState {
954                                    format: wgpu::TextureFormat::Rgba16Float,
955                                    blend: Some(accum_blend),
956                                    write_mask: wgpu::ColorWrites::ALL,
957                                }),
958                                Some(wgpu::ColorTargetState {
959                                    format: wgpu::TextureFormat::R8Unorm,
960                                    blend: Some(reveal_blend),
961                                    write_mask: wgpu::ColorWrites::RED,
962                                }),
963                            ],
964                            compilation_options: wgpu::PipelineCompilationOptions::default(),
965                        }),
966                        primitive: wgpu::PrimitiveState {
967                            topology: wgpu::PrimitiveTopology::TriangleList,
968                            cull_mode: Some(wgpu::Face::Back),
969                            ..Default::default()
970                        },
971                        depth_stencil: Some(oit_depth_stencil),
972                        multisample: wgpu::MultisampleState {
973                            count: 1,
974                            ..Default::default()
975                        },
976                        multiview: None,
977                        cache: None,
978                    });
979                self.oit_instanced_pipeline = Some(instanced_pipeline);
980            }
981        }
982
983        if self.oit_composite_pipeline.is_none() {
984            let comp_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
985                label: Some("oit_composite_shader"),
986                source: wgpu::ShaderSource::Wgsl(
987                    include_str!(concat!(env!("OUT_DIR"), "/oit_composite.wgsl")).into(),
988                ),
989            });
990            let bgl = self
991                .oit_composite_bgl
992                .as_ref()
993                .expect("oit_composite_bgl must exist");
994            let comp_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
995                label: Some("oit_composite_pipeline_layout"),
996                bind_group_layouts: &[bgl],
997                push_constant_ranges: &[],
998            });
999            // Premultiplied alpha blend: One / OneMinusSrcAlpha : composites avg_colour*(1-r) onto HDR.
1000            let premul_blend = wgpu::BlendState {
1001                color: wgpu::BlendComponent {
1002                    src_factor: wgpu::BlendFactor::One,
1003                    dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
1004                    operation: wgpu::BlendOperation::Add,
1005                },
1006                alpha: wgpu::BlendComponent {
1007                    src_factor: wgpu::BlendFactor::One,
1008                    dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
1009                    operation: wgpu::BlendOperation::Add,
1010                },
1011            };
1012            let comp_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
1013                label: Some("oit_composite_pipeline"),
1014                layout: Some(&comp_layout),
1015                vertex: wgpu::VertexState {
1016                    module: &comp_shader,
1017                    entry_point: Some("vs_main"),
1018                    buffers: &[],
1019                    compilation_options: wgpu::PipelineCompilationOptions::default(),
1020                },
1021                fragment: Some(wgpu::FragmentState {
1022                    module: &comp_shader,
1023                    entry_point: Some("fs_main"),
1024                    targets: &[Some(wgpu::ColorTargetState {
1025                        format: wgpu::TextureFormat::Rgba16Float,
1026                        blend: Some(premul_blend),
1027                        write_mask: wgpu::ColorWrites::ALL,
1028                    })],
1029                    compilation_options: wgpu::PipelineCompilationOptions::default(),
1030                }),
1031                primitive: wgpu::PrimitiveState {
1032                    topology: wgpu::PrimitiveTopology::TriangleList,
1033                    ..Default::default()
1034                },
1035                depth_stencil: None,
1036                multisample: wgpu::MultisampleState {
1037                    count: 1,
1038                    ..Default::default()
1039                },
1040                multiview: None,
1041                cache: None,
1042            });
1043            self.oit_composite_pipeline = Some(comp_pipeline);
1044        }
1045    }
1046
1047    /// Dispatch GPU compute filters for all items in the list.
1048    ///
1049    /// Returns one [`ComputeFilterResult`] per item. The renderer uses these
1050    /// during `paint()` to override the mesh's default index buffer.
1051    ///
1052    /// This is a synchronous v1 implementation: it submits each dispatch
1053    /// individually and polls the device to read back the counter. This is
1054    /// acceptable for v1; async readback can be added later.
1055    pub fn run_compute_filters(
1056        &mut self,
1057        device: &wgpu::Device,
1058        queue: &wgpu::Queue,
1059        items: &[crate::renderer::ComputeFilterItem],
1060    ) -> Vec<ComputeFilterResult> {
1061        if items.is_empty() {
1062            return Vec::new();
1063        }
1064
1065        self.ensure_compute_filter_pipeline(device);
1066
1067        // Dummy 4-byte buffer used as the scalar binding when doing a Clip filter.
1068        let dummy_scalar_buf = device.create_buffer(&wgpu::BufferDescriptor {
1069            label: Some("compute_filter_dummy_scalar"),
1070            size: 4,
1071            usage: wgpu::BufferUsages::STORAGE,
1072            mapped_at_creation: false,
1073        });
1074
1075        let mut results = Vec::with_capacity(items.len());
1076
1077        for item in items {
1078            // Resolve the mesh.
1079            let gpu_mesh = match self.mesh_store.get(item.mesh_id) {
1080                Some(m) => m,
1081                None => continue,
1082            };
1083
1084            let triangle_count = gpu_mesh.index_count / 3;
1085            if triangle_count == 0 {
1086                continue;
1087            }
1088
1089            // Vertex stride: the Vertex struct is 64 bytes = 16 f32s.
1090            const VERTEX_STRIDE_F32: u32 = 16;
1091
1092            // Build params uniform matching compute_filter.wgsl Params struct layout.
1093            #[repr(C)]
1094            #[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
1095            struct FilterParams {
1096                mode: u32,
1097                clip_type: u32,
1098                threshold_min: f32,
1099                threshold_max: f32,
1100                triangle_count: u32,
1101                vertex_stride_f32: u32,
1102                _pad: [u32; 2],
1103                // Plane params
1104                plane_nx: f32,
1105                plane_ny: f32,
1106                plane_nz: f32,
1107                plane_dist: f32,
1108                // Box params
1109                box_cx: f32,
1110                box_cy: f32,
1111                box_cz: f32,
1112                _padb0: f32,
1113                box_hex: f32,
1114                box_hey: f32,
1115                box_hez: f32,
1116                _padb1: f32,
1117                box_col0x: f32,
1118                box_col0y: f32,
1119                box_col0z: f32,
1120                _padb2: f32,
1121                box_col1x: f32,
1122                box_col1y: f32,
1123                box_col1z: f32,
1124                _padb3: f32,
1125                box_col2x: f32,
1126                box_col2y: f32,
1127                box_col2z: f32,
1128                _padb4: f32,
1129                // Sphere params
1130                sphere_cx: f32,
1131                sphere_cy: f32,
1132                sphere_cz: f32,
1133                sphere_radius: f32,
1134            }
1135
1136            let mut params: FilterParams = bytemuck::Zeroable::zeroed();
1137            params.triangle_count = triangle_count;
1138            params.vertex_stride_f32 = VERTEX_STRIDE_F32;
1139
1140            match item.kind {
1141                crate::renderer::ComputeFilterKind::Clip {
1142                    plane_normal,
1143                    plane_dist,
1144                } => {
1145                    params.mode = 0;
1146                    params.clip_type = 1;
1147                    params.plane_nx = plane_normal[0];
1148                    params.plane_ny = plane_normal[1];
1149                    params.plane_nz = plane_normal[2];
1150                    params.plane_dist = plane_dist;
1151                }
1152                crate::renderer::ComputeFilterKind::ClipBox {
1153                    center,
1154                    half_extents,
1155                    orientation,
1156                } => {
1157                    params.mode = 0;
1158                    params.clip_type = 2;
1159                    params.box_cx = center[0];
1160                    params.box_cy = center[1];
1161                    params.box_cz = center[2];
1162                    params.box_hex = half_extents[0];
1163                    params.box_hey = half_extents[1];
1164                    params.box_hez = half_extents[2];
1165                    params.box_col0x = orientation[0][0];
1166                    params.box_col0y = orientation[0][1];
1167                    params.box_col0z = orientation[0][2];
1168                    params.box_col1x = orientation[1][0];
1169                    params.box_col1y = orientation[1][1];
1170                    params.box_col1z = orientation[1][2];
1171                    params.box_col2x = orientation[2][0];
1172                    params.box_col2y = orientation[2][1];
1173                    params.box_col2z = orientation[2][2];
1174                }
1175                crate::renderer::ComputeFilterKind::ClipSphere { center, radius } => {
1176                    params.mode = 0;
1177                    params.clip_type = 3;
1178                    params.sphere_cx = center[0];
1179                    params.sphere_cy = center[1];
1180                    params.sphere_cz = center[2];
1181                    params.sphere_radius = radius;
1182                }
1183                crate::renderer::ComputeFilterKind::Threshold { min, max } => {
1184                    params.mode = 1;
1185                    params.threshold_min = min;
1186                    params.threshold_max = max;
1187                }
1188            }
1189
1190            let params_buf = device.create_buffer(&wgpu::BufferDescriptor {
1191                label: Some("compute_filter_params"),
1192                size: std::mem::size_of::<FilterParams>() as u64,
1193                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1194                mapped_at_creation: false,
1195            });
1196            queue.write_buffer(&params_buf, 0, bytemuck::bytes_of(&params));
1197
1198            // Output index buffer (worst-case: all triangles pass).
1199            let out_index_size = (gpu_mesh.index_count as u64) * 4;
1200            let out_index_buf = device.create_buffer(&wgpu::BufferDescriptor {
1201                label: Some("compute_filter_out_indices"),
1202                size: out_index_size.max(4),
1203                usage: wgpu::BufferUsages::STORAGE
1204                    | wgpu::BufferUsages::INDEX
1205                    | wgpu::BufferUsages::COPY_SRC,
1206                mapped_at_creation: false,
1207            });
1208
1209            // 4-byte atomic counter buffer (cleared to 0).
1210            let counter_buf = device.create_buffer(&wgpu::BufferDescriptor {
1211                label: Some("compute_filter_counter"),
1212                size: 4,
1213                usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_SRC,
1214                mapped_at_creation: true,
1215            });
1216            {
1217                let mut view = counter_buf.slice(..).get_mapped_range_mut();
1218                view[0..4].copy_from_slice(&0u32.to_le_bytes());
1219            }
1220            counter_buf.unmap();
1221
1222            // Staging buffer to read back the counter.
1223            let staging_buf = device.create_buffer(&wgpu::BufferDescriptor {
1224                label: Some("compute_filter_counter_staging"),
1225                size: 4,
1226                usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
1227                mapped_at_creation: false,
1228            });
1229
1230            // Pick the scalar buffer: named attribute or dummy.
1231            let scalar_buf_ref: &wgpu::Buffer = match &item.kind {
1232                crate::renderer::ComputeFilterKind::Threshold { .. } => {
1233                    if let Some(attr_name) = &item.attribute_name {
1234                        gpu_mesh
1235                            .attribute_buffers
1236                            .get(attr_name.as_str())
1237                            .unwrap_or(&dummy_scalar_buf)
1238                    } else {
1239                        &dummy_scalar_buf
1240                    }
1241                }
1242                // Clip variants don't use the scalar buffer.
1243                _ => &dummy_scalar_buf,
1244            };
1245
1246            // Build bind group.
1247            let bgl = self.compute_filter_bgl.as_ref().unwrap();
1248            let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
1249                label: Some("compute_filter_bg"),
1250                layout: bgl,
1251                entries: &[
1252                    wgpu::BindGroupEntry {
1253                        binding: 0,
1254                        resource: params_buf.as_entire_binding(),
1255                    },
1256                    wgpu::BindGroupEntry {
1257                        binding: 1,
1258                        resource: gpu_mesh.vertex_buffer.as_entire_binding(),
1259                    },
1260                    wgpu::BindGroupEntry {
1261                        binding: 2,
1262                        resource: gpu_mesh.index_buffer.as_entire_binding(),
1263                    },
1264                    wgpu::BindGroupEntry {
1265                        binding: 3,
1266                        resource: scalar_buf_ref.as_entire_binding(),
1267                    },
1268                    wgpu::BindGroupEntry {
1269                        binding: 4,
1270                        resource: out_index_buf.as_entire_binding(),
1271                    },
1272                    wgpu::BindGroupEntry {
1273                        binding: 5,
1274                        resource: counter_buf.as_entire_binding(),
1275                    },
1276                ],
1277            });
1278
1279            // Encode and submit compute + counter copy.
1280            let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
1281                label: Some("compute_filter_encoder"),
1282            });
1283
1284            {
1285                let pipeline = self.compute_filter_pipeline.as_ref().unwrap();
1286                let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
1287                    label: Some("compute_filter_pass"),
1288                    timestamp_writes: None,
1289                });
1290                cpass.set_pipeline(pipeline);
1291                cpass.set_bind_group(0, &bind_group, &[]);
1292                let workgroups = triangle_count.div_ceil(64);
1293                cpass.dispatch_workgroups(workgroups, 1, 1);
1294            }
1295
1296            encoder.copy_buffer_to_buffer(&counter_buf, 0, &staging_buf, 0, 4);
1297            queue.submit(std::iter::once(encoder.finish()));
1298
1299            // Synchronous readback (v1 : acceptable; async readback can follow later).
1300            let slice = staging_buf.slice(..);
1301            slice.map_async(wgpu::MapMode::Read, |_| {});
1302            let _ = device.poll(wgpu::PollType::Wait {
1303                submission_index: None,
1304                timeout: Some(std::time::Duration::from_secs(5)),
1305            });
1306
1307            let index_count = {
1308                let data = slice.get_mapped_range();
1309                u32::from_le_bytes([data[0], data[1], data[2], data[3]])
1310            };
1311            staging_buf.unmap();
1312
1313            results.push(ComputeFilterResult {
1314                index_buffer: out_index_buf,
1315                index_count,
1316                mesh_id: item.mesh_id,
1317            });
1318        }
1319
1320        results
1321    }
1322
1323    // -----------------------------------------------------------------------
1324    // GPU object-ID picking pipeline (lazily created)
1325    // -----------------------------------------------------------------------
1326
1327    /// Lazily create the GPU pick pipeline and associated bind group layouts.
1328    ///
1329    /// No-op if already created. Called from `ViewportRenderer::pick_scene_gpu`
1330    /// on first invocation : zero overhead when GPU picking is never used.
1331    pub(crate) fn ensure_pick_pipeline(&mut self, device: &wgpu::Device) {
1332        if self.pick_pipeline.is_some() {
1333            return;
1334        }
1335
1336        // --- group 0: pick camera bind group layout ---
1337        // Includes binding 0 (CameraUniform) and binding 6 (ClipVolumesUniform).
1338        // The full camera_bind_group_layout has many more bindings; a separate
1339        // minimal layout is cleaner and avoids binding unused resources.
1340        let pick_camera_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
1341            label: Some("pick_camera_bgl"),
1342            entries: &[
1343                wgpu::BindGroupLayoutEntry {
1344                    binding: 0,
1345                    visibility: wgpu::ShaderStages::VERTEX,
1346                    ty: wgpu::BindingType::Buffer {
1347                        ty: wgpu::BufferBindingType::Uniform,
1348                        has_dynamic_offset: false,
1349                        min_binding_size: None,
1350                    },
1351                    count: None,
1352                },
1353                wgpu::BindGroupLayoutEntry {
1354                    binding: 6,
1355                    visibility: wgpu::ShaderStages::FRAGMENT,
1356                    ty: wgpu::BindingType::Buffer {
1357                        ty: wgpu::BufferBindingType::Uniform,
1358                        has_dynamic_offset: false,
1359                        min_binding_size: None,
1360                    },
1361                    count: None,
1362                },
1363            ],
1364        });
1365
1366        // --- group 1: PickInstance storage buffer ---
1367        let pick_instance_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
1368            label: Some("pick_instance_bgl"),
1369            entries: &[wgpu::BindGroupLayoutEntry {
1370                binding: 0,
1371                visibility: wgpu::ShaderStages::VERTEX,
1372                ty: wgpu::BindingType::Buffer {
1373                    ty: wgpu::BufferBindingType::Storage { read_only: true },
1374                    has_dynamic_offset: false,
1375                    min_binding_size: None,
1376                },
1377                count: None,
1378            }],
1379        });
1380
1381        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
1382            label: Some("pick_id_shader"),
1383            source: wgpu::ShaderSource::Wgsl(include_str!(concat!(env!("OUT_DIR"), "/pick_id.wgsl")).into()),
1384        });
1385
1386        let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
1387            label: Some("pick_pipeline_layout"),
1388            bind_group_layouts: &[&pick_camera_bgl, &pick_instance_bgl],
1389            push_constant_ranges: &[],
1390        });
1391
1392        // Vertex layout: reuse the 64-byte Vertex stride but only declare position (location 0).
1393        let pick_vertex_layout = wgpu::VertexBufferLayout {
1394            array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress, // 64 bytes
1395            step_mode: wgpu::VertexStepMode::Vertex,
1396            attributes: &[wgpu::VertexAttribute {
1397                offset: 0,
1398                shader_location: 0,
1399                format: wgpu::VertexFormat::Float32x3,
1400            }],
1401        };
1402
1403        let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
1404            label: Some("pick_pipeline"),
1405            layout: Some(&layout),
1406            vertex: wgpu::VertexState {
1407                module: &shader,
1408                entry_point: Some("vs_main"),
1409                buffers: &[pick_vertex_layout],
1410                compilation_options: wgpu::PipelineCompilationOptions::default(),
1411            },
1412            fragment: Some(wgpu::FragmentState {
1413                module: &shader,
1414                entry_point: Some("fs_main"),
1415                targets: &[
1416                    // location 0: R32Uint object ID
1417                    Some(wgpu::ColorTargetState {
1418                        format: wgpu::TextureFormat::R32Uint,
1419                        blend: None, // replace : no blending for integer targets
1420                        write_mask: wgpu::ColorWrites::ALL,
1421                    }),
1422                    // location 1: R32Float depth
1423                    Some(wgpu::ColorTargetState {
1424                        format: wgpu::TextureFormat::R32Float,
1425                        blend: None,
1426                        write_mask: wgpu::ColorWrites::ALL,
1427                    }),
1428                ],
1429                compilation_options: wgpu::PipelineCompilationOptions::default(),
1430            }),
1431            primitive: wgpu::PrimitiveState {
1432                topology: wgpu::PrimitiveTopology::TriangleList,
1433                front_face: wgpu::FrontFace::Ccw,
1434                cull_mode: None, // No culling: 3D meshes are often rendered two-sided; pick both faces.
1435                ..Default::default()
1436            },
1437            depth_stencil: Some(wgpu::DepthStencilState {
1438                format: wgpu::TextureFormat::Depth24PlusStencil8,
1439                depth_write_enabled: true,
1440                depth_compare: wgpu::CompareFunction::Less,
1441                stencil: wgpu::StencilState::default(),
1442                bias: wgpu::DepthBiasState::default(),
1443            }),
1444            multisample: wgpu::MultisampleState {
1445                count: 1, // pick pass is always 1x (no MSAA)
1446                ..Default::default()
1447            },
1448            multiview: None,
1449            cache: None,
1450        });
1451
1452        self.pick_camera_bgl = Some(pick_camera_bgl);
1453        self.pick_bind_group_layout_1 = Some(pick_instance_bgl);
1454        self.pick_pipeline = Some(pipeline);
1455    }
1456}
1457
1458// ---------------------------------------------------------------------------
1459// Attribute interpolation utilities
1460// ---------------------------------------------------------------------------
1461
1462/// Linearly interpolate between two attribute buffers element-wise.
1463///
1464/// Both slices must have the same length. `t` is clamped to `[0.0, 1.0]`.
1465/// Returns a new `Vec<f32>` with `a[i] * (1 - t) + b[i] * t`.
1466///
1467/// Use this to blend per-vertex scalar attributes between two consecutive
1468/// timesteps when scrubbing the timeline at sub-frame resolution.
1469pub fn lerp_attributes(a: &[f32], b: &[f32], t: f32) -> Vec<f32> {
1470    let t = t.clamp(0.0, 1.0);
1471    let one_minus_t = 1.0 - t;
1472    a.iter()
1473        .zip(b.iter())
1474        .map(|(&av, &bv)| av * one_minus_t + bv * t)
1475        .collect()
1476}