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 instancing_state;
11use instancing_state::InstancingState;
12mod per_object_state;
13use per_object_state::PerObjectState;
14mod shadow_state;
15use shadow_state::ShadowState;
16mod paths;
17pub use paths::{OwnedPath, PassPath, PassView};
18mod picking;
19pub use picking::PickRectResult;
20mod point_shadow_pool;
21mod prepare;
22mod render;
23pub mod shader_hashes;
24mod shadow_debug_stats;
25mod shadows;
26pub mod stats;
27pub use shadow_debug_stats::ShadowDebugStats;
28
29#[cfg(test)]
30mod hidden_tests;
31#[cfg(test)]
32mod lod_instance_tests;
33
34pub use self::types::{
35 AnimTrack, AtlasViewerCorner, BorderMode, CameraFrame, ClipObject, ClipShape,
36 ComputeFilterItem, ComputeFilterKind, CylindricalFacing, DebugOutputMode, DebugQuantity,
37 DebugVis, DecalAnimation, DecalBlendMode, DecalItem, DecalProjection, EffectsFrame,
38 EmitterConfig, EnvironmentMap, FilterMode, ForceField, FrameData, GaussianSplatData,
39 GaussianSplatId, GaussianSplatItem, GlyphItem, GlyphSetRefItem, GlyphType,
40 GpuParticleSystemItem, GradientStop, GroundPlane, GroundPlaneMode, ImageAnchor, ImageSliceItem,
41 InteractionFrame, LabelAnchor, LabelItem, LerpAnim, LicOverlay, LightKind, LightSource,
42 LightingSettings, LineCap, LineJoin, LoadingBarAnchor, LoadingBarItem, MAX_POINT_SHADOW_LIGHTS,
43 MeshInstanceItem, NineSlice, OVERLAY_MAX_GRADIENT_STOPS, OverlayAnimation, OverlayAnimations,
44 OverlayEasing, OverlayFill, OverlayFrame, OverlayImageItem, OverlayPolylineItem,
45 OverlayRectItem, OverlayShape, OverlayShapeItem, OverlayTextureId, POINT_SHADOW_FACE_SIZE,
46 ParticleMeshAlign, PathTrack, PickId, PointCloudItem, PointCloudRefItem, PointRenderMode,
47 PointShadowMode, PolylineItem, PolylineRefItem, PostProcessSettings, RenderCamera, RepeatMode,
48 RibbonItem, RibbonRefItem, RulerItem, ScalarBarAnchor, ScalarBarItem, ScalarBarOrientation,
49 ScatterQuality, ScatterSettings, ScatterVolumeItem, SceneEffects, SceneFrame, SceneRenderItem,
50 ScreenImageItem, ShDegree, ShadowFilter, SliceAxis, SpawnShape, SpriteBlend,
51 SpriteInstanceSetRefItem, SpriteItem, SpriteLitParams, SpriteNormalMode, SpriteOrientation,
52 SpriteSetRefItem, SpriteSizeMode, StreamtubeItem, StreamtubeRefItem, SurfaceLICConfig,
53 SurfaceSubmission, TensorGlyphItem, TensorGlyphSetRefItem, TextureTransform, TileMode,
54 ToneMapping, TriangleDirection, TubeItem, TubeRefItem, VelocityDist, ViewportEffects,
55 ViewportFrame, VolumeItem, VolumeMeshItem, VolumeSurfaceSliceItem, VolumeTransparency,
56 aabb_wireframe_polyline, sphere_wireframe_polyline,
57};
58
59/// An opaque handle to a per-viewport GPU state slot.
60///
61/// Obtained from [`ViewportRenderer::create_viewport`] and passed to
62/// [`ViewportRenderer::prepare_viewport`], [`ViewportRenderer::paint_viewport`],
63/// and [`ViewportRenderer::render_viewport`].
64///
65/// The slot index is managed internally. To bind a `ViewportId` to a camera frame,
66/// use [`CameraFrame::with_viewport_id`]. Single-viewport applications that use
67/// the legacy [`ViewportRenderer::prepare`] / [`ViewportRenderer::paint`] API do
68/// not need this type.
69#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
70pub struct ViewportId(pub(crate) usize);
71
72use self::shadows::{compute_cascade_matrix, compute_cascade_splits};
73use self::types::{INSTANCING_THRESHOLD, InstancedBatch};
74use crate::resources::{
75 BatchMeta, CLIP_VOLUME_MAX, CameraUniform, ClipPlanesUniform, ClipVolumeEntry,
76 ClipVolumesUniform, GridUniform, InstanceAabb, InstanceData, LightsUniform, ObjectUniform,
77 OutlineEdgeUniform, OutlineObjectBuffers, OutlineUniform, PickInstance, ShadowAtlasUniform,
78 SingleLightUniform, SplatOutlineMaskUniform, ViewportGpuResources,
79};
80
81/// Per-viewport GPU state: uniform buffers and bind groups that differ per viewport.
82///
83/// Each viewport slot owns its own camera, clip planes, clip volume, shadow info,
84/// and grid buffers, plus the bind groups that reference them. Scene-global
85/// resources (lights, shadow atlas texture, IBL) are shared via the bind group
86/// pointing to buffers on `ViewportGpuResources`.
87pub(crate) struct ViewportSlot {
88 pub camera_buf: wgpu::Buffer,
89 pub clip_planes_buf: wgpu::Buffer,
90 pub clip_volume_buf: wgpu::Buffer,
91 pub shadow_info_buf: wgpu::Buffer,
92 pub grid_buf: wgpu::Buffer,
93 /// Camera bind group (group 0) referencing this slot's per-viewport buffers
94 /// plus shared scene-global resources.
95 pub camera_bind_group: wgpu::BindGroup,
96 /// Grid bind group (group 0 for grid pipeline) referencing this slot's grid buffer.
97 pub grid_bind_group: wgpu::BindGroup,
98 /// Per-viewport HDR post-process render targets.
99 ///
100 /// Created lazily on first HDR render call and resized when viewport dimensions change.
101 pub hdr: Option<crate::resources::ViewportHdrState>,
102 /// Per-fragment debug storage buffer (group 0 binding 12). Allocated at
103 /// `width * height * 16` bytes when debug_vis is active; None otherwise.
104 pub debug_frag_buf: Option<wgpu::Buffer>,
105 /// Viewport dimensions for which `debug_frag_buf` was allocated.
106 pub debug_frag_dims: (u32, u32),
107
108 // --- Per-viewport interaction state ---
109 /// Per-frame outline buffers for selected objects, rebuilt in prepare().
110 pub outline_object_buffers: Vec<OutlineObjectBuffers>,
111 /// Per-frame outline buffers for selected Gaussian splat sets, rebuilt in prepare().
112 pub splat_outline_buffers: Vec<crate::resources::SplatOutlineBuffers>,
113 /// Indices into `volume_gpu_data` for selected volumes, rebuilt in prepare().
114 pub volume_outline_indices: Vec<usize>,
115 /// Indices into `glyph_gpu_data` for selected glyph sets, rebuilt in prepare().
116 /// Each entry is (gpu_data_index, instance_filter): None draws all instances,
117 /// Some(indices) draws only those specific instance indices.
118 pub glyph_outline_indices: Vec<(usize, Option<Vec<u32>>)>,
119 /// Indices into `tensor_glyph_gpu_data` for selected tensor glyph sets, rebuilt in prepare().
120 pub tensor_glyph_outline_indices: Vec<(usize, Option<Vec<u32>>)>,
121 /// Indices into `sprite_gpu_data` for selected sprite sets, rebuilt in prepare().
122 pub sprite_outline_indices: Vec<(usize, Option<Vec<u32>>)>,
123 /// Per-frame inline quad outline buffers for selected image slices, rebuilt in prepare().
124 pub raw_geom_outline_buffers: Vec<crate::resources::RawGeomOutlineBuffers>,
125 /// Per-frame NDC rect outline buffers for selected screen images, rebuilt in prepare().
126 pub screen_rect_outline_buffers: Vec<crate::resources::ScreenRectOutlineBuffers>,
127 /// Indices into `implicit_gpu_data` for selected GPU implicit items, rebuilt in prepare().
128 pub implicit_outline_indices: Vec<usize>,
129 /// Per-frame outline data for selected GPU marching cubes jobs, rebuilt in prepare().
130 pub mc_outline_data: Vec<crate::resources::gpu_marching_cubes::McOutlineItem>,
131 /// Outline items for selected streamtubes (index into streamtube_gpu_data + mask bind group).
132 pub streamtube_outline_items: Vec<crate::resources::CurveMeshOutlineItem>,
133 /// Outline items for selected tubes.
134 pub tube_outline_items: Vec<crate::resources::CurveMeshOutlineItem>,
135 /// Outline items for selected ribbons.
136 pub ribbon_outline_items: Vec<crate::resources::CurveMeshOutlineItem>,
137 /// Indices into polyline_gpu_data for selected user polylines.
138 pub polyline_outline_indices: Vec<usize>,
139 /// Per-frame x-ray buffers for selected objects, rebuilt in prepare().
140 pub xray_object_buffers: Vec<(
141 crate::resources::mesh_store::MeshId,
142 wgpu::Buffer,
143 wgpu::BindGroup,
144 )>,
145 /// Per-frame constraint guide line buffers, rebuilt in prepare().
146 pub constraint_line_buffers: Vec<(
147 wgpu::Buffer,
148 wgpu::Buffer,
149 u32,
150 wgpu::Buffer,
151 wgpu::BindGroup,
152 )>,
153 /// Per-frame cap geometry buffers (section view cross-section fill), rebuilt in prepare().
154 pub cap_buffers: Vec<(
155 wgpu::Buffer,
156 wgpu::Buffer,
157 u32,
158 wgpu::Buffer,
159 wgpu::BindGroup,
160 )>,
161 /// Per-frame clip plane fill overlay buffers, rebuilt in prepare().
162 pub clip_plane_fill_buffers: Vec<(
163 wgpu::Buffer,
164 wgpu::Buffer,
165 u32,
166 wgpu::Buffer,
167 wgpu::BindGroup,
168 )>,
169 /// Per-frame clip plane line overlay buffers, rebuilt in prepare().
170 pub clip_plane_line_buffers: Vec<(
171 wgpu::Buffer,
172 wgpu::Buffer,
173 u32,
174 wgpu::Buffer,
175 wgpu::BindGroup,
176 )>,
177 /// Vertex buffer for axes indicator geometry (rebuilt each frame).
178 pub axes_vertex_buffer: wgpu::Buffer,
179 /// Number of vertices in the axes indicator buffer.
180 pub axes_vertex_count: u32,
181 /// Gizmo model-matrix uniform buffer.
182 pub gizmo_uniform_buf: wgpu::Buffer,
183 /// Gizmo bind group (group 1: model matrix uniform).
184 pub gizmo_bind_group: wgpu::BindGroup,
185 /// Gizmo vertex buffer.
186 pub gizmo_vertex_buffer: wgpu::Buffer,
187 /// Gizmo index buffer.
188 pub gizmo_index_buffer: wgpu::Buffer,
189 /// Number of indices in the current gizmo mesh.
190 pub gizmo_index_count: u32,
191
192 // --- Sub-object highlight (per-viewport, generation-cached) ---
193 /// Per-viewport dynamic resolution intermediate render target.
194 /// `None` when render_scale == 1.0 or not yet initialised.
195 pub dyn_res: Option<crate::resources::dyn_res::DynResTarget>,
196 /// Per-viewport intermediate render target for the HDR eframe callback path.
197 /// `None` until the first `prepare_hdr_callback` call for this viewport.
198 pub hdr_callback: Option<crate::resources::dyn_res::HdrCallbackTarget>,
199 /// Cached GPU data for sub-object highlight rendering.
200 /// `None` when no sub-object selection is active and no volumes are selected.
201 pub sub_highlight: Option<crate::resources::SubHighlightGpuData>,
202 /// Version of the last sub-selection snapshot that was uploaded.
203 /// `u64::MAX` forces a rebuild on the first frame.
204 pub sub_highlight_generation: u64,
205}
206
207impl ViewportSlot {
208 /// Draw the axes orientation indicator into an already-begun render pass.
209 ///
210 /// Shared by the LDR and HDR paths; both draw it last in screen space so it
211 /// sits on top. Does nothing when the indicator is disabled or empty.
212 pub(crate) fn draw_axes_indicator(
213 &self,
214 render_pass: &mut wgpu::RenderPass<'_>,
215 resources: &ViewportGpuResources,
216 show_axes_indicator: bool,
217 ) {
218 if show_axes_indicator && self.axes_vertex_count > 0 {
219 render_pass.set_pipeline(&resources.axes_pipeline);
220 render_pass.set_vertex_buffer(0, self.axes_vertex_buffer.slice(..));
221 render_pass.draw(0..self.axes_vertex_count, 0..1);
222 }
223 }
224}
225
226/// Retained pick state for one GPU implicit surface, built during `prepare()`.
227struct GpuImplicitPickItem {
228 id: u64,
229 primitives: Vec<crate::resources::ImplicitPrimitive>,
230 blend_mode: crate::resources::ImplicitBlendMode,
231 max_steps: u32,
232 step_scale: f32,
233 hit_threshold: f32,
234 max_distance: f32,
235}
236
237/// Retained pick state for one GPU marching cubes job, built during `prepare()`.
238struct GpuMcPickItem {
239 id: u64,
240 isovalue: f32,
241 volume_data: std::sync::Arc<crate::geometry::marching_cubes::VolumeData>,
242}
243
244/// Renderer wrapping all GPU resources and providing `prepare()` and `paint()` methods.
245/// Per-viewport scene-colour resolve sampled by the refractive sprite pass.
246///
247/// Lazily allocated on the first frame containing a refractive sprite; resized
248/// whenever the HDR target dimensions change. The bind group is rebuilt with
249/// the resolve when either changes.
250struct SpriteRefractionResolve {
251 texture: wgpu::Texture,
252 view: wgpu::TextureView,
253 size: [u32; 2],
254}
255
256/// GPU timestamp slot for the main opaque HDR scene pass.
257pub(crate) const GPU_TS_SCENE: u32 = 0;
258/// GPU timestamp slot for the directional shadow depth pass.
259pub(crate) const GPU_TS_SHADOW: u32 = 1;
260/// GPU timestamp slot for the OIT accumulation pass.
261pub(crate) const GPU_TS_OIT: u32 = 2;
262/// GPU timestamp slot for the tone-map / resolve pass.
263pub(crate) const GPU_TS_POST: u32 = 3;
264/// GPU timestamp slot for the main-camera GPU cull dispatch (the
265/// `cull_instances` + `write_indirect_args` compute passes). Only the main
266/// camera cull is timed; shadow-cascade and single-mesh culls are not.
267pub(crate) const GPU_TS_CULL: u32 = 4;
268/// Number of measured GPU passes; the query set holds `2 * GPU_TS_SLOTS` entries
269/// (a begin/end pair per slot).
270pub(crate) const GPU_TS_SLOTS: u32 = 5;
271
272/// Owns the GPU pipelines and per-frame state for rendering a scene. Call
273/// `prepare` once per frame to upload data, then `paint_to` (or `render`) to
274/// issue draw calls.
275pub struct ViewportRenderer {
276 resources: ViewportGpuResources,
277 /// State for the instanced (GPU-driven) mesh draw path.
278 instancing: InstancingState,
279 /// Registered item-type plugins keyed by
280 /// [`ItemTypePlugin::type_name`](crate::plugin_api::ItemTypePlugin::type_name).
281 /// `init_gpu` is invoked once on registration; per-frame `prepare` and
282 /// `paint` fire when a matching collection is on `SceneFrame`.
283 item_type_plugins:
284 std::collections::HashMap<&'static str, Box<dyn crate::plugin_api::ItemTypePlugin>>,
285 /// Monotonic frame counter passed to plugin contexts.
286 plugin_frame_index: u64,
287 /// Performance counters from the last frame.
288 last_stats: crate::renderer::stats::FrameStats,
289 /// Per-frame point cloud GPU data, rebuilt in prepare(), consumed in paint().
290 point_cloud_gpu_data: Vec<crate::resources::PointCloudGpuData>,
291 /// Per-frame glyph GPU data, rebuilt in prepare(), consumed in paint().
292 glyph_gpu_data: Vec<crate::resources::GlyphGpuData>,
293 /// Per-frame tensor glyph GPU data, rebuilt in prepare(), consumed in paint().
294 tensor_glyph_gpu_data: Vec<crate::resources::TensorGlyphGpuData>,
295 /// Per-frame polyline GPU data, rebuilt in prepare(), consumed in paint().
296 polyline_gpu_data: Vec<crate::resources::PolylineGpuData>,
297 /// Per-frame volume GPU data, rebuilt in prepare(), consumed in paint().
298 volume_gpu_data: Vec<crate::resources::VolumeGpuData>,
299 /// Per-frame streamtube GPU data, rebuilt in prepare(), consumed in paint().
300 streamtube_gpu_data: Vec<crate::resources::StreamtubeGpuData>,
301 /// Per-frame general tube GPU data, rebuilt in prepare(), consumed in paint().
302 tube_gpu_data: Vec<crate::resources::StreamtubeGpuData>,
303 /// Per-frame ribbon GPU data, rebuilt in prepare(), consumed in paint().
304 ribbon_gpu_data: Vec<crate::resources::StreamtubeGpuData>,
305 /// Indices into streamtube_gpu_data for selected streamtubes (set in prepare_scene, consumed in prepare_viewport).
306 streamtube_selected_gpu_indices: Vec<usize>,
307 /// Indices into tube_gpu_data for selected tubes (set in prepare_scene, consumed in prepare_viewport).
308 tube_selected_gpu_indices: Vec<usize>,
309 /// Indices into ribbon_gpu_data for selected ribbons (set in prepare_scene, consumed in prepare_viewport).
310 ribbon_selected_gpu_indices: Vec<usize>,
311 /// Indices into polyline_gpu_data for selected user polylines (set in prepare_scene, consumed in prepare_viewport).
312 polyline_selected_gpu_indices: Vec<usize>,
313 /// Per-frame image slice GPU data, rebuilt in prepare(), consumed in paint().
314 image_slice_gpu_data: Vec<crate::resources::ImageSliceGpuData>,
315 /// Per-frame volume surface slice GPU data, rebuilt in prepare(), consumed in paint().
316 volume_surface_slice_gpu_data: Vec<crate::resources::VolumeSurfaceSliceGpuData>,
317 /// Per-frame Surface LIC GPU data, rebuilt in prepare(), consumed in paint().
318 lic_gpu_data: Vec<crate::resources::LicSurfaceGpuData>,
319 /// Per-frame GPU implicit surface data, rebuilt in prepare(), consumed in paint().
320 implicit_gpu_data: Vec<crate::resources::implicit::ImplicitGpuItem>,
321 /// Per-frame decal GPU data, rebuilt in prepare(), consumed in paint() (D1).
322 decal_gpu_data: Vec<crate::resources::decal::DecalGpuItem>,
323 /// Per-frame decal exclude GPU data, rebuilt in prepare(), consumed in paint() (D5).
324 decal_exclude_items: Vec<crate::resources::decal::DecalExcludeGpuItem>,
325 /// Per-frame GPU marching cubes render data, rebuilt in prepare(), consumed in paint().
326 mc_gpu_data: Vec<crate::resources::gpu_marching_cubes::McFrameData>,
327 /// Per-frame sprite GPU data, rebuilt in prepare(), consumed in paint().
328 sprite_gpu_data: Vec<crate::resources::SpriteGpuData>,
329 /// Per-frame mesh-instance batches, rebuilt in prepare(), consumed in paint().
330 mesh_instance_gpu_data: Vec<crate::resources::MeshInstanceGpuData>,
331 /// Per-frame GPU particle systems, dispatched in prepare(), consumed in paint().
332 particle_gpu_data: Vec<crate::resources::gpu_particles::ParticleFrameData>,
333 /// Scene-colour resolve textures for the refractive sprite pass, indexed
334 /// alongside `viewport_slots`. Lazily allocated when the first refractive
335 /// sprite appears for a viewport.
336 sprite_refraction_resolves: Vec<Option<SpriteRefractionResolve>>,
337 /// Per-frame Gaussian splat draw data, rebuilt in prepare_viewport_internal(), consumed in paint().
338 gaussian_splat_draw_data: Vec<crate::resources::GaussianSplatDrawData>,
339 /// Per-frame screen-image GPU data, rebuilt in prepare(), consumed in paint().
340 screen_image_gpu_data: Vec<crate::resources::ScreenImageGpuData>,
341 /// Per-frame overlay image GPU data, rebuilt in prepare(), consumed in paint().
342 overlay_image_gpu_data: Vec<crate::resources::ScreenImageGpuData>,
343 /// Per-frame overlay label GPU data, rebuilt in prepare(), consumed in paint().
344 label_gpu_data: Option<crate::resources::LabelGpuData>,
345 /// Per-frame scalar bar GPU data, rebuilt in prepare(), consumed in paint().
346 scalar_bar_gpu_data: Option<crate::resources::LabelGpuData>,
347 /// Per-frame ruler GPU data, rebuilt in prepare(), consumed in paint().
348 ruler_gpu_data: Option<crate::resources::LabelGpuData>,
349 /// Per-frame loading bar GPU data, rebuilt in prepare(), consumed in paint().
350 loading_bar_gpu_data: Option<crate::resources::LabelGpuData>,
351 /// Per-frame overlay rect GPU data, rebuilt in prepare(), consumed in paint().
352 overlay_rect_gpu_data: Option<crate::resources::LabelGpuData>,
353 /// Per-frame SDF overlay shape GPU data, rebuilt in prepare(), consumed in paint().
354 overlay_shape_gpu_data: Option<crate::resources::OverlayShapeGpuData>,
355 /// Cached GPU textures for the backdrop blur effect (frosted glass).
356 /// Recreated when the viewport size changes.
357 backdrop_blur_state: Option<crate::resources::BackdropBlurState>,
358 /// Per-viewport GPU state slots.
359 ///
360 /// Indexed by `FrameData::camera.viewport_index`. Each slot owns independent
361 /// uniform buffers and bind groups for camera, clip planes, clip volume,
362 /// shadow info, and grid. Slots are grown lazily in `prepare` via
363 /// `ensure_viewport_slot`. There are at most 4 in the current UI.
364 viewport_slots: Vec<ViewportSlot>,
365 /// GPU compute filter results from the last `prepare()` call.
366 ///
367 /// Each entry contains a compacted index buffer + count for one filtered mesh.
368 /// Consumed during `paint()` to override the mesh's default index buffer.
369 /// Cleared and rebuilt each frame.
370 compute_filter_results: Vec<crate::resources::ComputeFilterResult>,
371 /// State for the non-instanced (per-object) mesh draw path.
372 mesh_uniforms: PerObjectState,
373 /// Cached shadow state carried across frames.
374 shadow: ShadowState,
375 /// Current runtime mode controlling internal default behavior.
376 runtime_mode: crate::renderer::stats::RuntimeMode,
377 /// Optional cap on how much main-thread time `prepare` is allowed to
378 /// spend running apply closures for completed upload jobs.
379 ///
380 /// `None` means unbounded (apply work runs to completion in one
381 /// frame). `Some(d)` spreads the cost across frames so heavy
382 /// completions do not produce one fat frame; the deferred applies
383 /// run on the next call to `prepare`.
384 upload_budget: Option<std::time::Duration>,
385 /// Active performance policy: target FPS, render scale bounds, and permitted reductions.
386 performance_policy: crate::renderer::stats::PerformancePolicy,
387 /// Current render scale tracked by the adaptation controller (or set manually).
388 ///
389 /// Clamped to `[policy.min_render_scale, policy.max_render_scale]`.
390 /// Reported in `FrameStats::render_scale` each frame.
391 current_render_scale: f32,
392 /// Instant the renderer was constructed. Used as the t=0 reference for
393 /// per-frame animated effects (e.g. `ScatterVolume::noise` time scrolling).
394 start_instant: std::time::Instant,
395 /// Instant recorded at the start of the most recent `prepare()` call.
396 /// Used to compute `total_frame_ms` on the following frame.
397 last_prepare_instant: Option<std::time::Instant>,
398 /// Frame counter incremented each `prepare()` call. Used for picking throttle in Playback mode.
399 frame_counter: u64,
400 /// Current LOD level per item, keyed by pick id, carried across frames so
401 /// level switches use hysteresis. Items without a pick id are not tracked
402 /// here and resolve fresh each frame. Pruned to the items seen each frame.
403 lod_levels: std::collections::HashMap<u64, usize>,
404 /// Current LOD level per mesh instance, keyed by `(item pick id, instance
405 /// index)`. Same role as `lod_levels` but for `MeshInstanceItem`, where each
406 /// instance picks its own level. Instances in items without a pick id are
407 /// not tracked. Pruned to the instances seen each frame.
408 mesh_instance_lod_levels: std::collections::HashMap<(u64, u32), usize>,
409 /// Surface items from the last `prepare()` call, retained for `pick()` dispatch.
410 pick_scene_items: Vec<SceneRenderItem>,
411 /// Point cloud items from the last `prepare()` call, retained for `pick()` dispatch.
412 pick_point_cloud_items: Vec<PointCloudItem>,
413 /// Gaussian splat items from the last `prepare()` call, retained for `pick()` dispatch.
414 pick_splat_items: Vec<GaussianSplatItem>,
415 /// Volume items from the last `prepare()` call, retained for `pick()` dispatch.
416 pick_volume_items: Vec<VolumeItem>,
417 /// Scatter volume items from the last `prepare()` call, retained for `pick()` dispatch.
418 pick_scatter_volume_items: Vec<crate::renderer::types::ScatterVolumeItem>,
419 /// Volumes packed into the GPU storage buffer this frame
420 /// (volume, density_multiplier, flag bits). Stored so `render_viewport`
421 /// can re-upload as needed without re-walking the scene frame.
422 pub(crate) prepared_scatter_volumes:
423 Vec<(crate::scene::scatter_volume::ScatterVolume, f32, u32)>,
424 /// Subset of the prepared scatter volumes that carry `RefractionParams`.
425 /// Cleared and refilled each frame by `prepare_viewport`. The refraction
426 /// pass walks this list; an empty list skips the pass entirely.
427 pub(crate) prepared_refraction_volumes: Vec<(crate::scene::scatter_volume::ScatterVolume, f32)>,
428 /// Per-viewport scatter intermediates and temporal history. Indexed by
429 /// `vp_idx`. Grown lazily inside the scatter pass; each entry is
430 /// reallocated when the requested scatter target size or downsample mode
431 /// changes.
432 pub(crate) scatter_viewport_states: Vec<Option<crate::resources::ScatterViewportState>>,
433 /// Opaque volume mesh items from the last `prepare()` call, retained for cell-level `pick()` dispatch.
434 pick_volume_mesh_items: Vec<VolumeMeshItem>,
435 /// Polyline items from the last `prepare()` call, retained for `pick()` dispatch.
436 pick_polyline_items: Vec<PolylineItem>,
437 /// Glyph items from the last `prepare()` call, retained for `pick()` dispatch.
438 pick_glyph_items: Vec<GlyphItem>,
439 /// Tensor glyph items from the last `prepare()` call, retained for `pick()` dispatch.
440 pick_tensor_glyph_items: Vec<TensorGlyphItem>,
441 /// Sprite items from the last `prepare()` call, retained for `pick()` dispatch.
442 pick_sprite_items: Vec<SpriteItem>,
443 /// Streamtube items from the last `prepare()` call, retained for `pick()` dispatch.
444 pick_streamtube_items: Vec<StreamtubeItem>,
445 /// Tube items from the last `prepare()` call, retained for `pick()` dispatch.
446 pick_tube_items: Vec<TubeItem>,
447 /// Ribbon items from the last `prepare()` call, retained for `pick()` dispatch.
448 pick_ribbon_items: Vec<RibbonItem>,
449 /// Image slice items from the last `prepare()` call, retained for `pick()` dispatch.
450 pick_image_slice_items: Vec<ImageSliceItem>,
451 /// Volume surface slice items from the last `prepare()` call, retained for `pick()` dispatch.
452 pick_volume_surface_slice_items: Vec<VolumeSurfaceSliceItem>,
453 /// Screen image items from the last `prepare()` call, retained for `pick()` dispatch.
454 pick_screen_image_items: Vec<ScreenImageItem>,
455 /// GPU implicit surface items from the last `prepare()` call, retained for `pick()` dispatch.
456 pick_implicit_items: Vec<GpuImplicitPickItem>,
457 /// GPU marching cubes jobs from the last `prepare()` call, retained for `pick()` dispatch.
458 pick_mc_items: Vec<GpuMcPickItem>,
459 /// When `false`, `prepare()` skips populating the CPU pick caches above, so
460 /// scenes that never call `pick()`/`pick_rect()` avoid a per-frame deep copy
461 /// of all inline geometry. Enable with `set_cpu_pick_cache(true)`.
462 cpu_pick_cache_enabled: bool,
463
464 // --- GPU timestamp queries ---
465 /// Timestamp query set with `2 * GPU_TS_SLOTS` entries: a begin/end pair per
466 /// measured pass (see the `GPU_TS_*` slot constants). `None` when
467 /// `TIMESTAMP_QUERY` is unavailable or not yet initialized.
468 ts_query_set: Option<wgpu::QuerySet>,
469 /// Resolve buffer: `2 * GPU_TS_SLOTS` x u64, GPU-only (`QUERY_RESOLVE | COPY_SRC`).
470 ts_resolve_buf: Option<wgpu::Buffer>,
471 /// Staging buffer: `2 * GPU_TS_SLOTS` x u64, CPU-readable (`COPY_DST | MAP_READ`).
472 ts_staging_buf: Option<wgpu::Buffer>,
473 /// Bitmask of `GPU_TS_*` slots whose timestamps were written this frame.
474 /// Passes are conditional, so unwritten slots hold stale/undefined query
475 /// data; only slots set here are read back. Reset at the start of each frame.
476 ///
477 /// Atomic so a pass method can set its bit through `&self` without colliding
478 /// with the immutable viewport-slot borrows live during pass encoding (and
479 /// to keep `ViewportRenderer: Sync`).
480 ts_written_mask: std::sync::atomic::AtomicU32,
481 /// Snapshot of `ts_written_mask` taken when the queries are resolved, carried
482 /// alongside the one-frame-delayed readback so the reader knows which slots
483 /// are valid.
484 ts_pending_mask: u32,
485 /// Nanoseconds per GPU timestamp tick, from `queue.get_timestamp_period()`.
486 ts_period: f32,
487 /// True when the staging buffer holds resolved timestamps that have not yet
488 /// been mapped for readback.
489 ts_data_ready: bool,
490 /// True when a map of the timestamp staging buffer is in flight. The render
491 /// path skips the resolve/copy while this is set so the single staging
492 /// buffer is not overwritten before `prepare()` has read it.
493 ts_map_inflight: bool,
494 /// In-flight timestamp map status, set from the map callback: 0 = pending,
495 /// 1 = mapped, 2 = failed. An `Arc<AtomicU8>` rather than an mpsc channel so
496 /// `ViewportRenderer` stays `Sync` (mpsc receivers are not).
497 ts_map_status: std::sync::Arc<std::sync::atomic::AtomicU8>,
498
499 /// Per-phase CPU timings accumulated during the current `prepare()` call,
500 /// copied into `FrameStats::prepare_breakdown` at the end of the frame.
501 prepare_breakdown: crate::renderer::stats::PrepareBreakdown,
502
503 // --- Per-pass degradation state ---
504 /// Tiered degradation ladder position (0 = none, 1 = shadows, 2 = volumes, 3 = effects).
505 /// Advanced one step per over-budget frame once render scale hits minimum;
506 /// reversed one step per comfortably-under-budget frame.
507 degradation_tier: u8,
508 /// Whether the shadow pass was skipped this frame due to budget pressure.
509 /// Computed once per frame at the top of prepare() and used by both
510 /// prepare_scene_internal and reported in FrameStats.
511 degradation_shadows_skipped: bool,
512 /// Whether volume raymarch step size was doubled this frame due to budget pressure.
513 degradation_volume_quality_reduced: bool,
514 /// Whether SSAO, contact shadows, and bloom were skipped this frame.
515 /// Set in prepare(); read by the render path.
516 degradation_effects_throttled: bool,
517
518 /// Lights dropped by the CPU frustum cull on the most recent frame.
519 /// Surfaced through the cluster debug overlay when enabled.
520 pub(crate) last_frustum_culled_lights: u32,
521 /// Most recent cluster build readback. Populated when a frame's
522 /// `ViewportFrame::cluster_stats_request` was true.
523 pub(crate) last_cluster_stats: Option<crate::resources::clustered::ClusterStats>,
524}
525
526impl ViewportRenderer {
527 /// Create a new renderer with default settings (no MSAA).
528 /// Call once at application startup.
529 pub fn new(device: &wgpu::Device, target_format: wgpu::TextureFormat) -> Self {
530 Self::with_sample_count(device, target_format, 1)
531 }
532
533 /// Create a new renderer with the specified MSAA sample count (1, 2, or 4).
534 ///
535 /// When using MSAA (sample_count > 1), the caller must create multisampled
536 /// colour and depth textures and use them as render pass attachments with the
537 /// final surface texture as the resolve target.
538 pub fn with_sample_count(
539 device: &wgpu::Device,
540 target_format: wgpu::TextureFormat,
541 sample_count: u32,
542 ) -> Self {
543 Self::with_sample_count_and_cache(device, target_format, sample_count, None)
544 }
545
546 /// Create a renderer, seeding the GPU pipeline cache from previously saved
547 /// data so shader compilation can be skipped on later launches.
548 ///
549 /// Pass the bytes returned by an earlier [`pipeline_cache_data`](Self::pipeline_cache_data)
550 /// call, or `None` on first run. The cache only takes effect when the device
551 /// was created with `Features::PIPELINE_CACHE`; otherwise the data is ignored
552 /// and this matches [`new`](Self::new).
553 pub fn new_with_pipeline_cache(
554 device: &wgpu::Device,
555 target_format: wgpu::TextureFormat,
556 pipeline_cache_data: Option<&[u8]>,
557 ) -> Self {
558 Self::with_sample_count_and_cache(device, target_format, 1, pipeline_cache_data)
559 }
560
561 /// Returns the current contents of the GPU pipeline cache, suitable for
562 /// persisting and feeding back into [`new_with_pipeline_cache`](Self::new_with_pipeline_cache)
563 /// on the next launch. `None` when the device lacks `Features::PIPELINE_CACHE`.
564 pub fn pipeline_cache_data(&self) -> Option<Vec<u8>> {
565 self.resources.pipeline_cache.as_ref()?.get_data()
566 }
567
568 /// Like [`with_sample_count`](Self::with_sample_count) with an MSAA count and
569 /// an optional saved pipeline cache.
570 pub fn with_sample_count_and_cache(
571 device: &wgpu::Device,
572 target_format: wgpu::TextureFormat,
573 sample_count: u32,
574 pipeline_cache_data: Option<&[u8]>,
575 ) -> Self {
576 let gpu_culling_supported = device
577 .features()
578 .contains(wgpu::Features::INDIRECT_FIRST_INSTANCE);
579 Self {
580 resources: ViewportGpuResources::new_with_cache(
581 device,
582 target_format,
583 sample_count,
584 pipeline_cache_data,
585 ),
586 instancing: InstancingState::new(gpu_culling_supported),
587 item_type_plugins: std::collections::HashMap::new(),
588 plugin_frame_index: 0,
589 last_stats: crate::renderer::stats::FrameStats::default(),
590 prepare_breakdown: crate::renderer::stats::PrepareBreakdown::default(),
591 point_cloud_gpu_data: Vec::new(),
592 glyph_gpu_data: Vec::new(),
593 tensor_glyph_gpu_data: Vec::new(),
594 polyline_gpu_data: Vec::new(),
595 volume_gpu_data: Vec::new(),
596 streamtube_gpu_data: Vec::new(),
597 tube_gpu_data: Vec::new(),
598 ribbon_gpu_data: Vec::new(),
599 streamtube_selected_gpu_indices: Vec::new(),
600 tube_selected_gpu_indices: Vec::new(),
601 ribbon_selected_gpu_indices: Vec::new(),
602 polyline_selected_gpu_indices: Vec::new(),
603 image_slice_gpu_data: Vec::new(),
604 volume_surface_slice_gpu_data: Vec::new(),
605 sprite_gpu_data: Vec::new(),
606 mesh_instance_gpu_data: Vec::new(),
607 particle_gpu_data: Vec::new(),
608 sprite_refraction_resolves: Vec::new(),
609 gaussian_splat_draw_data: Vec::new(),
610 lic_gpu_data: Vec::new(),
611 implicit_gpu_data: Vec::new(),
612 decal_gpu_data: Vec::new(),
613 decal_exclude_items: Vec::new(),
614 mc_gpu_data: Vec::new(),
615 screen_image_gpu_data: Vec::new(),
616 overlay_image_gpu_data: Vec::new(),
617 label_gpu_data: None,
618 scalar_bar_gpu_data: None,
619 ruler_gpu_data: None,
620 loading_bar_gpu_data: None,
621 overlay_rect_gpu_data: None,
622 overlay_shape_gpu_data: None,
623 backdrop_blur_state: None,
624 viewport_slots: Vec::new(),
625 compute_filter_results: Vec::new(),
626 mesh_uniforms: PerObjectState::new(),
627 shadow: ShadowState::new(),
628 runtime_mode: crate::renderer::stats::RuntimeMode::Interactive,
629 performance_policy: crate::renderer::stats::PerformancePolicy::default(),
630 upload_budget: None,
631 current_render_scale: 1.0,
632 start_instant: std::time::Instant::now(),
633 last_prepare_instant: None,
634 frame_counter: 0,
635 lod_levels: std::collections::HashMap::new(),
636 mesh_instance_lod_levels: std::collections::HashMap::new(),
637 pick_scene_items: Vec::new(),
638 pick_point_cloud_items: Vec::new(),
639 pick_splat_items: Vec::new(),
640 pick_volume_items: Vec::new(),
641 pick_scatter_volume_items: Vec::new(),
642 prepared_scatter_volumes: Vec::new(),
643 prepared_refraction_volumes: Vec::new(),
644 scatter_viewport_states: Vec::new(),
645 pick_volume_mesh_items: Vec::new(),
646 pick_polyline_items: Vec::new(),
647 pick_glyph_items: Vec::new(),
648 pick_tensor_glyph_items: Vec::new(),
649 pick_sprite_items: Vec::new(),
650 pick_streamtube_items: Vec::new(),
651 pick_tube_items: Vec::new(),
652 pick_ribbon_items: Vec::new(),
653 pick_image_slice_items: Vec::new(),
654 pick_volume_surface_slice_items: Vec::new(),
655 pick_screen_image_items: Vec::new(),
656 pick_implicit_items: Vec::new(),
657 pick_mc_items: Vec::new(),
658 cpu_pick_cache_enabled: false,
659 ts_query_set: None,
660 ts_resolve_buf: None,
661 ts_staging_buf: None,
662 ts_period: 1.0,
663 ts_data_ready: false,
664 ts_map_inflight: false,
665 ts_map_status: std::sync::Arc::new(std::sync::atomic::AtomicU8::new(0)),
666 ts_written_mask: std::sync::atomic::AtomicU32::new(0),
667 ts_pending_mask: 0,
668 degradation_tier: 0,
669 degradation_shadows_skipped: false,
670 degradation_volume_quality_reduced: false,
671 degradation_effects_throttled: false,
672 last_frustum_culled_lights: 0,
673 last_cluster_stats: None,
674 }
675 }
676
677 /// Access the underlying GPU resources (e.g. for mesh uploads).
678 pub fn resources(&self) -> &ViewportGpuResources {
679 &self.resources
680 }
681
682 /// Performance counters from the last completed frame.
683 pub fn last_frame_stats(&self) -> crate::renderer::stats::FrameStats {
684 self.last_stats
685 }
686
687 /// Diagnostics from the cluster build pass on the most recent frame that
688 /// requested them (`ViewportFrame::cluster_stats_request`). Returns
689 /// `None` until a request has been served.
690 pub fn cluster_stats(&self) -> Option<crate::resources::clustered::ClusterStats> {
691 self.last_cluster_stats
692 }
693
694 /// Disable GPU-driven culling, reverting to the direct draw path.
695 ///
696 /// Has no effect when the device does not support `INDIRECT_FIRST_INSTANCE`
697 /// (culling is already disabled on those devices).
698 pub fn disable_gpu_driven_culling(&mut self) {
699 self.instancing.gpu_culling_enabled = false;
700 }
701
702 /// Force a full instance buffer upload on the next frame.
703 ///
704 /// Normally the renderer skips GPU writes for instanced batches whose data
705 /// has not changed since the last upload. Call this when you have mutated
706 /// batch-relevant state through a path the renderer cannot observe (for
707 /// example, directly modifying GPU buffer contents or scene items after
708 /// `collect_render_items` runs). The flag is consumed once and resets
709 /// automatically after the next `prepare` call.
710 pub fn force_dirty(&mut self) {
711 self.instancing.force_full_upload = true;
712 // Also invalidate the generation cache so the next prepare is guaranteed
713 // to enter the rebuild path even if the scene generation is unchanged.
714 self.instancing.last_scene_generation = u64::MAX;
715 }
716
717 /// Re-enable GPU-driven culling after a call to `disable_gpu_driven_culling`.
718 ///
719 /// Has no effect when the device does not support `INDIRECT_FIRST_INSTANCE`.
720 pub fn enable_gpu_driven_culling(&mut self) {
721 if self.instancing.gpu_culling_supported {
722 self.instancing.gpu_culling_enabled = true;
723 }
724 }
725
726 /// Cap the per-frame cost of running upload-job apply closures.
727 ///
728 /// `None` is the default and matches the historical behaviour:
729 /// `prepare` drains every completed upload's apply step in one
730 /// shot. `Some(d)` switches `prepare` over to
731 /// `process_uploads_with_budget` so applies that overflow the
732 /// budget spill to the next frame. Useful when a stress load lands
733 /// many heavy completions on the same frame and the bunched apply
734 /// work shows up as one fat frame at the end of the load.
735 pub fn set_upload_budget(&mut self, budget: Option<std::time::Duration>) {
736 self.upload_budget = budget;
737 }
738
739 /// Currently configured upload budget. See `set_upload_budget`.
740 pub fn upload_budget(&self) -> Option<std::time::Duration> {
741 self.upload_budget
742 }
743
744 /// Set the runtime mode controlling internal default behavior.
745 ///
746 /// - [`RuntimeMode::Interactive`]: full picking rate, full quality (default).
747 /// - [`RuntimeMode::Playback`]: picking throttled to reduce CPU overhead during animation.
748 /// - [`RuntimeMode::Paused`]: full picking rate, full quality.
749 /// - [`RuntimeMode::Capture`]: full quality, intended for screenshot/export workflows.
750 pub fn set_runtime_mode(&mut self, mode: crate::renderer::stats::RuntimeMode) {
751 self.runtime_mode = mode;
752 }
753
754 /// Return the current runtime mode.
755 pub fn runtime_mode(&self) -> crate::renderer::stats::RuntimeMode {
756 self.runtime_mode
757 }
758
759 /// Enable or disable the CPU pick cache.
760 ///
761 /// When enabled, `prepare()` retains a copy of the frame's pickable items so
762 /// `pick()` and `pick_rect()` can run later (e.g. on a mouse click) without the
763 /// scene data. This copies all inline point/glyph/curve geometry each frame, so it
764 /// is disabled by default: turn it on only when using the CPU `pick()`/`pick_rect()`
765 /// path. The GPU path (`pick_scene_gpu`) and the renderer-free
766 /// `interaction::picking` functions do not need it.
767 pub fn set_cpu_pick_cache(&mut self, enabled: bool) {
768 if !enabled && self.cpu_pick_cache_enabled {
769 self.clear_pick_cache();
770 }
771 self.cpu_pick_cache_enabled = enabled;
772 }
773
774 /// Whether the CPU pick cache is enabled. See `set_cpu_pick_cache`.
775 pub fn cpu_pick_cache(&self) -> bool {
776 self.cpu_pick_cache_enabled
777 }
778
779 /// Set the performance policy controlling target FPS, render scale bounds,
780 /// and permitted quality reductions.
781 ///
782 /// The internal adaptation controller activates when
783 /// `policy.allow_dynamic_resolution` is `true` and `policy.target_fps` is
784 /// `Some`. It adjusts `render_scale` within `[min_render_scale,
785 /// max_render_scale]` each frame based on `total_frame_ms`.
786 pub fn set_performance_policy(&mut self, policy: crate::renderer::stats::PerformancePolicy) {
787 self.performance_policy = policy;
788 // Clamp current scale into the new bounds immediately.
789 self.current_render_scale = self
790 .current_render_scale
791 .clamp(policy.min_render_scale, policy.max_render_scale);
792 }
793
794 /// Return the active performance policy.
795 pub fn performance_policy(&self) -> crate::renderer::stats::PerformancePolicy {
796 self.performance_policy
797 }
798
799 /// Manually set the render scale.
800 ///
801 /// Effective when `performance_policy.allow_dynamic_resolution` is `false`.
802 /// When dynamic resolution is enabled the adaptation controller overrides
803 /// this value each frame.
804 ///
805 /// The value is clamped to `[policy.min_render_scale, policy.max_render_scale]`.
806 ///
807 /// Works on both the LDR and HDR render paths. On the HDR path, the scene,
808 /// bloom, SSAO, tone-map, and FXAA all run at the scaled resolution; the
809 /// result is upscale-blitted to native resolution before overlays and grid.
810 pub fn set_render_scale(&mut self, scale: f32) {
811 self.current_render_scale = scale.clamp(
812 self.performance_policy.min_render_scale,
813 self.performance_policy.max_render_scale,
814 );
815 }
816
817 /// Set the target frame rate used to compute [`FrameStats::missed_budget`].
818 ///
819 /// Convenience wrapper that updates `performance_policy.target_fps`.
820 pub fn set_target_fps(&mut self, fps: Option<f32>) {
821 self.performance_policy.target_fps = fps;
822 }
823
824 /// Mutable access to the underlying GPU resources (e.g. for mesh uploads).
825 pub fn resources_mut(&mut self) -> &mut ViewportGpuResources {
826 &mut self.resources
827 }
828
829 /// Returns true when the current frame is rendered via the instanced draw path.
830 ///
831 /// When true, edits to mesh.wgsl shadow sampling code have no effect - the active
832 /// shader is mesh_instanced.wgsl. Check this before testing shader changes.
833 pub fn is_using_instanced_path(&self) -> bool {
834 self.instancing.use_instancing
835 }
836
837 /// Returns the number of instanced batches prepared for the current frame.
838 ///
839 /// Zero when using the non-instanced path. Each batch corresponds to a distinct
840 /// (MeshId, material) combination in the scene.
841 pub fn instanced_batch_count(&self) -> usize {
842 self.instancing.batches.len()
843 }
844
845 /// Run the GPU-driven cull compute against a plugin's
846 /// [`CullSubmission`](crate::plugin_api::CullSubmission).
847 ///
848 /// Encodes two compute passes into `encoder`:
849 /// 1. one thread per instance, tests AABB against `frustum`, claims a
850 /// visibility slot via atomic add;
851 /// 2. one thread per batch, writes a `DrawIndexedIndirect` entry into
852 /// `sub.indirect_out` with the final visible count and zeroes the
853 /// counter for the next call.
854 ///
855 /// After the encoder runs, draw each batch with
856 /// `pass.draw_indexed_indirect(sub.indirect_out, batch_idx * 20)` using
857 /// `sub.visible_out` as the per-instance lookup buffer.
858 ///
859 /// The cull pipeline is created lazily on the first call. Returns
860 /// without dispatching if the device does not support
861 /// `INDIRECT_FIRST_INSTANCE` (call
862 /// [`is_gpu_culling_supported`](Self::is_gpu_culling_supported) first).
863 pub fn submit_cull(
864 &mut self,
865 device: &wgpu::Device,
866 queue: &wgpu::Queue,
867 encoder: &mut wgpu::CommandEncoder,
868 frustum: &crate::camera::frustum::Frustum,
869 sub: &crate::plugin_api::CullSubmission<'_>,
870 ) {
871 if !self.instancing.gpu_culling_supported {
872 return;
873 }
874 if self.instancing.cull_resources.is_none() {
875 self.instancing.cull_resources =
876 Some(crate::renderer::indirect::CullResources::new(device));
877 }
878 let cull = self.instancing.cull_resources.as_ref().unwrap();
879 cull.dispatch(encoder, device, queue, frustum, None, sub, None);
880 }
881
882 /// Same as [`submit_cull`](Self::submit_cull) for one shadow cascade.
883 ///
884 /// Uploads the frustum to the cascade slot (so a single frame can submit
885 /// the main pass plus every cascade without overwriting an in-flight
886 /// upload) and forces the cull shader's shadow flag so
887 /// `InstanceAabb::cast_shadows = 0` entries are skipped.
888 ///
889 /// `cascade_idx` must be in `0..4`; values outside that range panic in
890 /// debug builds and clamp to 3 in release.
891 pub fn submit_cull_shadow(
892 &mut self,
893 device: &wgpu::Device,
894 queue: &wgpu::Queue,
895 encoder: &mut wgpu::CommandEncoder,
896 cascade_idx: usize,
897 cascade_frustum: &crate::camera::frustum::Frustum,
898 sub: &crate::plugin_api::CullSubmission<'_>,
899 ) {
900 if !self.instancing.gpu_culling_supported {
901 return;
902 }
903 debug_assert!(cascade_idx < 4, "cascade_idx must be in 0..4");
904 let cascade_idx = cascade_idx.min(3);
905 if self.instancing.cull_resources.is_none() {
906 self.instancing.cull_resources =
907 Some(crate::renderer::indirect::CullResources::new(device));
908 }
909 let cull = self.instancing.cull_resources.as_ref().unwrap();
910 cull.dispatch(
911 encoder,
912 device,
913 queue,
914 cascade_frustum,
915 Some(cascade_idx),
916 sub,
917 None,
918 );
919 }
920
921 /// Convenience wrapper around [`submit_cull`](Self::submit_cull) for the
922 /// common case of one mesh with N instances.
923 ///
924 /// The renderer fills its scratch [`BatchMeta`] slot from `draw`, zeroes
925 /// its scratch counter, seeds the indirect entry, and runs a one-batch
926 /// cull. Plugins that only have a single mesh per submission don't have
927 /// to allocate either buffer themselves.
928 ///
929 /// `indirect_out` must hold one `DrawIndexedIndirect` entry (20 bytes).
930 pub fn submit_cull_single_mesh(
931 &mut self,
932 device: &wgpu::Device,
933 queue: &wgpu::Queue,
934 encoder: &mut wgpu::CommandEncoder,
935 frustum: &crate::camera::frustum::Frustum,
936 instance_aabbs: &wgpu::Buffer,
937 instance_count: u32,
938 visible_out: &wgpu::Buffer,
939 indirect_out: &wgpu::Buffer,
940 draw: crate::plugin_api::SingleMeshDraw,
941 shadow_pass: bool,
942 ) {
943 self.dispatch_cull_single_mesh(
944 device,
945 queue,
946 encoder,
947 frustum,
948 None,
949 instance_aabbs,
950 instance_count,
951 visible_out,
952 indirect_out,
953 draw,
954 shadow_pass,
955 );
956 }
957
958 /// Single-mesh shadow variant of
959 /// [`submit_cull_single_mesh`](Self::submit_cull_single_mesh).
960 pub fn submit_cull_shadow_single_mesh(
961 &mut self,
962 device: &wgpu::Device,
963 queue: &wgpu::Queue,
964 encoder: &mut wgpu::CommandEncoder,
965 cascade_idx: usize,
966 cascade_frustum: &crate::camera::frustum::Frustum,
967 instance_aabbs: &wgpu::Buffer,
968 instance_count: u32,
969 visible_out: &wgpu::Buffer,
970 indirect_out: &wgpu::Buffer,
971 draw: crate::plugin_api::SingleMeshDraw,
972 ) {
973 debug_assert!(cascade_idx < 4, "cascade_idx must be in 0..4");
974 let cascade_idx = cascade_idx.min(3);
975 self.dispatch_cull_single_mesh(
976 device,
977 queue,
978 encoder,
979 cascade_frustum,
980 Some(cascade_idx),
981 instance_aabbs,
982 instance_count,
983 visible_out,
984 indirect_out,
985 draw,
986 true,
987 );
988 }
989
990 #[allow(clippy::too_many_arguments)]
991 fn dispatch_cull_single_mesh(
992 &mut self,
993 device: &wgpu::Device,
994 queue: &wgpu::Queue,
995 encoder: &mut wgpu::CommandEncoder,
996 frustum: &crate::camera::frustum::Frustum,
997 cascade: Option<usize>,
998 instance_aabbs: &wgpu::Buffer,
999 instance_count: u32,
1000 visible_out: &wgpu::Buffer,
1001 indirect_out: &wgpu::Buffer,
1002 draw: crate::plugin_api::SingleMeshDraw,
1003 shadow_pass: bool,
1004 ) {
1005 if !self.instancing.gpu_culling_supported {
1006 return;
1007 }
1008 if self.instancing.cull_resources.is_none() {
1009 self.instancing.cull_resources =
1010 Some(crate::renderer::indirect::CullResources::new(device));
1011 }
1012 let cull = self.instancing.cull_resources.as_ref().unwrap();
1013 let (meta_buf, counter_buf) = cull.scratch_single_mesh_buffers();
1014 let meta = crate::plugin_api::BatchMeta {
1015 index_count: draw.index_count,
1016 first_index: draw.first_index,
1017 instance_offset: 0,
1018 instance_count,
1019 vis_offset: 0,
1020 is_transparent: 0,
1021 _pad: [0, 0],
1022 };
1023 queue.write_buffer(meta_buf, 0, bytemuck::bytes_of(&meta));
1024 queue.write_buffer(counter_buf, 0, &[0u8; 4]);
1025 // Seed the static fields of the indirect entry; the compute pass
1026 // overwrites `instance_count` with the final visible count.
1027 let seed: [u32; 5] = [
1028 draw.index_count,
1029 0,
1030 draw.first_index,
1031 draw.base_vertex as u32,
1032 draw.first_instance,
1033 ];
1034 queue.write_buffer(indirect_out, 0, bytemuck::cast_slice(&seed));
1035
1036 let sub = crate::plugin_api::CullSubmission {
1037 instance_aabbs,
1038 instance_count,
1039 batch_meta: meta_buf,
1040 batch_count: 1,
1041 counter: counter_buf,
1042 visible_out,
1043 indirect_out,
1044 shadow_pass,
1045 };
1046 cull.dispatch(encoder, device, queue, frustum, cascade, &sub, None);
1047 }
1048
1049 /// Register an [`ItemTypePlugin`](crate::plugin_api::ItemTypePlugin).
1050 ///
1051 /// Invokes the plugin's `init_gpu` against the current device and
1052 /// shared bind layout, then stores it keyed by `type_name()` for the
1053 /// remainder of the renderer's lifetime. Registering a second plugin
1054 /// with the same `type_name` replaces the first.
1055 ///
1056 /// The renderer will dispatch `prepare` and `paint` to the plugin on
1057 /// every frame where
1058 /// [`SceneFrame::submit_plugin_items`](crate::renderer::SceneFrame::submit_plugin_items)
1059 /// has populated a collection under the same name.
1060 pub fn with_item_type_plugin(
1061 &mut self,
1062 device: &wgpu::Device,
1063 mut plugin: Box<dyn crate::plugin_api::ItemTypePlugin>,
1064 ) {
1065 let shared = self.resources.shared_bindings();
1066 plugin.init_gpu(device, &shared);
1067 let name = plugin.type_name();
1068 self.item_type_plugins.insert(name, plugin);
1069 }
1070
1071 /// Returns true when an item-type plugin with `type_name` is
1072 /// registered.
1073 pub fn has_item_type_plugin(&self, type_name: &str) -> bool {
1074 self.item_type_plugins.contains_key(type_name)
1075 }
1076
1077 /// Walk registered item-type plugins, invoke `prepare` for each one
1078 /// that has a matching collection submitted on `frame.scene`, and
1079 /// return the concatenated command buffers.
1080 ///
1081 /// Called internally from the lib's prepare paths; not part of the
1082 /// consumer-facing API.
1083 pub(crate) fn dispatch_plugin_prepare(
1084 &mut self,
1085 device: &wgpu::Device,
1086 queue: &wgpu::Queue,
1087 frame: &FrameData,
1088 ) -> Vec<wgpu::CommandBuffer> {
1089 if self.item_type_plugins.is_empty() || frame.scene.plugin_items.is_empty() {
1090 return Vec::new();
1091 }
1092 self.plugin_frame_index = self.plugin_frame_index.wrapping_add(1);
1093 let mut bufs: Vec<wgpu::CommandBuffer> = Vec::new();
1094 for (name, plugin) in self.item_type_plugins.iter_mut() {
1095 if let Some(items) = frame.scene.plugin_items.get(*name) {
1096 // Constructed per plugin because `Jobs` borrows `&resources`
1097 // and the borrow only needs to live for this iteration.
1098 let ctx = crate::plugin_api::ItemFrameContext {
1099 camera: &frame.camera.render_camera,
1100 viewport_size: glam::Vec2::from(frame.camera.viewport_size),
1101 viewport_index: frame.camera.viewport_index,
1102 frame_index: self.plugin_frame_index,
1103 jobs: crate::resources::Jobs::new(&self.resources),
1104 };
1105 bufs.extend(plugin.prepare(device, queue, &ctx, items.as_ref()));
1106 }
1107 }
1108 bufs
1109 }
1110
1111 /// Walk registered item-type plugins and invoke `paint` for each one
1112 /// that has a matching collection submitted on `frame.scene`.
1113 ///
1114 /// Called from inside the lib's HDR scene pass between built-in
1115 /// opaques and the skybox.
1116 pub(crate) fn dispatch_plugin_paint<'rp>(
1117 &'rp self,
1118 pass: &mut wgpu::RenderPass<'rp>,
1119 frame: &'rp FrameData,
1120 ) {
1121 if self.item_type_plugins.is_empty() || frame.scene.plugin_items.is_empty() {
1122 return;
1123 }
1124 let ctx = crate::plugin_api::PaintContext {
1125 camera: &frame.camera.render_camera,
1126 viewport_size: glam::Vec2::from(frame.camera.viewport_size),
1127 viewport_index: frame.camera.viewport_index,
1128 frame_index: self.plugin_frame_index,
1129 };
1130 for (name, plugin) in self.item_type_plugins.iter() {
1131 if let Some(items) = frame.scene.plugin_items.get(*name) {
1132 plugin.paint(pass, &ctx, items.as_ref());
1133 }
1134 }
1135 }
1136
1137 /// Walk registered plugins and invoke `paint_transparent` for each
1138 /// one whose collection is on `frame.scene`.
1139 ///
1140 /// Called from inside the lib's OIT render pass, after built-in
1141 /// transparent draws.
1142 pub(crate) fn dispatch_plugin_paint_transparent<'rp>(
1143 &'rp self,
1144 pass: &mut wgpu::RenderPass<'rp>,
1145 frame: &'rp FrameData,
1146 ) {
1147 if self.item_type_plugins.is_empty() || frame.scene.plugin_items.is_empty() {
1148 return;
1149 }
1150 let ctx = crate::plugin_api::PaintContext {
1151 camera: &frame.camera.render_camera,
1152 viewport_size: glam::Vec2::from(frame.camera.viewport_size),
1153 viewport_index: frame.camera.viewport_index,
1154 frame_index: self.plugin_frame_index,
1155 };
1156 for (name, plugin) in self.item_type_plugins.iter() {
1157 if let Some(items) = frame.scene.plugin_items.get(*name) {
1158 plugin.paint_transparent(pass, &ctx, items.as_ref());
1159 }
1160 }
1161 }
1162
1163 /// Walk registered plugins and invoke `cast_shadow_pass` for the
1164 /// given cascade.
1165 ///
1166 /// Currently unused: the shadow-pass call site inlines the plugin
1167 /// dispatch because the surrounding scope holds a mutable borrow of
1168 /// `self.resources` that blocks a normal `&self` method call. Kept
1169 /// alongside the other dispatchers as the natural shape; a future
1170 /// refactor that splits the resources borrow can switch back.
1171 #[allow(dead_code)]
1172 pub(crate) fn dispatch_plugin_shadow<'rp>(
1173 &'rp self,
1174 pass: &mut wgpu::RenderPass<'rp>,
1175 frame: &'rp FrameData,
1176 cascade_idx: u32,
1177 light_view_proj: glam::Mat4,
1178 ) {
1179 if self.item_type_plugins.is_empty() || frame.scene.plugin_items.is_empty() {
1180 return;
1181 }
1182 let ctx = crate::plugin_api::ShadowCastContext {
1183 cascade_idx,
1184 light_view_proj,
1185 camera: &frame.camera.render_camera,
1186 viewport_index: frame.camera.viewport_index,
1187 frame_index: self.plugin_frame_index,
1188 };
1189 for (name, plugin) in self.item_type_plugins.iter() {
1190 if let Some(items) = frame.scene.plugin_items.get(*name) {
1191 plugin.cast_shadow_pass(pass, &ctx, items.as_ref());
1192 }
1193 }
1194 }
1195
1196 /// Walk registered plugins and invoke `cull` for each one whose
1197 /// collection is on `frame.scene`.
1198 ///
1199 /// Called from the lib's prepare path once the camera frustum for
1200 /// the frame is known.
1201 pub(crate) fn dispatch_plugin_cull(
1202 &mut self,
1203 frustum: &crate::camera::frustum::Frustum,
1204 frame: &FrameData,
1205 ) {
1206 if self.item_type_plugins.is_empty() || frame.scene.plugin_items.is_empty() {
1207 return;
1208 }
1209 for (name, plugin) in self.item_type_plugins.iter_mut() {
1210 if let Some(items) = frame.scene.plugin_items.get(*name) {
1211 let ctx = crate::plugin_api::ItemFrameContext {
1212 camera: &frame.camera.render_camera,
1213 viewport_size: glam::Vec2::from(frame.camera.viewport_size),
1214 viewport_index: frame.camera.viewport_index,
1215 frame_index: self.plugin_frame_index,
1216 jobs: crate::resources::Jobs::new(&self.resources),
1217 };
1218 plugin.cull(frustum, &ctx, items.as_ref());
1219 }
1220 }
1221 }
1222
1223 /// Walk registered item-type plugins and invoke `outline_mask` for
1224 /// each one whose collection is on `frame.scene`.
1225 ///
1226 /// Called from inside the lib's outline-mask render pass.
1227 pub(crate) fn dispatch_plugin_outline_mask<'rp>(
1228 &'rp self,
1229 pass: &mut wgpu::RenderPass<'rp>,
1230 frame: &'rp FrameData,
1231 ) {
1232 if self.item_type_plugins.is_empty() || frame.scene.plugin_items.is_empty() {
1233 return;
1234 }
1235 let ctx = crate::plugin_api::OutlineMaskContext {
1236 camera: &frame.camera.render_camera,
1237 viewport_size: glam::Vec2::from(frame.camera.viewport_size),
1238 viewport_index: frame.camera.viewport_index,
1239 frame_index: self.plugin_frame_index,
1240 };
1241 for (name, plugin) in self.item_type_plugins.iter() {
1242 if let Some(items) = frame.scene.plugin_items.get(*name) {
1243 plugin.outline_mask(pass, &ctx, items.as_ref());
1244 }
1245 }
1246 }
1247
1248 /// True when the device supports the features GPU-driven culling needs.
1249 ///
1250 /// Plugins should gate `submit_cull` calls on this. If false, the lib
1251 /// silently no-ops the submission and the plugin must fall back to
1252 /// direct draws.
1253 pub fn is_gpu_culling_supported(&self) -> bool {
1254 self.instancing.gpu_culling_supported
1255 }
1256
1257 /// Returns per-frame shadow and lighting pipeline statistics for debug inspection.
1258 ///
1259 /// All fields reflect the most recently completed `prepare` call (one frame
1260 /// behind the display). Returns default values before the first `prepare` call.
1261 pub fn shadow_debug_stats(&self) -> ShadowDebugStats {
1262 ShadowDebugStats {
1263 using_instanced_path: self.instancing.use_instancing,
1264 instanced_batch_count: self.instancing.batches.len(),
1265 cascade_count: self.shadow.last_cascade_count,
1266 cascade_splits: self.shadow.last_cascade_splits,
1267 shadow_atlas_resolution: self.shadow.last_shadow_atlas_resolution,
1268 shadow_extent_world: self.shadow.last_shadow_extent,
1269 contact_shadow_active: self.shadow.last_contact_shadow_active,
1270 }
1271 }
1272
1273 /// Read the debug values at a specific pixel from the per-fragment storage buffer.
1274 ///
1275 /// Returns `None` when debug_vis is inactive (no buffer allocated) or when `(x, y)`
1276 /// is outside the viewport. The four channels correspond to the current R/G/B channel
1277 /// selectors plus 1.0 for alpha.
1278 ///
1279 /// This submits a GPU-to-CPU copy and waits synchronously. Only call from outside
1280 /// a render pass (e.g., in the next frame's prepare step), not inside paint callbacks.
1281 ///
1282 /// The returned values are from the previous rendered frame.
1283 pub fn read_debug_pixel(
1284 &self,
1285 device: &wgpu::Device,
1286 queue: &wgpu::Queue,
1287 x: u32,
1288 y: u32,
1289 ) -> Option<[f32; 4]> {
1290 // Use the primary viewport slot (index 0).
1291 let slot = self.viewport_slots.first()?;
1292 let buf = slot.debug_frag_buf.as_ref()?;
1293 let (vw, vh) = slot.debug_frag_dims;
1294 if x >= vw || y >= vh {
1295 return None;
1296 }
1297 let byte_offset = ((y as u64) * (vw as u64) + (x as u64)) * 16;
1298 let staging = device.create_buffer(&wgpu::BufferDescriptor {
1299 label: None,
1300 size: 16,
1301 usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
1302 mapped_at_creation: false,
1303 });
1304 let mut encoder =
1305 device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
1306 encoder.copy_buffer_to_buffer(buf, byte_offset, &staging, 0, 16);
1307 queue.submit(Some(encoder.finish()));
1308 let slice = staging.slice(..);
1309 let (tx, rx) = std::sync::mpsc::channel::<Result<(), wgpu::BufferAsyncError>>();
1310 slice.map_async(wgpu::MapMode::Read, move |r| {
1311 let _ = tx.send(r);
1312 });
1313 let _ = device.poll(wgpu::PollType::Wait {
1314 submission_index: None,
1315 timeout: Some(std::time::Duration::from_secs(5)),
1316 });
1317 rx.recv().ok()?.ok()?;
1318 let data = slice.get_mapped_range();
1319 Some(bytemuck::pod_read_unaligned::<[f32; 4]>(&data))
1320 }
1321
1322 /// Upload a Gaussian splat set to the GPU.
1323 ///
1324 /// Call once per splat set at startup or when it changes. The returned
1325 /// [`GaussianSplatId`] is valid until [`remove_gaussian_splats`](Self::remove_gaussian_splats) is called.
1326 ///
1327 /// # Errors
1328 ///
1329 /// Returns [`ViewportError::InvalidGaussianSplatData`](crate::error::ViewportError::InvalidGaussianSplatData)
1330 /// if `data.positions` is empty or if `positions`, `scales`, `rotations`, and `opacities`
1331 /// differ in length.
1332 ///
1333 /// # Examples
1334 ///
1335 /// ```no_run
1336 /// # use viewport_lib::error::ViewportError;
1337 /// # use viewport_lib::renderer::{GaussianSplatData, ViewportRenderer};
1338 /// # fn demo(renderer: &mut ViewportRenderer, device: &wgpu::Device, queue: &wgpu::Queue) {
1339 /// let result = renderer.upload_gaussian_splats(device, queue, &GaussianSplatData::default());
1340 /// assert!(matches!(result, Err(ViewportError::InvalidGaussianSplatData { .. })));
1341 /// # }
1342 /// ```
1343 pub fn upload_gaussian_splats(
1344 &mut self,
1345 device: &wgpu::Device,
1346 queue: &wgpu::Queue,
1347 data: &GaussianSplatData,
1348 ) -> crate::error::ViewportResult<GaussianSplatId> {
1349 self.resources.upload_gaussian_splats(device, queue, data)
1350 }
1351
1352 /// Remove an uploaded Gaussian splat set by handle.
1353 ///
1354 /// After this call the `id` is invalid and must not be submitted in `SceneFrame`.
1355 pub fn remove_gaussian_splats(&mut self, id: GaussianSplatId) {
1356 self.resources.remove_gaussian_splats(id);
1357 }
1358
1359 /// Upload an equirectangular HDR environment map and precompute IBL textures.
1360 ///
1361 /// `pixels` is row-major RGBA f32 data (4 floats per texel), `width`x`height`.
1362 /// This rebuilds camera bind groups so shaders immediately see the new textures.
1363 ///
1364 /// # Errors
1365 ///
1366 /// Returns [`ViewportError::InvalidTextureData`](crate::error::ViewportError::InvalidTextureData)
1367 /// if `pixels.len()` does not equal `width * height * 4`.
1368 ///
1369 /// # Examples
1370 ///
1371 /// ```no_run
1372 /// # use viewport_lib::error::ViewportError;
1373 /// # use viewport_lib::renderer::ViewportRenderer;
1374 /// # fn demo(renderer: &mut ViewportRenderer, device: &wgpu::Device, queue: &wgpu::Queue) {
1375 /// // 2x2 RGBA image requires exactly 16 floats.
1376 /// let result = renderer.upload_environment_map(device, queue, &[0.0f32; 12], 2, 2);
1377 /// assert!(matches!(result, Err(ViewportError::InvalidTextureData { expected: 16, actual: 12 })));
1378 /// # }
1379 /// ```
1380 pub fn upload_environment_map(
1381 &mut self,
1382 device: &wgpu::Device,
1383 queue: &wgpu::Queue,
1384 pixels: &[f32],
1385 width: u32,
1386 height: u32,
1387 ) -> crate::error::ViewportResult<()> {
1388 crate::resources::environment::upload_environment_map(
1389 &mut self.resources,
1390 device,
1391 queue,
1392 pixels,
1393 width,
1394 height,
1395 )?;
1396 self.rebuild_camera_bind_groups(device);
1397 Ok(())
1398 }
1399
1400 /// Current state of an in-flight upload job.
1401 pub fn upload_status(&self, id: crate::resources::JobId) -> crate::resources::UploadStatus {
1402 self.resources.upload_status(id)
1403 }
1404
1405 /// Count of upload jobs still in flight.
1406 pub fn uploads_pending(&self) -> usize {
1407 self.resources.uploads_pending()
1408 }
1409
1410 /// Wall-clock work duration recorded for an async upload job. See
1411 /// [`ViewportGpuResources::job_duration`].
1412 pub fn job_duration(&self, id: crate::resources::JobId) -> Option<std::time::Duration> {
1413 self.resources.job_duration(id)
1414 }
1415
1416 /// Drop the recorded duration for `id` after reading it. See
1417 /// [`ViewportGpuResources::drop_job_duration`].
1418 pub fn drop_job_duration(&mut self, id: crate::resources::JobId) {
1419 self.resources.drop_job_duration(id);
1420 }
1421
1422 /// Start an asynchronous 3D volume texture upload. See
1423 /// [`ViewportGpuResources::begin_upload_volume`].
1424 pub fn begin_upload_volume(
1425 &mut self,
1426 device: &wgpu::Device,
1427 queue: &wgpu::Queue,
1428 data: Vec<f32>,
1429 dims: [u32; 3],
1430 ) -> crate::error::ViewportResult<crate::resources::JobId> {
1431 self.resources
1432 .begin_upload_volume(device, queue, data, dims)
1433 }
1434
1435 /// Take the volume id produced by a completed
1436 /// [`begin_upload_volume`](Self::begin_upload_volume) job.
1437 pub fn upload_result_volume(
1438 &mut self,
1439 id: crate::resources::JobId,
1440 ) -> crate::error::ViewportResult<crate::resources::VolumeId> {
1441 self.resources.upload_result_volume(id)
1442 }
1443
1444 /// Start an asynchronous marching-cubes-ready volume upload. See
1445 /// [`ViewportGpuResources::begin_upload_volume_for_mc`].
1446 pub fn begin_upload_volume_for_mc(
1447 &mut self,
1448 device: &wgpu::Device,
1449 queue: &wgpu::Queue,
1450 vol: crate::geometry::marching_cubes::VolumeData,
1451 ) -> crate::resources::JobId {
1452 self.resources
1453 .begin_upload_volume_for_mc(device, queue, vol)
1454 }
1455
1456 /// Take the [`VolumeGpuId`](crate::resources::VolumeGpuId) produced by a
1457 /// completed [`begin_upload_volume_for_mc`](Self::begin_upload_volume_for_mc) job.
1458 pub fn upload_result_volume_mc(
1459 &mut self,
1460 id: crate::resources::JobId,
1461 ) -> crate::error::ViewportResult<crate::resources::VolumeGpuId> {
1462 self.resources.upload_result_volume_mc(id)
1463 }
1464
1465 /// Start an asynchronous boundary-only volume mesh upload. See
1466 /// [`ViewportGpuResources::begin_upload_volume_mesh`].
1467 pub fn begin_upload_volume_mesh(
1468 &mut self,
1469 device: &wgpu::Device,
1470 data: crate::resources::volume_mesh::VolumeMeshData,
1471 ) -> crate::resources::JobId {
1472 self.resources.begin_upload_volume_mesh(device, data)
1473 }
1474
1475 /// Take the [`VolumeMeshItem`](crate::VolumeMeshItem)
1476 /// produced by a completed
1477 /// [`begin_upload_volume_mesh`](Self::begin_upload_volume_mesh) job.
1478 pub fn upload_result_volume_mesh(
1479 &mut self,
1480 id: crate::resources::JobId,
1481 ) -> crate::error::ViewportResult<crate::VolumeMeshItem> {
1482 self.resources.upload_result_volume_mesh(id)
1483 }
1484
1485 /// Start an asynchronous clipped volume mesh upload. See
1486 /// [`ViewportGpuResources::begin_upload_clipped_volume_mesh`].
1487 pub fn begin_upload_clipped_volume_mesh(
1488 &mut self,
1489 device: &wgpu::Device,
1490 data: crate::resources::volume_mesh::VolumeMeshData,
1491 clip_planes: Vec<[f32; 4]>,
1492 ) -> crate::resources::JobId {
1493 self.resources
1494 .begin_upload_clipped_volume_mesh(device, data, clip_planes)
1495 }
1496
1497 /// Take the [`VolumeMeshItem`](crate::VolumeMeshItem)
1498 /// produced by a completed
1499 /// [`begin_upload_clipped_volume_mesh`](Self::begin_upload_clipped_volume_mesh) job.
1500 pub fn upload_result_clipped_volume_mesh(
1501 &mut self,
1502 id: crate::resources::JobId,
1503 ) -> crate::error::ViewportResult<crate::VolumeMeshItem> {
1504 self.resources.upload_result_clipped_volume_mesh(id)
1505 }
1506
1507 /// Start an asynchronous sparse voxel grid upload. See
1508 /// [`ViewportGpuResources::begin_upload_sparse_volume_grid_data`].
1509 pub fn begin_upload_sparse_volume_grid_data(
1510 &mut self,
1511 device: &wgpu::Device,
1512 data: crate::resources::SparseVolumeGridData,
1513 ) -> crate::resources::JobId {
1514 self.resources
1515 .begin_upload_sparse_volume_grid_data(device, data)
1516 }
1517
1518 /// Take the [`MeshId`](crate::resources::mesh_store::MeshId) produced by a completed
1519 /// [`begin_upload_sparse_volume_grid_data`](Self::begin_upload_sparse_volume_grid_data)
1520 /// job.
1521 pub fn upload_result_sparse_volume_grid(
1522 &mut self,
1523 id: crate::resources::JobId,
1524 ) -> crate::error::ViewportResult<crate::resources::mesh_store::MeshId> {
1525 self.resources.upload_result_sparse_volume_grid(id)
1526 }
1527
1528 /// Start an asynchronous Gaussian splat upload. See
1529 /// [`ViewportGpuResources::begin_upload_gaussian_splats`].
1530 pub fn begin_upload_gaussian_splats(
1531 &mut self,
1532 device: &wgpu::Device,
1533 queue: &wgpu::Queue,
1534 data: crate::renderer::GaussianSplatData,
1535 ) -> crate::error::ViewportResult<crate::resources::JobId> {
1536 self.resources
1537 .begin_upload_gaussian_splats(device, queue, data)
1538 }
1539
1540 /// Take the [`GaussianSplatId`](crate::renderer::GaussianSplatId) produced by a
1541 /// completed [`begin_upload_gaussian_splats`](Self::begin_upload_gaussian_splats) job.
1542 pub fn upload_result_gaussian_splats(
1543 &mut self,
1544 id: crate::resources::JobId,
1545 ) -> crate::error::ViewportResult<crate::renderer::GaussianSplatId> {
1546 self.resources.upload_result_gaussian_splats(id)
1547 }
1548
1549 /// Start an asynchronous overlay texture upload. See
1550 /// [`ViewportGpuResources::begin_upload_overlay_texture`].
1551 pub fn begin_upload_overlay_texture(
1552 &mut self,
1553 device: &wgpu::Device,
1554 queue: &wgpu::Queue,
1555 width: u32,
1556 height: u32,
1557 rgba_data: Vec<u8>,
1558 ) -> crate::error::ViewportResult<crate::resources::JobId> {
1559 self.resources
1560 .begin_upload_overlay_texture(device, queue, width, height, rgba_data)
1561 }
1562
1563 /// Take the [`OverlayTextureId`](crate::renderer::OverlayTextureId) produced by a
1564 /// completed [`begin_upload_overlay_texture`](Self::begin_upload_overlay_texture) job.
1565 pub fn upload_result_overlay_texture(
1566 &mut self,
1567 id: crate::resources::JobId,
1568 ) -> crate::error::ViewportResult<crate::renderer::OverlayTextureId> {
1569 self.resources.upload_result_overlay_texture(id)
1570 }
1571
1572 /// True when no upload jobs are in flight.
1573 pub fn all_uploads_complete(&self) -> bool {
1574 self.resources.all_uploads_complete()
1575 }
1576
1577 /// Register a callback to fire when an upload job finishes. See
1578 /// [`ViewportGpuResources::on_upload_complete`] for the semantics.
1579 pub fn on_upload_complete<F>(&mut self, id: crate::resources::JobId, cb: F)
1580 where
1581 F: FnOnce(&crate::resources::UploadStatus) + Send + 'static,
1582 {
1583 self.resources.on_upload_complete(id, cb);
1584 }
1585
1586 /// Start an asynchronous albedo texture upload. See
1587 /// [`ViewportGpuResources::begin_upload_texture`] for the semantics.
1588 pub fn begin_upload_texture(
1589 &mut self,
1590 device: &wgpu::Device,
1591 queue: &wgpu::Queue,
1592 width: u32,
1593 height: u32,
1594 rgba: Vec<u8>,
1595 ) -> crate::error::ViewportResult<crate::resources::JobId> {
1596 self.resources
1597 .begin_upload_texture(device, queue, width, height, rgba)
1598 }
1599
1600 /// Start an asynchronous normal-map upload. See
1601 /// [`ViewportGpuResources::begin_upload_normal_map`] for the semantics.
1602 pub fn begin_upload_normal_map(
1603 &mut self,
1604 device: &wgpu::Device,
1605 queue: &wgpu::Queue,
1606 width: u32,
1607 height: u32,
1608 rgba: Vec<u8>,
1609 ) -> crate::error::ViewportResult<crate::resources::JobId> {
1610 self.resources
1611 .begin_upload_normal_map(device, queue, width, height, rgba)
1612 }
1613
1614 /// Take the texture id from a completed async texture upload. See
1615 /// [`ViewportGpuResources::upload_result_texture`] for the error
1616 /// semantics.
1617 pub fn upload_result_texture(
1618 &mut self,
1619 id: crate::resources::JobId,
1620 ) -> crate::error::ViewportResult<u64> {
1621 self.resources.upload_result_texture(id)
1622 }
1623
1624 /// Start an asynchronous mesh upload.
1625 ///
1626 /// Returns a `JobId` immediately. The CPU prep (tangent computation,
1627 /// vertex repack, normal-line build) runs on a worker thread; GPU
1628 /// buffer creation and store insertion run on the main thread during
1629 /// the next `process_uploads` call after the worker finishes. Once the
1630 /// status is `Ready`, take the produced `MeshId` with
1631 /// `upload_result_mesh`.
1632 ///
1633 /// Ownership of `data` transfers into the worker; clone at the call
1634 /// site if you need to retain it.
1635 ///
1636 /// # Errors
1637 ///
1638 /// Same validation errors as `upload_mesh_data` (empty mesh, length
1639 /// mismatch, invalid vertex index), all reported before the job is
1640 /// submitted.
1641 pub fn begin_upload_mesh_data(
1642 &mut self,
1643 device: &wgpu::Device,
1644 data: crate::resources::MeshData,
1645 ) -> crate::error::ViewportResult<crate::resources::JobId> {
1646 self.resources.begin_upload_mesh_data(device, data)
1647 }
1648
1649 /// Take the `MeshId` produced by a completed `begin_upload_mesh_data`
1650 /// job. See [`ViewportGpuResources::upload_result_mesh`] for the error
1651 /// semantics.
1652 pub fn upload_result_mesh(
1653 &mut self,
1654 id: crate::resources::JobId,
1655 ) -> crate::error::ViewportResult<crate::resources::mesh_store::MeshId> {
1656 self.resources.upload_result_mesh(id)
1657 }
1658
1659 /// Start an asynchronous environment-map upload.
1660 ///
1661 /// Returns immediately with a `JobId`. The caller drives the upload-job
1662 /// runner from the renderer's prepare path each frame; once the job
1663 /// reports `Ready`, the IBL textures are live on the renderer and a
1664 /// subsequent call to `rebuild_camera_bind_groups` makes them visible
1665 /// to shaders.
1666 ///
1667 /// Ownership of `pixels` transfers into the background worker.
1668 ///
1669 /// # Errors
1670 ///
1671 /// Returns [`ViewportError::InvalidTextureData`](crate::error::ViewportError::InvalidTextureData)
1672 /// if `pixels.len() != width * height * 4`.
1673 pub fn begin_upload_environment_map(
1674 &mut self,
1675 device: &wgpu::Device,
1676 queue: &wgpu::Queue,
1677 pixels: Vec<f32>,
1678 width: u32,
1679 height: u32,
1680 ) -> crate::error::ViewportResult<crate::resources::JobId> {
1681 crate::resources::environment::begin_upload_environment_map(
1682 &mut self.resources,
1683 device,
1684 queue,
1685 pixels,
1686 width,
1687 height,
1688 )
1689 }
1690
1691 /// Rebuild the primary and per-viewport camera bind groups.
1692 ///
1693 /// Call after IBL textures are uploaded so the shaders see the new
1694 /// environment. The synchronous `upload_environment_map` does this
1695 /// internally; consumers driving the async path through
1696 /// `begin_upload_environment_map` should call this themselves once the
1697 /// matching job reports `Ready`.
1698 pub fn rebuild_camera_bind_groups(&mut self, device: &wgpu::Device) {
1699 self.resources.camera_bind_group = self.resources.create_camera_bind_group(
1700 device,
1701 &self.resources.camera_uniform_buf,
1702 &self.resources.clip_planes_uniform_buf,
1703 &self.resources.shadow_info_buf,
1704 &self.resources.clip_volume_uniform_buf,
1705 &self.resources.debug_frag_sentinel_buf,
1706 "camera_bind_group",
1707 );
1708
1709 for slot in &mut self.viewport_slots {
1710 let dbg_buf = slot
1711 .debug_frag_buf
1712 .as_ref()
1713 .unwrap_or(&self.resources.debug_frag_sentinel_buf);
1714 slot.camera_bind_group = self.resources.create_camera_bind_group(
1715 device,
1716 &slot.camera_buf,
1717 &slot.clip_planes_buf,
1718 &slot.shadow_info_buf,
1719 &slot.clip_volume_buf,
1720 dbg_buf,
1721 "per_viewport_camera_bg",
1722 );
1723 }
1724 }
1725
1726 /// Ensure a per-viewport slot exists for `viewport_index`.
1727 ///
1728 /// Creates a full `ViewportSlot` with independent uniform buffers for camera,
1729 /// clip planes, clip volume, shadow info, and grid. The camera bind group
1730 /// references this slot's per-viewport buffers plus shared scene-global
1731 /// resources. Slots are created lazily and never destroyed.
1732 fn ensure_viewport_slot(&mut self, device: &wgpu::Device, viewport_index: usize) {
1733 while self.viewport_slots.len() <= viewport_index {
1734 let camera_buf = device.create_buffer(&wgpu::BufferDescriptor {
1735 label: Some("vp_camera_buf"),
1736 size: std::mem::size_of::<CameraUniform>() as u64,
1737 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1738 mapped_at_creation: false,
1739 });
1740 let clip_planes_buf = device.create_buffer(&wgpu::BufferDescriptor {
1741 label: Some("vp_clip_planes_buf"),
1742 size: std::mem::size_of::<ClipPlanesUniform>() as u64,
1743 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1744 mapped_at_creation: false,
1745 });
1746 let clip_volume_buf = device.create_buffer(&wgpu::BufferDescriptor {
1747 label: Some("vp_clip_volume_buf"),
1748 size: std::mem::size_of::<ClipVolumesUniform>() as u64,
1749 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1750 mapped_at_creation: false,
1751 });
1752 // Seeded with the latest shadow atlas uniform rather than zeros:
1753 // prepare_scene_internal writes shadow info only to slots that
1754 // exist at that point, so a slot created later in the same frame
1755 // would otherwise render its first frame with zeroed cascade
1756 // matrices (NaN shadow UVs, everything shadowed).
1757 let shadow_info_buf = device.create_buffer(&wgpu::BufferDescriptor {
1758 label: Some("vp_shadow_info_buf"),
1759 size: std::mem::size_of::<ShadowAtlasUniform>() as u64,
1760 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1761 mapped_at_creation: true,
1762 });
1763 shadow_info_buf
1764 .slice(..)
1765 .get_mapped_range_mut()
1766 .copy_from_slice(bytemuck::cast_slice(&[self
1767 .shadow
1768 .last_shadow_atlas_uniform]));
1769 shadow_info_buf.unmap();
1770 let grid_buf = device.create_buffer(&wgpu::BufferDescriptor {
1771 label: Some("vp_grid_buf"),
1772 size: std::mem::size_of::<GridUniform>() as u64,
1773 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1774 mapped_at_creation: false,
1775 });
1776
1777 let camera_bind_group = self.resources.create_camera_bind_group(
1778 device,
1779 &camera_buf,
1780 &clip_planes_buf,
1781 &shadow_info_buf,
1782 &clip_volume_buf,
1783 &self.resources.debug_frag_sentinel_buf,
1784 "per_viewport_camera_bg",
1785 );
1786
1787 let grid_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
1788 label: Some("vp_grid_bind_group"),
1789 layout: &self.resources.grid_bind_group_layout,
1790 entries: &[wgpu::BindGroupEntry {
1791 binding: 0,
1792 resource: grid_buf.as_entire_binding(),
1793 }],
1794 });
1795
1796 // Per-viewport gizmo buffers (initial mesh: Translate, no hover, identity orientation).
1797 let (gizmo_verts, gizmo_indices) = crate::interaction::gizmo::build_gizmo_mesh(
1798 crate::interaction::gizmo::GizmoMode::Translate,
1799 crate::interaction::gizmo::GizmoAxis::None,
1800 glam::Quat::IDENTITY,
1801 );
1802 let gizmo_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1803 label: Some("vp_gizmo_vertex_buf"),
1804 size: (std::mem::size_of::<crate::resources::Vertex>() * gizmo_verts.len().max(1))
1805 as u64,
1806 usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1807 mapped_at_creation: true,
1808 });
1809 gizmo_vertex_buffer
1810 .slice(..)
1811 .get_mapped_range_mut()
1812 .copy_from_slice(bytemuck::cast_slice(&gizmo_verts));
1813 gizmo_vertex_buffer.unmap();
1814 let gizmo_index_count = gizmo_indices.len() as u32;
1815 let gizmo_index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1816 label: Some("vp_gizmo_index_buf"),
1817 size: (std::mem::size_of::<u32>() * gizmo_indices.len().max(1)) as u64,
1818 usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
1819 mapped_at_creation: true,
1820 });
1821 gizmo_index_buffer
1822 .slice(..)
1823 .get_mapped_range_mut()
1824 .copy_from_slice(bytemuck::cast_slice(&gizmo_indices));
1825 gizmo_index_buffer.unmap();
1826 let gizmo_uniform = crate::interaction::gizmo::GizmoUniform {
1827 model: glam::Mat4::IDENTITY.to_cols_array_2d(),
1828 };
1829 let gizmo_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
1830 label: Some("vp_gizmo_uniform_buf"),
1831 size: std::mem::size_of::<crate::interaction::gizmo::GizmoUniform>() as u64,
1832 usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1833 mapped_at_creation: true,
1834 });
1835 gizmo_uniform_buf
1836 .slice(..)
1837 .get_mapped_range_mut()
1838 .copy_from_slice(bytemuck::cast_slice(&[gizmo_uniform]));
1839 gizmo_uniform_buf.unmap();
1840 let gizmo_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
1841 label: Some("vp_gizmo_bind_group"),
1842 layout: &self.resources.gizmo_bind_group_layout,
1843 entries: &[wgpu::BindGroupEntry {
1844 binding: 0,
1845 resource: gizmo_uniform_buf.as_entire_binding(),
1846 }],
1847 });
1848
1849 // Per-viewport axes vertex buffer (2048 vertices = enough for all axes geometry).
1850 let axes_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1851 label: Some("vp_axes_vertex_buf"),
1852 size: (std::mem::size_of::<crate::widgets::axes_indicator::AxesVertex>() * 2048)
1853 as u64,
1854 usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1855 mapped_at_creation: false,
1856 });
1857
1858 self.viewport_slots.push(ViewportSlot {
1859 camera_buf,
1860 clip_planes_buf,
1861 clip_volume_buf,
1862 shadow_info_buf,
1863 grid_buf,
1864 camera_bind_group,
1865 grid_bind_group,
1866 hdr: None,
1867 debug_frag_buf: None,
1868 debug_frag_dims: (0, 0),
1869 outline_object_buffers: Vec::new(),
1870 splat_outline_buffers: Vec::new(),
1871 volume_outline_indices: Vec::new(),
1872 glyph_outline_indices: Vec::new(),
1873 tensor_glyph_outline_indices: Vec::new(),
1874 sprite_outline_indices: Vec::new(),
1875 raw_geom_outline_buffers: Vec::new(),
1876 screen_rect_outline_buffers: Vec::new(),
1877 implicit_outline_indices: Vec::new(),
1878 mc_outline_data: Vec::new(),
1879 streamtube_outline_items: Vec::new(),
1880 tube_outline_items: Vec::new(),
1881 ribbon_outline_items: Vec::new(),
1882 polyline_outline_indices: Vec::new(),
1883 xray_object_buffers: Vec::new(),
1884 constraint_line_buffers: Vec::new(),
1885 cap_buffers: Vec::new(),
1886 clip_plane_fill_buffers: Vec::new(),
1887 clip_plane_line_buffers: Vec::new(),
1888 axes_vertex_buffer,
1889 axes_vertex_count: 0,
1890 gizmo_uniform_buf,
1891 gizmo_bind_group,
1892 gizmo_vertex_buffer,
1893 gizmo_index_buffer,
1894 gizmo_index_count,
1895 sub_highlight: None,
1896 sub_highlight_generation: u64::MAX,
1897 dyn_res: None,
1898 hdr_callback: None,
1899 });
1900 }
1901 }
1902
1903 // -----------------------------------------------------------------------
1904 // Multi-viewport public API
1905 // -----------------------------------------------------------------------
1906
1907 /// Create a new viewport slot and return its handle.
1908 ///
1909 /// The returned [`ViewportId`] is stable for the lifetime of the renderer.
1910 /// Pass it to [`prepare_viewport`](Self::prepare_viewport),
1911 /// [`paint_viewport`](Self::paint_viewport), and
1912 /// [`render_viewport`](Self::render_viewport) each frame.
1913 ///
1914 /// Also set the viewport slot on the camera frame when building the
1915 /// [`FrameData`] for this viewport:
1916 /// ```rust,ignore
1917 /// let id = renderer.create_viewport(&device);
1918 /// let frame = FrameData {
1919 /// camera: CameraFrame::from_camera(&cam, size).with_viewport_id(id),
1920 /// ..Default::default()
1921 /// };
1922 /// ```
1923 pub fn create_viewport(&mut self, device: &wgpu::Device) -> ViewportId {
1924 let idx = self.viewport_slots.len();
1925 self.ensure_viewport_slot(device, idx);
1926 ViewportId(idx)
1927 }
1928
1929 /// Release the heavy GPU texture memory (HDR targets, OIT, bloom, SSAO) held
1930 /// by `id`.
1931 ///
1932 /// The slot index is not reclaimed : future calls with this `ViewportId` will
1933 /// lazily recreate the texture resources as needed. This is useful when a
1934 /// viewport is hidden or minimised and you want to reduce VRAM pressure without
1935 /// invalidating the handle.
1936 pub fn destroy_viewport(&mut self, id: ViewportId) {
1937 if let Some(slot) = self.viewport_slots.get_mut(id.0) {
1938 slot.hdr = None;
1939 }
1940 }
1941
1942 /// Returns the owned-encoder rendering path.
1943 ///
1944 /// Use when you own the window loop and wgpu encoder (winit, raw wgpu).
1945 /// See [`OwnedPath`] for available methods.
1946 pub fn owned(&mut self) -> OwnedPath<'_> {
1947 OwnedPath { renderer: self }
1948 }
1949
1950 /// Returns the pass-based rendering path.
1951 ///
1952 /// Use when a framework provides you with a render pass (eframe, iced).
1953 /// See [`PassPath`] for available methods.
1954 pub fn pass(&mut self) -> PassPath<'_> {
1955 PassPath { renderer: self }
1956 }
1957
1958 /// Returns a read-only paint view for framework paint callbacks.
1959 ///
1960 /// Use this in callbacks where only a shared reference to the renderer is
1961 /// available (e.g. eframe's `CallbackTrait::paint` where `callback_resources`
1962 /// is `&CallbackResources`). Exposes only the paint methods, not prepare.
1963 pub fn pass_view(&self) -> PassView<'_> {
1964 PassView { renderer: self }
1965 }
1966
1967 /// Prepare shared scene data. Call **once per frame**, before any
1968 /// [`prepare_viewport`](Self::prepare_viewport) calls.
1969 ///
1970 /// `frame` provides the scene content (`frame.scene`) and the primary camera
1971 /// used for shadow cascade framing (`frame.camera`). In a multi-viewport
1972 /// setup use any one viewport's `FrameData` here : typically the perspective
1973 /// view : as the shadow framing reference.
1974 ///
1975 /// `scene_effects` carries the scene-global effects: lighting, environment
1976 /// map, and compute filters. Obtain it by constructing [`SceneEffects`]
1977 /// directly or via [`EffectsFrame::split`].
1978 pub(crate) fn prepare_scene(
1979 &mut self,
1980 device: &wgpu::Device,
1981 queue: &wgpu::Queue,
1982 frame: &FrameData,
1983 scene_effects: &SceneEffects<'_>,
1984 ) {
1985 self.prepare_scene_internal(device, queue, frame, scene_effects);
1986 }
1987
1988 /// Prepare per-viewport GPU state (camera, clip planes, overlays, axes).
1989 ///
1990 /// Call once per viewport per frame, **after** [`prepare_scene`](Self::prepare_scene).
1991 ///
1992 /// `id` must have been obtained from [`create_viewport`](Self::create_viewport).
1993 /// `frame.camera.viewport_index` must equal the slot for `id`; use
1994 /// [`CameraFrame::with_viewport_id`] when building the frame.
1995 pub(crate) fn prepare_viewport(
1996 &mut self,
1997 device: &wgpu::Device,
1998 queue: &wgpu::Queue,
1999 id: ViewportId,
2000 frame: &FrameData,
2001 ) {
2002 debug_assert_eq!(
2003 frame.camera.viewport_index, id.0,
2004 "frame.camera.viewport_index ({}) must equal the ViewportId ({}); \
2005 use CameraFrame::with_viewport_id(id)",
2006 frame.camera.viewport_index, id.0,
2007 );
2008 let (_, viewport_fx) = frame.effects.split();
2009 self.prepare_viewport_internal(device, queue, frame, &viewport_fx);
2010 }
2011
2012 /// Issue draw calls for `id` into a render pass with any lifetime.
2013 ///
2014 /// Identical to [`paint_viewport`](Self::paint_viewport) but accepts a render pass with a
2015 /// non-`'static` lifetime, making it usable from winit, iced, or raw wgpu where the encoder
2016 /// creates its own render pass.
2017 pub(crate) fn paint_viewport_to<'rp>(
2018 &self,
2019 render_pass: &mut wgpu::RenderPass<'rp>,
2020 id: ViewportId,
2021 frame: &FrameData,
2022 ) {
2023 let vp_idx = id.0;
2024 let camera_bg = self.viewport_camera_bind_group(vp_idx);
2025 let grid_bg = self.viewport_grid_bind_group(vp_idx);
2026 let vp_slot = self.viewport_slots.get(vp_idx);
2027 emit_draw_calls!(
2028 &self.resources,
2029 &mut *render_pass,
2030 frame,
2031 self.instancing.use_instancing,
2032 &self.instancing.batches,
2033 camera_bg,
2034 grid_bg,
2035 &self.compute_filter_results,
2036 vp_slot,
2037 &self.mesh_uniforms.wireframe_bind_groups,
2038 &self.mesh_uniforms.bind_groups
2039 );
2040 emit_scivis_draw_calls!(
2041 &self.resources,
2042 &mut *render_pass,
2043 &self.point_cloud_gpu_data,
2044 &self.glyph_gpu_data,
2045 &self.polyline_gpu_data,
2046 &self.volume_gpu_data,
2047 &self.streamtube_gpu_data,
2048 camera_bg,
2049 &self.tube_gpu_data,
2050 &self.image_slice_gpu_data,
2051 &self.tensor_glyph_gpu_data,
2052 &self.ribbon_gpu_data,
2053 &self.volume_surface_slice_gpu_data,
2054 &self.sprite_gpu_data,
2055 &self.mesh_instance_gpu_data,
2056 false
2057 );
2058 // Gaussian splats (alpha-blended, back-to-front sorted, no depth write).
2059 if !self.gaussian_splat_draw_data.is_empty() {
2060 if let Some(ref dual) = self.resources.gaussian_splat_pipeline {
2061 render_pass.set_pipeline(dual.for_format(false));
2062 render_pass.set_bind_group(0, camera_bg, &[]);
2063 for dd in &self.gaussian_splat_draw_data {
2064 if dd.wireframe {
2065 continue;
2066 }
2067 if let Some(set) = self.resources.gaussian_splat_store.get(dd.store_index) {
2068 if let Some(Some(vp_sort)) = set.viewport_sort.get(dd.viewport_index) {
2069 render_pass.set_bind_group(1, &vp_sort.render_bg, &[]);
2070 render_pass.draw(0..6, 0..dd.count);
2071 }
2072 }
2073 }
2074 }
2075 }
2076 // TransparentVolumeMesh boundary wireframe overlay.
2077 if !self.mesh_uniforms.tvm_wireframe_draws.is_empty() {
2078 if let Some(ref tvm_bg) = self.mesh_uniforms.tvm_wireframe_bg {
2079 render_pass.set_bind_group(0, camera_bg, &[]);
2080 for mesh_id in &self.mesh_uniforms.tvm_wireframe_draws {
2081 if let Some(mesh) = self.resources.mesh_store.get(*mesh_id) {
2082 render_pass.set_pipeline(&self.resources.wireframe_pipeline);
2083 render_pass.set_bind_group(2, &self.resources.deform.dummy_bind_group, &[]);
2084 render_pass.set_bind_group(1, tvm_bg, &[]);
2085 render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
2086 render_pass.set_index_buffer(
2087 mesh.edge_index_buffer.slice(..),
2088 wgpu::IndexFormat::Uint32,
2089 );
2090 render_pass.draw_indexed(0..mesh.edge_index_count, 0, 0..1);
2091 }
2092 }
2093 }
2094 }
2095 // Shadow atlas viewer overlay.
2096 if frame.effects.show_shadow_atlas {
2097 render_pass.set_pipeline(&self.resources.shadow_atlas_viewer_pipeline);
2098 render_pass.set_bind_group(0, &self.resources.shadow_atlas_viewer_bg, &[]);
2099 render_pass.draw(0..6, 0..1);
2100 }
2101 }
2102
2103 /// Return a reference to the camera bind group for the given viewport slot.
2104 ///
2105 /// Falls back to `resources.camera_bind_group` if no per-viewport slot
2106 /// exists (e.g. in single-viewport mode before the first prepare call).
2107 fn viewport_camera_bind_group(&self, viewport_index: usize) -> &wgpu::BindGroup {
2108 self.viewport_slots
2109 .get(viewport_index)
2110 .map(|slot| &slot.camera_bind_group)
2111 .unwrap_or(&self.resources.camera_bind_group)
2112 }
2113
2114 /// Return a reference to the grid bind group for the given viewport slot.
2115 ///
2116 /// Falls back to `resources.grid_bind_group` if no per-viewport slot exists.
2117 fn viewport_grid_bind_group(&self, viewport_index: usize) -> &wgpu::BindGroup {
2118 self.viewport_slots
2119 .get(viewport_index)
2120 .map(|slot| &slot.grid_bind_group)
2121 .unwrap_or(&self.resources.grid_bind_group)
2122 }
2123
2124 /// Ensure the dyn-res intermediate render target exists for `vp_idx` at the
2125 /// given `scaled_size`, creating or recreating it when size changes.
2126 ///
2127 /// `surface_size` is the native output dimensions (used to size the upscale
2128 /// blit correctly). `ensure_dyn_res_pipeline` is called automatically.
2129 pub(crate) fn ensure_dyn_res_target(
2130 &mut self,
2131 device: &wgpu::Device,
2132 vp_idx: usize,
2133 scaled_size: [u32; 2],
2134 surface_size: [u32; 2],
2135 ) {
2136 self.resources.ensure_dyn_res_pipeline(device);
2137 let needs_create = match &self.viewport_slots[vp_idx].dyn_res {
2138 None => true,
2139 Some(dr) => dr.scaled_size != scaled_size || dr.surface_size != surface_size,
2140 };
2141 if needs_create {
2142 let target = self
2143 .resources
2144 .create_dyn_res_target(device, scaled_size, surface_size);
2145 self.viewport_slots[vp_idx].dyn_res = Some(target);
2146 }
2147 }
2148
2149 /// Ensure per-viewport HDR state exists for `viewport_index` at dimensions `w`x`h`.
2150 ///
2151 /// Calls `ensure_hdr_shared` once to initialise shared pipelines/BGLs/samplers, then
2152 /// lazily creates or resizes the `ViewportHdrState` inside the slot. Idempotent: if the
2153 /// slot already has HDR state at the correct size nothing is recreated.
2154 pub(crate) fn ensure_viewport_hdr(
2155 &mut self,
2156 device: &wgpu::Device,
2157 queue: &wgpu::Queue,
2158 viewport_index: usize,
2159 w: u32,
2160 h: u32,
2161 ssaa_factor: u32,
2162 render_scale: f32,
2163 ) {
2164 let format = self.resources.target_format;
2165 // Ensure shared infrastructure (pipelines, BGLs, samplers) exists.
2166 self.resources.ensure_hdr_shared(device, queue, format);
2167 // When render_scale < 1.0, the HDR upscale path needs the dyn_res
2168 // pipeline and sampler for the final upscale-blit to output resolution.
2169 if render_scale < 1.0 - 0.001 {
2170 self.resources.ensure_dyn_res_pipeline(device);
2171 }
2172 // Compute the scene-resolution render target size.
2173 let scale = render_scale.clamp(0.1, 1.0);
2174 let scene_w = ((w as f32) * scale).round() as u32;
2175 let scene_h = ((h as f32) * scale).round() as u32;
2176 // Ensure the slot exists.
2177 self.ensure_viewport_slot(device, viewport_index);
2178 let slot = &mut self.viewport_slots[viewport_index];
2179 // Create or resize the per-viewport HDR state.
2180 let needs_create = match &slot.hdr {
2181 None => true,
2182 Some(s) => {
2183 s.output_size != [w, h]
2184 || s.scene_size != [scene_w.max(1), scene_h.max(1)]
2185 || s.ssaa_factor != ssaa_factor
2186 }
2187 };
2188 if needs_create {
2189 slot.hdr = Some(self.resources.create_hdr_viewport_state(
2190 device,
2191 queue,
2192 format,
2193 w,
2194 h,
2195 scene_w.max(1),
2196 scene_h.max(1),
2197 ssaa_factor,
2198 ));
2199 }
2200 }
2201}