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viewport_lib/renderer/
prepare.rs

1use super::types::{ClipShape, SceneEffects, ViewportEffects};
2use super::*;
3
4impl ViewportRenderer {
5    /// Scene-global prepare stage: compute filters, lighting, shadow pass, batching, scivis.
6    ///
7    /// Call once per frame before any `prepare_viewport_internal` calls.
8    ///
9    /// Reads `scene_fx` for lighting, IBL, and compute filters.  Still reads
10    /// `frame.camera` for shadow cascade computation (Phase 1 coupling : see
11    /// multi-viewport-plan.md § shadow strategy; decoupled in Phase 2).
12    pub(super) fn prepare_scene_internal(
13        &mut self,
14        device: &wgpu::Device,
15        queue: &wgpu::Queue,
16        frame: &FrameData,
17        scene_fx: &SceneEffects<'_>,
18    ) {
19        // Phase G : GPU compute filtering.
20        // Dispatch before the render pass. Completely skipped when list is empty (zero overhead).
21        if !scene_fx.compute_filter_items.is_empty() {
22            self.compute_filter_results =
23                self.resources
24                    .run_compute_filters(device, queue, scene_fx.compute_filter_items);
25        } else {
26            self.compute_filter_results.clear();
27        }
28
29        // Ensure built-in colormaps and matcaps are uploaded on first frame.
30        self.resources.ensure_colormaps_initialized(device, queue);
31        self.resources.ensure_matcaps_initialized(device, queue);
32
33        let resources = &mut self.resources;
34        let lighting = scene_fx.lighting;
35
36        // Resolve scene items from the SurfaceSubmission seam.
37        let scene_items: &[SceneRenderItem] = match &frame.scene.surfaces {
38            SurfaceSubmission::Flat(items) => items,
39        };
40
41        // Compute scene center / extent for shadow framing.
42        let (shadow_center, shadow_extent) = if let Some(extent) = lighting.shadow_extent_override {
43            (glam::Vec3::ZERO, extent)
44        } else {
45            (glam::Vec3::ZERO, 20.0)
46        };
47
48        /// Build a light-space view-projection matrix for shadow mapping.
49        fn compute_shadow_matrix(
50            kind: &LightKind,
51            shadow_center: glam::Vec3,
52            shadow_extent: f32,
53        ) -> glam::Mat4 {
54            match kind {
55                LightKind::Directional { direction } => {
56                    let dir = glam::Vec3::from(*direction).normalize();
57                    let light_up = if dir.z.abs() > 0.99 {
58                        glam::Vec3::Y
59                    } else {
60                        glam::Vec3::Z
61                    };
62                    let light_pos = shadow_center + dir * shadow_extent * 2.0;
63                    let light_view = glam::Mat4::look_at_rh(light_pos, shadow_center, light_up);
64                    let light_proj = glam::Mat4::orthographic_rh(
65                        -shadow_extent,
66                        shadow_extent,
67                        -shadow_extent,
68                        shadow_extent,
69                        0.01,
70                        shadow_extent * 5.0,
71                    );
72                    light_proj * light_view
73                }
74                LightKind::Point { position, range } => {
75                    let pos = glam::Vec3::from(*position);
76                    let to_center = (shadow_center - pos).normalize();
77                    let light_up = if to_center.z.abs() > 0.99 {
78                        glam::Vec3::Y
79                    } else {
80                        glam::Vec3::Z
81                    };
82                    let light_view = glam::Mat4::look_at_rh(pos, shadow_center, light_up);
83                    let light_proj =
84                        glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_2, 1.0, 0.1, *range);
85                    light_proj * light_view
86                }
87                LightKind::Spot {
88                    position,
89                    direction,
90                    range,
91                    ..
92                } => {
93                    let pos = glam::Vec3::from(*position);
94                    let dir = glam::Vec3::from(*direction).normalize();
95                    let look_target = pos + dir;
96                    let up = if dir.z.abs() > 0.99 {
97                        glam::Vec3::Y
98                    } else {
99                        glam::Vec3::Z
100                    };
101                    let light_view = glam::Mat4::look_at_rh(pos, look_target, up);
102                    let light_proj =
103                        glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_2, 1.0, 0.1, *range);
104                    light_proj * light_view
105                }
106            }
107        }
108
109        /// Convert a `LightSource` to `SingleLightUniform`, computing shadow matrix for lights[0].
110        fn build_single_light_uniform(
111            src: &LightSource,
112            shadow_center: glam::Vec3,
113            shadow_extent: f32,
114            compute_shadow: bool,
115        ) -> SingleLightUniform {
116            let shadow_mat = if compute_shadow {
117                compute_shadow_matrix(&src.kind, shadow_center, shadow_extent)
118            } else {
119                glam::Mat4::IDENTITY
120            };
121
122            match &src.kind {
123                LightKind::Directional { direction } => SingleLightUniform {
124                    light_view_proj: shadow_mat.to_cols_array_2d(),
125                    pos_or_dir: *direction,
126                    light_type: 0,
127                    color: src.color,
128                    intensity: src.intensity,
129                    range: 0.0,
130                    inner_angle: 0.0,
131                    outer_angle: 0.0,
132                    _pad_align: 0,
133                    spot_direction: [0.0, -1.0, 0.0],
134                    _pad: [0.0; 5],
135                },
136                LightKind::Point { position, range } => SingleLightUniform {
137                    light_view_proj: shadow_mat.to_cols_array_2d(),
138                    pos_or_dir: *position,
139                    light_type: 1,
140                    color: src.color,
141                    intensity: src.intensity,
142                    range: *range,
143                    inner_angle: 0.0,
144                    outer_angle: 0.0,
145                    _pad_align: 0,
146                    spot_direction: [0.0, -1.0, 0.0],
147                    _pad: [0.0; 5],
148                },
149                LightKind::Spot {
150                    position,
151                    direction,
152                    range,
153                    inner_angle,
154                    outer_angle,
155                } => SingleLightUniform {
156                    light_view_proj: shadow_mat.to_cols_array_2d(),
157                    pos_or_dir: *position,
158                    light_type: 2,
159                    color: src.color,
160                    intensity: src.intensity,
161                    range: *range,
162                    inner_angle: *inner_angle,
163                    outer_angle: *outer_angle,
164                    _pad_align: 0,
165                    spot_direction: *direction,
166                    _pad: [0.0; 5],
167                },
168            }
169        }
170
171        // Build the LightsUniform for all active lights (max 8).
172        let light_count = lighting.lights.len().min(8) as u32;
173        let mut lights_arr = [SingleLightUniform {
174            light_view_proj: glam::Mat4::IDENTITY.to_cols_array_2d(),
175            pos_or_dir: [0.0; 3],
176            light_type: 0,
177            color: [1.0; 3],
178            intensity: 1.0,
179            range: 0.0,
180            inner_angle: 0.0,
181            outer_angle: 0.0,
182            _pad_align: 0,
183            spot_direction: [0.0, -1.0, 0.0],
184            _pad: [0.0; 5],
185        }; 8];
186
187        for (i, src) in lighting.lights.iter().take(8).enumerate() {
188            lights_arr[i] = build_single_light_uniform(src, shadow_center, shadow_extent, i == 0);
189        }
190
191        // -------------------------------------------------------------------
192        // Compute CSM cascade matrices for lights[0] (directional).
193        // Phase 1 note: uses frame.camera : see multi-viewport-plan.md § shadow strategy.
194        // -------------------------------------------------------------------
195        let cascade_count = lighting.shadow_cascade_count.clamp(1, 4) as usize;
196        let atlas_res = lighting.shadow_atlas_resolution.max(64);
197        let tile_size = atlas_res / 2;
198
199        let cascade_splits = compute_cascade_splits(
200            frame.camera.render_camera.near.max(0.01),
201            frame.camera.render_camera.far.max(1.0),
202            cascade_count as u32,
203            lighting.cascade_split_lambda,
204        );
205
206        let light_dir_for_csm = if light_count > 0 {
207            match &lighting.lights[0].kind {
208                LightKind::Directional { direction } => glam::Vec3::from(*direction).normalize(),
209                LightKind::Point { position, .. } => {
210                    (glam::Vec3::from(*position) - shadow_center).normalize()
211                }
212                LightKind::Spot {
213                    position,
214                    direction,
215                    ..
216                } => {
217                    let _ = position;
218                    glam::Vec3::from(*direction).normalize()
219                }
220            }
221        } else {
222            glam::Vec3::new(0.3, 1.0, 0.5).normalize()
223        };
224
225        let mut cascade_view_projs = [glam::Mat4::IDENTITY; 4];
226        // Distance-based splits for fragment shader cascade selection.
227        let mut cascade_split_distances = [0.0f32; 4];
228
229        // Determine if we should use CSM (directional light + valid camera data).
230        let use_csm = light_count > 0
231            && matches!(lighting.lights[0].kind, LightKind::Directional { .. })
232            && frame.camera.render_camera.view != glam::Mat4::IDENTITY;
233
234        if use_csm {
235            for i in 0..cascade_count {
236                let split_near = if i == 0 {
237                    frame.camera.render_camera.near.max(0.01)
238                } else {
239                    cascade_splits[i - 1]
240                };
241                let split_far = cascade_splits[i];
242                cascade_view_projs[i] = compute_cascade_matrix(
243                    light_dir_for_csm,
244                    frame.camera.render_camera.view,
245                    frame.camera.render_camera.fov,
246                    frame.camera.render_camera.aspect,
247                    split_near,
248                    split_far,
249                    tile_size as f32,
250                );
251                cascade_split_distances[i] = split_far;
252            }
253        } else {
254            // Fallback: single shadow map covering the whole scene (legacy behavior).
255            let primary_shadow_mat = if light_count > 0 {
256                compute_shadow_matrix(&lighting.lights[0].kind, shadow_center, shadow_extent)
257            } else {
258                glam::Mat4::IDENTITY
259            };
260            cascade_view_projs[0] = primary_shadow_mat;
261            cascade_split_distances[0] = frame.camera.render_camera.far;
262        }
263        let effective_cascade_count = if use_csm { cascade_count } else { 1 };
264
265        // Atlas tile layout (2x2 grid):
266        // [0] = top-left, [1] = top-right, [2] = bottom-left, [3] = bottom-right
267        let atlas_rects: [[f32; 4]; 8] = [
268            [0.0, 0.0, 0.5, 0.5], // cascade 0
269            [0.5, 0.0, 1.0, 0.5], // cascade 1
270            [0.0, 0.5, 0.5, 1.0], // cascade 2
271            [0.5, 0.5, 1.0, 1.0], // cascade 3
272            [0.0; 4],
273            [0.0; 4],
274            [0.0; 4],
275            [0.0; 4], // unused slots
276        ];
277
278        // Upload ShadowAtlasUniform (binding 5).
279        {
280            let mut vp_data = [[0.0f32; 4]; 16]; // 4 mat4s flattened
281            for c in 0..4 {
282                let cols = cascade_view_projs[c].to_cols_array_2d();
283                for row in 0..4 {
284                    vp_data[c * 4 + row] = cols[row];
285                }
286            }
287            let shadow_atlas_uniform = ShadowAtlasUniform {
288                cascade_view_proj: vp_data,
289                cascade_splits: cascade_split_distances,
290                cascade_count: effective_cascade_count as u32,
291                atlas_size: atlas_res as f32,
292                shadow_filter: match lighting.shadow_filter {
293                    ShadowFilter::Pcf => 0,
294                    ShadowFilter::Pcss => 1,
295                },
296                pcss_light_radius: lighting.pcss_light_radius,
297                atlas_rects,
298            };
299            queue.write_buffer(
300                &resources.shadow_info_buf,
301                0,
302                bytemuck::cast_slice(&[shadow_atlas_uniform]),
303            );
304            // Write to all per-viewport slot buffers so each viewport's bind group
305            // references correctly populated shadow info.
306            for slot in &self.viewport_slots {
307                queue.write_buffer(
308                    &slot.shadow_info_buf,
309                    0,
310                    bytemuck::cast_slice(&[shadow_atlas_uniform]),
311                );
312            }
313        }
314
315        // The primary shadow matrix is still stored in lights[0].light_view_proj for
316        // backward compat with the non-instanced shadow pass uniform.
317        let _primary_shadow_mat = cascade_view_projs[0];
318        // Cache for ground plane ShadowOnly mode.
319        self.last_cascade0_shadow_mat = cascade_view_projs[0];
320
321        // Upload lights uniform.
322        // IBL fields from environment map settings.
323        let (ibl_enabled, ibl_intensity, ibl_rotation, show_skybox) =
324            if let Some(env) = scene_fx.environment {
325                if resources.ibl_irradiance_view.is_some() {
326                    (
327                        1u32,
328                        env.intensity,
329                        env.rotation,
330                        if env.show_skybox { 1u32 } else { 0 },
331                    )
332                } else {
333                    (0, 0.0, 0.0, 0)
334                }
335            } else {
336                (0, 0.0, 0.0, 0)
337            };
338
339        let lights_uniform = LightsUniform {
340            count: light_count,
341            shadow_bias: lighting.shadow_bias,
342            shadows_enabled: if lighting.shadows_enabled { 1 } else { 0 },
343            _pad: 0,
344            sky_color: lighting.sky_color,
345            hemisphere_intensity: lighting.hemisphere_intensity,
346            ground_color: lighting.ground_color,
347            _pad2: 0.0,
348            lights: lights_arr,
349            ibl_enabled,
350            ibl_intensity,
351            ibl_rotation,
352            show_skybox,
353        };
354        queue.write_buffer(
355            &resources.light_uniform_buf,
356            0,
357            bytemuck::cast_slice(&[lights_uniform]),
358        );
359
360        // Upload all cascade matrices to the shadow uniform buffer before the shadow pass.
361        // wgpu batches write_buffer calls before the command buffer, so we must write ALL
362        // cascade slots up-front; the cascade loop then selects per-slot via dynamic offset.
363        const SHADOW_SLOT_STRIDE: u64 = 256;
364        for c in 0..4usize {
365            queue.write_buffer(
366                &resources.shadow_uniform_buf,
367                c as u64 * SHADOW_SLOT_STRIDE,
368                bytemuck::cast_slice(&cascade_view_projs[c].to_cols_array_2d()),
369            );
370        }
371
372        // -- Instancing preparation --
373        // Determine instancing mode BEFORE per-object uniforms so we can skip them.
374        let visible_count = scene_items.iter().filter(|i| i.visible).count();
375        let prev_use_instancing = self.use_instancing;
376        self.use_instancing = visible_count > INSTANCING_THRESHOLD;
377
378        // If instancing mode changed (e.g. objects added/removed crossing the threshold),
379        // clear batches so the generation check below forces a rebuild.
380        if self.use_instancing != prev_use_instancing {
381            self.instanced_batches.clear();
382            self.last_scene_generation = u64::MAX;
383            self.last_scene_items_count = usize::MAX;
384        }
385
386        // Per-object uniform writes : needed for the non-instanced path, wireframe mode,
387        // and for any items with active scalar attributes or two-sided materials
388        // (both bypass the instanced path).
389        let has_scalar_items = scene_items.iter().any(|i| i.active_attribute.is_some());
390        let has_two_sided_items = scene_items
391            .iter()
392            .any(|i| i.two_sided || i.material.is_two_sided());
393        let has_matcap_items = scene_items.iter().any(|i| i.material.matcap_id.is_some());
394        let has_param_vis_items = scene_items.iter().any(|i| i.material.param_vis.is_some());
395        if !self.use_instancing
396            || frame.viewport.wireframe_mode
397            || has_scalar_items
398            || has_two_sided_items
399            || has_matcap_items
400            || has_param_vis_items
401        {
402            for item in scene_items {
403                if resources
404                    .mesh_store
405                    .get(crate::resources::mesh_store::MeshId(item.mesh_index))
406                    .is_none()
407                {
408                    tracing::warn!(
409                        mesh_index = item.mesh_index,
410                        "scene item mesh_index invalid, skipping"
411                    );
412                    continue;
413                };
414                let m = &item.material;
415                // Compute scalar attribute range.
416                let (has_attr, s_min, s_max) = if let Some(attr_ref) = &item.active_attribute {
417                    let range = item
418                        .scalar_range
419                        .or_else(|| {
420                            resources
421                                .mesh_store
422                                .get(crate::resources::mesh_store::MeshId(item.mesh_index))
423                                .and_then(|mesh| mesh.attribute_ranges.get(&attr_ref.name).copied())
424                        })
425                        .unwrap_or((0.0, 1.0));
426                    (1u32, range.0, range.1)
427                } else {
428                    (0u32, 0.0, 1.0)
429                };
430                let obj_uniform = ObjectUniform {
431                    model: item.model,
432                    color: [m.base_color[0], m.base_color[1], m.base_color[2], m.opacity],
433                    selected: if item.selected { 1 } else { 0 },
434                    wireframe: if frame.viewport.wireframe_mode { 1 } else { 0 },
435                    ambient: m.ambient,
436                    diffuse: m.diffuse,
437                    specular: m.specular,
438                    shininess: m.shininess,
439                    has_texture: if m.texture_id.is_some() { 1 } else { 0 },
440                    use_pbr: if m.use_pbr { 1 } else { 0 },
441                    metallic: m.metallic,
442                    roughness: m.roughness,
443                    has_normal_map: if m.normal_map_id.is_some() { 1 } else { 0 },
444                    has_ao_map: if m.ao_map_id.is_some() { 1 } else { 0 },
445                    has_attribute: has_attr,
446                    scalar_min: s_min,
447                    scalar_max: s_max,
448                    _pad_scalar: 0,
449                    nan_color: item.nan_color.unwrap_or([0.0; 4]),
450                    use_nan_color: if item.nan_color.is_some() { 1 } else { 0 },
451                    use_matcap: if m.matcap_id.is_some() { 1 } else { 0 },
452                    matcap_blendable: m.matcap_id.map_or(0, |id| if id.blendable { 1 } else { 0 }),
453                    _pad2: 0,
454                    use_face_color: u32::from(item.active_attribute.as_ref().map_or(false, |a| {
455                        a.kind == crate::resources::AttributeKind::FaceColor
456                    })),
457                    uv_vis_mode: m.param_vis.map_or(0, |pv| pv.mode as u32),
458                    uv_vis_scale: m.param_vis.map_or(8.0, |pv| pv.scale),
459                    backface_policy: match m.backface_policy {
460                        crate::scene::material::BackfacePolicy::Cull => 0,
461                        crate::scene::material::BackfacePolicy::Identical => 1,
462                        crate::scene::material::BackfacePolicy::DifferentColor(_) => 2,
463                    },
464                    backface_color: match m.backface_policy {
465                        crate::scene::material::BackfacePolicy::DifferentColor(c) => {
466                            [c[0], c[1], c[2], 1.0]
467                        }
468                        _ => [0.0; 4],
469                    },
470                };
471
472                let normal_obj_uniform = ObjectUniform {
473                    model: item.model,
474                    color: [1.0, 1.0, 1.0, 1.0],
475                    selected: 0,
476                    wireframe: 0,
477                    ambient: 0.15,
478                    diffuse: 0.75,
479                    specular: 0.4,
480                    shininess: 32.0,
481                    has_texture: 0,
482                    use_pbr: 0,
483                    metallic: 0.0,
484                    roughness: 0.5,
485                    has_normal_map: 0,
486                    has_ao_map: 0,
487                    has_attribute: 0,
488                    scalar_min: 0.0,
489                    scalar_max: 1.0,
490                    _pad_scalar: 0,
491                    nan_color: [0.0; 4],
492                    use_nan_color: 0,
493                    use_matcap: 0,
494                    matcap_blendable: 0,
495                    _pad2: 0,
496                    use_face_color: 0,
497                    uv_vis_mode: 0,
498                    uv_vis_scale: 8.0,
499                    backface_policy: 0,
500                    backface_color: [0.0; 4],
501                };
502
503                // Write uniform data : use get() to read buffer references, then drop.
504                {
505                    let mesh = resources
506                        .mesh_store
507                        .get(crate::resources::mesh_store::MeshId(item.mesh_index))
508                        .unwrap();
509                    queue.write_buffer(
510                        &mesh.object_uniform_buf,
511                        0,
512                        bytemuck::cast_slice(&[obj_uniform]),
513                    );
514                    queue.write_buffer(
515                        &mesh.normal_uniform_buf,
516                        0,
517                        bytemuck::cast_slice(&[normal_obj_uniform]),
518                    );
519                } // mesh borrow dropped here
520
521                // Rebuild the object bind group if material/attribute/LUT/matcap changed.
522                resources.update_mesh_texture_bind_group(
523                    device,
524                    item.mesh_index,
525                    item.material.texture_id,
526                    item.material.normal_map_id,
527                    item.material.ao_map_id,
528                    item.colormap_id,
529                    item.active_attribute.as_ref().map(|a| a.name.as_str()),
530                    item.material.matcap_id,
531                );
532            }
533        }
534
535        if self.use_instancing {
536            resources.ensure_instanced_pipelines(device);
537
538            // Generation-based cache: skip batch rebuild and GPU upload when nothing changed.
539            // Phase 2: wireframe_mode removed from cache key : wireframe rendering
540            // uses the per-object wireframe_pipeline, not the instanced path, so
541            // instance data is now viewport-agnostic.
542            let cache_valid = frame.scene.generation == self.last_scene_generation
543                && frame.interaction.selection_generation == self.last_selection_generation
544                && scene_items.len() == self.last_scene_items_count;
545
546            if !cache_valid {
547                // Cache miss : rebuild batches and upload instance data.
548                let mut sorted_items: Vec<&SceneRenderItem> = scene_items
549                    .iter()
550                    .filter(|item| {
551                        item.visible
552                            && item.active_attribute.is_none()
553                            && !item.two_sided
554                            && !item.material.is_two_sided()
555                            && item.material.matcap_id.is_none()
556                            && item.material.param_vis.is_none()
557                            && resources
558                                .mesh_store
559                                .get(crate::resources::mesh_store::MeshId(item.mesh_index))
560                                .is_some()
561                    })
562                    .collect();
563
564                sorted_items.sort_unstable_by_key(|item| {
565                    (
566                        item.mesh_index,
567                        item.material.texture_id,
568                        item.material.normal_map_id,
569                        item.material.ao_map_id,
570                    )
571                });
572
573                let mut all_instances: Vec<InstanceData> = Vec::with_capacity(sorted_items.len());
574                let mut instanced_batches: Vec<InstancedBatch> = Vec::new();
575
576                if !sorted_items.is_empty() {
577                    let mut batch_start = 0usize;
578                    for i in 1..=sorted_items.len() {
579                        let at_end = i == sorted_items.len();
580                        let key_changed = !at_end && {
581                            let a = sorted_items[batch_start];
582                            let b = sorted_items[i];
583                            a.mesh_index != b.mesh_index
584                                || a.material.texture_id != b.material.texture_id
585                                || a.material.normal_map_id != b.material.normal_map_id
586                                || a.material.ao_map_id != b.material.ao_map_id
587                        };
588
589                        if at_end || key_changed {
590                            let batch_items = &sorted_items[batch_start..i];
591                            let rep = batch_items[0];
592                            let instance_offset = all_instances.len() as u32;
593                            let is_transparent = rep.material.opacity < 1.0;
594
595                            for item in batch_items {
596                                let m = &item.material;
597                                all_instances.push(InstanceData {
598                                    model: item.model,
599                                    color: [
600                                        m.base_color[0],
601                                        m.base_color[1],
602                                        m.base_color[2],
603                                        m.opacity,
604                                    ],
605                                    selected: if item.selected { 1 } else { 0 },
606                                    wireframe: 0, // Phase 2: always 0 : wireframe uses per-object pipeline
607                                    ambient: m.ambient,
608                                    diffuse: m.diffuse,
609                                    specular: m.specular,
610                                    shininess: m.shininess,
611                                    has_texture: if m.texture_id.is_some() { 1 } else { 0 },
612                                    use_pbr: if m.use_pbr { 1 } else { 0 },
613                                    metallic: m.metallic,
614                                    roughness: m.roughness,
615                                    has_normal_map: if m.normal_map_id.is_some() { 1 } else { 0 },
616                                    has_ao_map: if m.ao_map_id.is_some() { 1 } else { 0 },
617                                });
618                            }
619
620                            instanced_batches.push(InstancedBatch {
621                                mesh_index: rep.mesh_index,
622                                texture_id: rep.material.texture_id,
623                                normal_map_id: rep.material.normal_map_id,
624                                ao_map_id: rep.material.ao_map_id,
625                                instance_offset,
626                                instance_count: batch_items.len() as u32,
627                                is_transparent,
628                            });
629
630                            batch_start = i;
631                        }
632                    }
633                }
634
635                self.cached_instance_data = all_instances;
636                self.cached_instanced_batches = instanced_batches;
637
638                resources.upload_instance_data(device, queue, &self.cached_instance_data);
639
640                self.instanced_batches = self.cached_instanced_batches.clone();
641
642                self.last_scene_generation = frame.scene.generation;
643                self.last_selection_generation = frame.interaction.selection_generation;
644                self.last_scene_items_count = scene_items.len();
645
646                for batch in &self.instanced_batches {
647                    resources.get_instance_bind_group(
648                        device,
649                        batch.texture_id,
650                        batch.normal_map_id,
651                        batch.ao_map_id,
652                    );
653                }
654            } else {
655                for batch in &self.instanced_batches {
656                    resources.get_instance_bind_group(
657                        device,
658                        batch.texture_id,
659                        batch.normal_map_id,
660                        batch.ao_map_id,
661                    );
662                }
663            }
664        }
665
666        // ------------------------------------------------------------------
667        // SciVis Phase B : point cloud and glyph GPU data upload.
668        // ------------------------------------------------------------------
669        self.point_cloud_gpu_data.clear();
670        if !frame.scene.point_clouds.is_empty() {
671            resources.ensure_point_cloud_pipeline(device);
672            for item in &frame.scene.point_clouds {
673                if item.positions.is_empty() {
674                    continue;
675                }
676                let gpu_data = resources.upload_point_cloud(device, queue, item);
677                self.point_cloud_gpu_data.push(gpu_data);
678            }
679        }
680
681        self.glyph_gpu_data.clear();
682        if !frame.scene.glyphs.is_empty() {
683            resources.ensure_glyph_pipeline(device);
684            for item in &frame.scene.glyphs {
685                if item.positions.is_empty() || item.vectors.is_empty() {
686                    continue;
687                }
688                let gpu_data = resources.upload_glyph_set(device, queue, item);
689                self.glyph_gpu_data.push(gpu_data);
690            }
691        }
692
693        // ------------------------------------------------------------------
694        // SciVis Phase M8 : polyline GPU data upload.
695        // ------------------------------------------------------------------
696        self.polyline_gpu_data.clear();
697        let vp_size = frame.camera.viewport_size;
698        if !frame.scene.polylines.is_empty() {
699            resources.ensure_polyline_pipeline(device);
700            for item in &frame.scene.polylines {
701                if item.positions.is_empty() {
702                    continue;
703                }
704                let gpu_data = resources.upload_polyline(device, queue, item, vp_size);
705                self.polyline_gpu_data.push(gpu_data);
706            }
707        }
708
709        // ------------------------------------------------------------------
710        // SciVis Phase L : isoline extraction and upload via polyline pipeline.
711        // ------------------------------------------------------------------
712        if !frame.scene.isolines.is_empty() {
713            resources.ensure_polyline_pipeline(device);
714            for item in &frame.scene.isolines {
715                if item.positions.is_empty() || item.indices.is_empty() || item.scalars.is_empty() {
716                    continue;
717                }
718                let (positions, strip_lengths) = crate::geometry::isoline::extract_isolines(item);
719                if positions.is_empty() {
720                    continue;
721                }
722                let polyline = PolylineItem {
723                    positions,
724                    scalars: Vec::new(),
725                    strip_lengths,
726                    scalar_range: None,
727                    colormap_id: None,
728                    default_color: item.color,
729                    line_width: item.line_width,
730                    id: 0,
731                };
732                let gpu_data = resources.upload_polyline(device, queue, &polyline, vp_size);
733                self.polyline_gpu_data.push(gpu_data);
734            }
735        }
736
737        // ------------------------------------------------------------------
738        // Phase 10A : camera frustum wireframes (converted to polylines).
739        // ------------------------------------------------------------------
740        if !frame.scene.camera_frustums.is_empty() {
741            resources.ensure_polyline_pipeline(device);
742            for item in &frame.scene.camera_frustums {
743                let polyline = item.to_polyline();
744                if !polyline.positions.is_empty() {
745                    let gpu_data = resources.upload_polyline(device, queue, &polyline, vp_size);
746                    self.polyline_gpu_data.push(gpu_data);
747                }
748            }
749        }
750
751        // ------------------------------------------------------------------
752        // Phase 10B : screen-space image overlays.
753        // ------------------------------------------------------------------
754        self.screen_image_gpu_data.clear();
755        if !frame.scene.screen_images.is_empty() {
756            resources.ensure_screen_image_pipeline(device);
757            let vp_w = vp_size[0];
758            let vp_h = vp_size[1];
759            for item in &frame.scene.screen_images {
760                if item.width == 0 || item.height == 0 || item.pixels.is_empty() {
761                    continue;
762                }
763                let gpu = resources.upload_screen_image(device, queue, item, vp_w, vp_h);
764                self.screen_image_gpu_data.push(gpu);
765            }
766        }
767
768        // ------------------------------------------------------------------
769        // SciVis Phase M : streamtube GPU data upload.
770        // ------------------------------------------------------------------
771        self.streamtube_gpu_data.clear();
772        if !frame.scene.streamtube_items.is_empty() {
773            resources.ensure_streamtube_pipeline(device);
774            for item in &frame.scene.streamtube_items {
775                if item.positions.is_empty() || item.strip_lengths.is_empty() {
776                    continue;
777                }
778                let gpu_data = resources.upload_streamtube(device, queue, item);
779                if gpu_data.index_count > 0 {
780                    self.streamtube_gpu_data.push(gpu_data);
781                }
782            }
783        }
784
785        // ------------------------------------------------------------------
786        // SciVis Phase D : volume GPU data upload.
787        // Phase 1 note: clip_planes are per-viewport but passed here for culling.
788        // Fix in Phase 2/3: upload clip-plane-agnostic data; apply planes in shader.
789        // ------------------------------------------------------------------
790        self.volume_gpu_data.clear();
791        if !frame.scene.volumes.is_empty() {
792            resources.ensure_volume_pipeline(device);
793            // Extract ClipPlane structs from clip_objects for volume cap fill support.
794            let clip_planes_for_vol: Vec<crate::renderer::types::ClipPlane> = frame
795                .effects
796                .clip_objects
797                .iter()
798                .filter(|o| o.enabled)
799                .filter_map(|o| {
800                    if let ClipShape::Plane {
801                        normal,
802                        distance,
803                        cap_color,
804                    } = o.shape
805                    {
806                        Some(crate::renderer::types::ClipPlane {
807                            normal,
808                            distance,
809                            enabled: true,
810                            cap_color,
811                        })
812                    } else {
813                        None
814                    }
815                })
816                .collect();
817            for item in &frame.scene.volumes {
818                let gpu = resources.upload_volume_frame(device, queue, item, &clip_planes_for_vol);
819                self.volume_gpu_data.push(gpu);
820            }
821        }
822
823        // -- Frame stats --
824        {
825            let total = scene_items.len() as u32;
826            let visible = scene_items.iter().filter(|i| i.visible).count() as u32;
827            let mut draw_calls = 0u32;
828            let mut triangles = 0u64;
829            let instanced_batch_count = if self.use_instancing {
830                self.instanced_batches.len() as u32
831            } else {
832                0
833            };
834
835            if self.use_instancing {
836                for batch in &self.instanced_batches {
837                    if let Some(mesh) = resources
838                        .mesh_store
839                        .get(crate::resources::mesh_store::MeshId(batch.mesh_index))
840                    {
841                        draw_calls += 1;
842                        triangles += (mesh.index_count / 3) as u64 * batch.instance_count as u64;
843                    }
844                }
845            } else {
846                for item in scene_items {
847                    if !item.visible {
848                        continue;
849                    }
850                    if let Some(mesh) = resources
851                        .mesh_store
852                        .get(crate::resources::mesh_store::MeshId(item.mesh_index))
853                    {
854                        draw_calls += 1;
855                        triangles += (mesh.index_count / 3) as u64;
856                    }
857                }
858            }
859
860            self.last_stats = crate::renderer::stats::FrameStats {
861                total_objects: total,
862                visible_objects: visible,
863                culled_objects: total.saturating_sub(visible),
864                draw_calls,
865                instanced_batches: instanced_batch_count,
866                triangles_submitted: triangles,
867                shadow_draw_calls: 0, // Updated below in shadow pass.
868            };
869        }
870
871        // ------------------------------------------------------------------
872        // Shadow depth pass : CSM: render each cascade into its atlas tile.
873        // ------------------------------------------------------------------
874        if lighting.shadows_enabled && !scene_items.is_empty() {
875            let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
876                label: Some("shadow_pass_encoder"),
877            });
878            {
879                let mut shadow_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
880                    label: Some("shadow_pass"),
881                    color_attachments: &[],
882                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
883                        view: &resources.shadow_map_view,
884                        depth_ops: Some(wgpu::Operations {
885                            load: wgpu::LoadOp::Clear(1.0),
886                            store: wgpu::StoreOp::Store,
887                        }),
888                        stencil_ops: None,
889                    }),
890                    timestamp_writes: None,
891                    occlusion_query_set: None,
892                });
893
894                let mut shadow_draws = 0u32;
895                let tile_px = tile_size as f32;
896
897                if self.use_instancing {
898                    if let (Some(pipeline), Some(instance_bg)) = (
899                        &resources.shadow_instanced_pipeline,
900                        self.instanced_batches.first().and_then(|b| {
901                            resources.instance_bind_groups.get(&(
902                                b.texture_id.unwrap_or(u64::MAX),
903                                b.normal_map_id.unwrap_or(u64::MAX),
904                                b.ao_map_id.unwrap_or(u64::MAX),
905                            ))
906                        }),
907                    ) {
908                        for cascade in 0..effective_cascade_count {
909                            let tile_col = (cascade % 2) as f32;
910                            let tile_row = (cascade / 2) as f32;
911                            shadow_pass.set_viewport(
912                                tile_col * tile_px,
913                                tile_row * tile_px,
914                                tile_px,
915                                tile_px,
916                                0.0,
917                                1.0,
918                            );
919                            shadow_pass.set_scissor_rect(
920                                (tile_col * tile_px) as u32,
921                                (tile_row * tile_px) as u32,
922                                tile_size,
923                                tile_size,
924                            );
925
926                            shadow_pass.set_pipeline(pipeline);
927
928                            queue.write_buffer(
929                                resources.shadow_instanced_cascade_bufs[cascade]
930                                    .as_ref()
931                                    .expect("shadow_instanced_cascade_bufs not allocated"),
932                                0,
933                                bytemuck::cast_slice(
934                                    &cascade_view_projs[cascade].to_cols_array_2d(),
935                                ),
936                            );
937
938                            let cascade_bg = resources.shadow_instanced_cascade_bgs[cascade]
939                                .as_ref()
940                                .expect("shadow_instanced_cascade_bgs not allocated");
941                            shadow_pass.set_bind_group(0, cascade_bg, &[]);
942                            shadow_pass.set_bind_group(1, instance_bg, &[]);
943
944                            for batch in &self.instanced_batches {
945                                if batch.is_transparent {
946                                    continue;
947                                }
948                                let Some(mesh) = resources
949                                    .mesh_store
950                                    .get(crate::resources::mesh_store::MeshId(batch.mesh_index))
951                                else {
952                                    continue;
953                                };
954                                shadow_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
955                                shadow_pass.set_index_buffer(
956                                    mesh.index_buffer.slice(..),
957                                    wgpu::IndexFormat::Uint32,
958                                );
959                                shadow_pass.draw_indexed(
960                                    0..mesh.index_count,
961                                    0,
962                                    batch.instance_offset
963                                        ..batch.instance_offset + batch.instance_count,
964                                );
965                                shadow_draws += 1;
966                            }
967                        }
968                    }
969                } else {
970                    for cascade in 0..effective_cascade_count {
971                        let tile_col = (cascade % 2) as f32;
972                        let tile_row = (cascade / 2) as f32;
973                        shadow_pass.set_viewport(
974                            tile_col * tile_px,
975                            tile_row * tile_px,
976                            tile_px,
977                            tile_px,
978                            0.0,
979                            1.0,
980                        );
981                        shadow_pass.set_scissor_rect(
982                            (tile_col * tile_px) as u32,
983                            (tile_row * tile_px) as u32,
984                            tile_size,
985                            tile_size,
986                        );
987
988                        shadow_pass.set_pipeline(&resources.shadow_pipeline);
989                        shadow_pass.set_bind_group(
990                            0,
991                            &resources.shadow_bind_group,
992                            &[cascade as u32 * 256],
993                        );
994
995                        let cascade_frustum = crate::camera::frustum::Frustum::from_view_proj(
996                            &cascade_view_projs[cascade],
997                        );
998
999                        for item in scene_items.iter() {
1000                            if !item.visible {
1001                                continue;
1002                            }
1003                            if item.material.opacity < 1.0 {
1004                                continue;
1005                            }
1006                            let Some(mesh) = resources
1007                                .mesh_store
1008                                .get(crate::resources::mesh_store::MeshId(item.mesh_index))
1009                            else {
1010                                continue;
1011                            };
1012
1013                            let world_aabb = mesh
1014                                .aabb
1015                                .transformed(&glam::Mat4::from_cols_array_2d(&item.model));
1016                            if cascade_frustum.cull_aabb(&world_aabb) {
1017                                continue;
1018                            }
1019
1020                            shadow_pass.set_bind_group(1, &mesh.object_bind_group, &[]);
1021                            shadow_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
1022                            shadow_pass.set_index_buffer(
1023                                mesh.index_buffer.slice(..),
1024                                wgpu::IndexFormat::Uint32,
1025                            );
1026                            shadow_pass.draw_indexed(0..mesh.index_count, 0, 0..1);
1027                            shadow_draws += 1;
1028                        }
1029                    }
1030                }
1031                drop(shadow_pass);
1032                self.last_stats.shadow_draw_calls = shadow_draws;
1033            }
1034            queue.submit(std::iter::once(encoder.finish()));
1035        }
1036    }
1037
1038    /// Per-viewport prepare stage: camera, clip planes, clip volume, grid, overlays, cap geometry, axes.
1039    ///
1040    /// Call once per viewport per frame, after `prepare_scene_internal`.
1041    /// Reads `viewport_fx` for clip planes, clip volume, cap fill, and post-process settings.
1042    pub(super) fn prepare_viewport_internal(
1043        &mut self,
1044        device: &wgpu::Device,
1045        queue: &wgpu::Queue,
1046        frame: &FrameData,
1047        viewport_fx: &ViewportEffects<'_>,
1048    ) {
1049        // Ensure a per-viewport camera slot exists for this viewport index.
1050        // Must happen before the `resources` borrow below.
1051        self.ensure_viewport_slot(device, frame.camera.viewport_index);
1052
1053        let scene_items: &[SceneRenderItem] = match &frame.scene.surfaces {
1054            SurfaceSubmission::Flat(items) => items,
1055        };
1056
1057        // Capture before the resources mutable borrow so it's accessible inside the block.
1058        let gp_cascade0_mat = self.last_cascade0_shadow_mat.to_cols_array_2d();
1059
1060        {
1061            let resources = &mut self.resources;
1062
1063            // Upload clip planes + clip volume uniforms from clip_objects.
1064            {
1065                let mut planes = [[0.0f32; 4]; 6];
1066                let mut count = 0u32;
1067                let mut clip_vol_uniform: ClipVolumeUniform = bytemuck::Zeroable::zeroed(); // volume_type=0
1068
1069                for obj in viewport_fx.clip_objects.iter().filter(|o| o.enabled) {
1070                    match obj.shape {
1071                        ClipShape::Plane {
1072                            normal, distance, ..
1073                        } if count < 6 => {
1074                            planes[count as usize] = [normal[0], normal[1], normal[2], distance];
1075                            count += 1;
1076                        }
1077                        ClipShape::Box {
1078                            center,
1079                            half_extents,
1080                            orientation,
1081                        } if clip_vol_uniform.volume_type == 0 => {
1082                            clip_vol_uniform.volume_type = 2;
1083                            clip_vol_uniform.box_center = center;
1084                            clip_vol_uniform.box_half_extents = half_extents;
1085                            clip_vol_uniform.box_col0 = orientation[0];
1086                            clip_vol_uniform.box_col1 = orientation[1];
1087                            clip_vol_uniform.box_col2 = orientation[2];
1088                        }
1089                        ClipShape::Sphere { center, radius }
1090                            if clip_vol_uniform.volume_type == 0 =>
1091                        {
1092                            clip_vol_uniform.volume_type = 3;
1093                            clip_vol_uniform.sphere_center = center;
1094                            clip_vol_uniform.sphere_radius = radius;
1095                        }
1096                        _ => {}
1097                    }
1098                }
1099
1100                let clip_uniform = ClipPlanesUniform {
1101                    planes,
1102                    count,
1103                    _pad0: 0,
1104                    viewport_width: frame.camera.viewport_size[0].max(1.0),
1105                    viewport_height: frame.camera.viewport_size[1].max(1.0),
1106                };
1107                // Write to per-viewport slot buffer.
1108                if let Some(slot) = self.viewport_slots.get(frame.camera.viewport_index) {
1109                    queue.write_buffer(
1110                        &slot.clip_planes_buf,
1111                        0,
1112                        bytemuck::cast_slice(&[clip_uniform]),
1113                    );
1114                    queue.write_buffer(
1115                        &slot.clip_volume_buf,
1116                        0,
1117                        bytemuck::cast_slice(&[clip_vol_uniform]),
1118                    );
1119                }
1120                // Also write to shared buffers for legacy single-viewport callers.
1121                queue.write_buffer(
1122                    &resources.clip_planes_uniform_buf,
1123                    0,
1124                    bytemuck::cast_slice(&[clip_uniform]),
1125                );
1126                queue.write_buffer(
1127                    &resources.clip_volume_uniform_buf,
1128                    0,
1129                    bytemuck::cast_slice(&[clip_vol_uniform]),
1130                );
1131            }
1132
1133            // Upload camera uniform to per-viewport slot buffer.
1134            let camera_uniform = frame.camera.render_camera.camera_uniform();
1135            // Write to shared buffer for legacy single-viewport callers.
1136            queue.write_buffer(
1137                &resources.camera_uniform_buf,
1138                0,
1139                bytemuck::cast_slice(&[camera_uniform]),
1140            );
1141            // Write to the per-viewport slot buffer.
1142            if let Some(slot) = self.viewport_slots.get(frame.camera.viewport_index) {
1143                queue.write_buffer(&slot.camera_buf, 0, bytemuck::cast_slice(&[camera_uniform]));
1144            }
1145
1146            // Upload grid uniform (full-screen analytical shader : no vertex buffers needed).
1147            if frame.viewport.show_grid {
1148                let eye = glam::Vec3::from(frame.camera.render_camera.eye_position);
1149                if !eye.is_finite() {
1150                    tracing::warn!(
1151                        eye_x = eye.x,
1152                        eye_y = eye.y,
1153                        eye_z = eye.z,
1154                        "grid skipped: eye_position is non-finite (camera distance overflow?)"
1155                    );
1156                } else {
1157                    let view_proj_mat = frame.camera.render_camera.view_proj().to_cols_array_2d();
1158
1159                    let (spacing, minor_fade) = if frame.viewport.grid_cell_size > 0.0 {
1160                        (frame.viewport.grid_cell_size, 1.0_f32)
1161                    } else {
1162                        let vertical_depth = (eye.z - frame.viewport.grid_z).abs().max(1.0);
1163                        let world_per_pixel =
1164                            2.0 * (frame.camera.render_camera.fov / 2.0).tan() * vertical_depth
1165                                / frame.camera.viewport_size[1].max(1.0);
1166                        let target = (world_per_pixel * 60.0).max(1e-9_f32);
1167                        let mut s = 1.0_f32;
1168                        let mut iters = 0u32;
1169                        while s < target {
1170                            s *= 10.0;
1171                            iters += 1;
1172                        }
1173                        let ratio = (target / s).clamp(0.0, 1.0);
1174                        let fade = if ratio < 0.5 {
1175                            1.0_f32
1176                        } else {
1177                            let t = (ratio - 0.5) * 2.0;
1178                            1.0 - t * t * (3.0 - 2.0 * t)
1179                        };
1180                        tracing::debug!(
1181                            eye_z = eye.z,
1182                            vertical_depth,
1183                            world_per_pixel,
1184                            target,
1185                            spacing = s,
1186                            lod_iters = iters,
1187                            ratio,
1188                            minor_fade = fade,
1189                            "grid LOD"
1190                        );
1191                        (s, fade)
1192                    };
1193
1194                    let spacing_major = spacing * 10.0;
1195                    let snap_x = (eye.x / spacing_major).floor() * spacing_major;
1196                    let snap_y = (eye.y / spacing_major).floor() * spacing_major;
1197                    tracing::debug!(
1198                        spacing_minor = spacing,
1199                        spacing_major,
1200                        snap_x,
1201                        snap_y,
1202                        eye_x = eye.x,
1203                        eye_y = eye.y,
1204                        eye_z = eye.z,
1205                        "grid snap"
1206                    );
1207
1208                    let orient = frame.camera.render_camera.orientation;
1209                    let right = orient * glam::Vec3::X;
1210                    let up = orient * glam::Vec3::Y;
1211                    let back = orient * glam::Vec3::Z;
1212                    let cam_to_world = [
1213                        [right.x, right.y, right.z, 0.0_f32],
1214                        [up.x, up.y, up.z, 0.0_f32],
1215                        [back.x, back.y, back.z, 0.0_f32],
1216                    ];
1217                    let aspect =
1218                        frame.camera.viewport_size[0] / frame.camera.viewport_size[1].max(1.0);
1219                    let tan_half_fov = (frame.camera.render_camera.fov / 2.0).tan();
1220
1221                    let uniform = GridUniform {
1222                        view_proj: view_proj_mat,
1223                        cam_to_world,
1224                        tan_half_fov,
1225                        aspect,
1226                        _pad_ivp: [0.0; 2],
1227                        eye_pos: frame.camera.render_camera.eye_position,
1228                        grid_z: frame.viewport.grid_z,
1229                        spacing_minor: spacing,
1230                        spacing_major,
1231                        snap_origin: [snap_x, snap_y],
1232                        color_minor: [0.35, 0.35, 0.35, 0.4 * minor_fade],
1233                        color_major: [0.40, 0.40, 0.40, 0.4 + 0.2 * minor_fade],
1234                    };
1235                    // Write to per-viewport slot buffer.
1236                    if let Some(slot) = self.viewport_slots.get(frame.camera.viewport_index) {
1237                        queue.write_buffer(&slot.grid_buf, 0, bytemuck::cast_slice(&[uniform]));
1238                    }
1239                    // Also write to shared buffer for legacy callers.
1240                    queue.write_buffer(
1241                        &resources.grid_uniform_buf,
1242                        0,
1243                        bytemuck::cast_slice(&[uniform]),
1244                    );
1245                }
1246            }
1247            // ------------------------------------------------------------------
1248            // Ground plane uniform upload.
1249            // ------------------------------------------------------------------
1250            {
1251                let gp = &viewport_fx.ground_plane;
1252                let mode_u32: u32 = match gp.mode {
1253                    crate::renderer::types::GroundPlaneMode::None => 0,
1254                    crate::renderer::types::GroundPlaneMode::ShadowOnly => 1,
1255                    crate::renderer::types::GroundPlaneMode::Tile => 2,
1256                    crate::renderer::types::GroundPlaneMode::SolidColor => 3,
1257                };
1258                let orient = frame.camera.render_camera.orientation;
1259                let right = orient * glam::Vec3::X;
1260                let up = orient * glam::Vec3::Y;
1261                let back = orient * glam::Vec3::Z;
1262                let aspect = frame.camera.viewport_size[0] / frame.camera.viewport_size[1].max(1.0);
1263                let tan_half_fov = (frame.camera.render_camera.fov / 2.0).tan();
1264                let vp = frame.camera.render_camera.view_proj().to_cols_array_2d();
1265                let gp_uniform = crate::resources::GroundPlaneUniform {
1266                    view_proj: vp,
1267                    cam_right: [right.x, right.y, right.z, 0.0],
1268                    cam_up: [up.x, up.y, up.z, 0.0],
1269                    cam_back: [back.x, back.y, back.z, 0.0],
1270                    eye_pos: frame.camera.render_camera.eye_position,
1271                    height: gp.height,
1272                    color: gp.color,
1273                    shadow_color: gp.shadow_color,
1274                    light_vp: gp_cascade0_mat,
1275                    tan_half_fov,
1276                    aspect,
1277                    tile_size: gp.tile_size,
1278                    shadow_bias: 0.002,
1279                    mode: mode_u32,
1280                    shadow_opacity: gp.shadow_opacity,
1281                    _pad: [0.0; 2],
1282                };
1283                queue.write_buffer(
1284                    &resources.ground_plane_uniform_buf,
1285                    0,
1286                    bytemuck::cast_slice(&[gp_uniform]),
1287                );
1288            }
1289        } // `resources` mutable borrow dropped here.
1290
1291        // ------------------------------------------------------------------
1292        // Build per-viewport interaction state into local variables.
1293        // Uses &self.resources (immutable) for BGL lookups; no conflict with
1294        // the slot borrow that follows.
1295        // ------------------------------------------------------------------
1296
1297        let vp_idx = frame.camera.viewport_index;
1298
1299        // Outline mask buffers for selected objects (one per selected object).
1300        let mut outline_object_buffers: Vec<OutlineObjectBuffers> = Vec::new();
1301        if frame.interaction.outline_selected {
1302            let resources = &self.resources;
1303            for item in scene_items {
1304                if !item.visible || !item.selected {
1305                    continue;
1306                }
1307                let uniform = OutlineUniform {
1308                    model: item.model,
1309                    color: [0.0; 4], // unused by mask shader
1310                    pixel_offset: 0.0,
1311                    _pad: [0.0; 3],
1312                };
1313                let buf = device.create_buffer(&wgpu::BufferDescriptor {
1314                    label: Some("outline_mask_uniform_buf"),
1315                    size: std::mem::size_of::<OutlineUniform>() as u64,
1316                    usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1317                    mapped_at_creation: false,
1318                });
1319                queue.write_buffer(&buf, 0, bytemuck::cast_slice(&[uniform]));
1320                let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
1321                    label: Some("outline_mask_object_bg"),
1322                    layout: &resources.outline_bind_group_layout,
1323                    entries: &[wgpu::BindGroupEntry {
1324                        binding: 0,
1325                        resource: buf.as_entire_binding(),
1326                    }],
1327                });
1328                outline_object_buffers.push(OutlineObjectBuffers {
1329                    mesh_index: item.mesh_index,
1330                    two_sided: item.two_sided || item.material.is_two_sided(),
1331                    _mask_uniform_buf: buf,
1332                    mask_bind_group: bg,
1333                });
1334            }
1335        }
1336
1337        // X-ray buffers for selected objects.
1338        let mut xray_object_buffers: Vec<(usize, wgpu::Buffer, wgpu::BindGroup)> = Vec::new();
1339        if frame.interaction.xray_selected {
1340            let resources = &self.resources;
1341            for item in scene_items {
1342                if !item.visible || !item.selected {
1343                    continue;
1344                }
1345                let uniform = OutlineUniform {
1346                    model: item.model,
1347                    color: frame.interaction.xray_color,
1348                    pixel_offset: 0.0,
1349                    _pad: [0.0; 3],
1350                };
1351                let buf = device.create_buffer(&wgpu::BufferDescriptor {
1352                    label: Some("xray_uniform_buf"),
1353                    size: std::mem::size_of::<OutlineUniform>() as u64,
1354                    usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1355                    mapped_at_creation: false,
1356                });
1357                queue.write_buffer(&buf, 0, bytemuck::cast_slice(&[uniform]));
1358                let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
1359                    label: Some("xray_object_bg"),
1360                    layout: &resources.outline_bind_group_layout,
1361                    entries: &[wgpu::BindGroupEntry {
1362                        binding: 0,
1363                        resource: buf.as_entire_binding(),
1364                    }],
1365                });
1366                xray_object_buffers.push((item.mesh_index, buf, bg));
1367            }
1368        }
1369
1370        // Constraint guide lines.
1371        let mut constraint_line_buffers = Vec::new();
1372        for overlay in &frame.interaction.constraint_overlays {
1373            constraint_line_buffers.push(self.resources.create_constraint_overlay(device, overlay));
1374        }
1375
1376        // Clip plane overlays : generated automatically from clip_objects with a color set.
1377        let mut clip_plane_fill_buffers = Vec::new();
1378        let mut clip_plane_line_buffers = Vec::new();
1379        for obj in viewport_fx.clip_objects.iter().filter(|o| o.enabled) {
1380            let Some(base_color) = obj.color else {
1381                continue;
1382            };
1383            if let ClipShape::Plane {
1384                normal, distance, ..
1385            } = obj.shape
1386            {
1387                let n = glam::Vec3::from(normal);
1388                // Shader plane equation: dot(p, n) + distance = 0, so the plane
1389                // sits at -n * distance from the origin.
1390                let center = n * (-distance);
1391                let active = obj.active;
1392                let hovered = obj.hovered || active;
1393
1394                let fill_color = if active {
1395                    [
1396                        base_color[0] * 0.5,
1397                        base_color[1] * 0.5,
1398                        base_color[2] * 0.5,
1399                        base_color[3] * 0.5,
1400                    ]
1401                } else if hovered {
1402                    [
1403                        base_color[0] * 0.8,
1404                        base_color[1] * 0.8,
1405                        base_color[2] * 0.8,
1406                        base_color[3] * 0.6,
1407                    ]
1408                } else {
1409                    [
1410                        base_color[0] * 0.5,
1411                        base_color[1] * 0.5,
1412                        base_color[2] * 0.5,
1413                        base_color[3] * 0.3,
1414                    ]
1415                };
1416                let border_color = if active {
1417                    [base_color[0], base_color[1], base_color[2], 0.9]
1418                } else if hovered {
1419                    [base_color[0], base_color[1], base_color[2], 0.8]
1420                } else {
1421                    [
1422                        base_color[0] * 0.9,
1423                        base_color[1] * 0.9,
1424                        base_color[2] * 0.9,
1425                        0.6,
1426                    ]
1427                };
1428
1429                let overlay = crate::interaction::clip_plane::ClipPlaneOverlay {
1430                    center,
1431                    normal: n,
1432                    extent: obj.extent,
1433                    fill_color,
1434                    border_color,
1435                    hovered,
1436                    active,
1437                };
1438                clip_plane_fill_buffers.push(
1439                    self.resources
1440                        .create_clip_plane_fill_overlay(device, &overlay),
1441                );
1442                clip_plane_line_buffers.push(
1443                    self.resources
1444                        .create_clip_plane_line_overlay(device, &overlay),
1445                );
1446            } else {
1447                // Box/Sphere: generate wireframe polyline.
1448                // ensure_polyline_pipeline must be called before upload_polyline; it is a
1449                // no-op if already initialised, so calling it here is always safe.
1450                self.resources.ensure_polyline_pipeline(device);
1451                match obj.shape {
1452                    ClipShape::Box {
1453                        center,
1454                        half_extents,
1455                        orientation,
1456                    } => {
1457                        let polyline =
1458                            clip_box_outline(center, half_extents, orientation, base_color);
1459                        let vp_size = frame.camera.viewport_size;
1460                        let gpu = self
1461                            .resources
1462                            .upload_polyline(device, queue, &polyline, vp_size);
1463                        self.polyline_gpu_data.push(gpu);
1464                    }
1465                    ClipShape::Sphere { center, radius } => {
1466                        let polyline = clip_sphere_outline(center, radius, base_color);
1467                        let vp_size = frame.camera.viewport_size;
1468                        let gpu = self
1469                            .resources
1470                            .upload_polyline(device, queue, &polyline, vp_size);
1471                        self.polyline_gpu_data.push(gpu);
1472                    }
1473                    _ => {}
1474                }
1475            }
1476        }
1477
1478        // Cap geometry for section-view cross-section fill.
1479        let mut cap_buffers = Vec::new();
1480        if viewport_fx.cap_fill_enabled {
1481            for obj in viewport_fx.clip_objects.iter().filter(|o| o.enabled) {
1482                if let ClipShape::Plane {
1483                    normal,
1484                    distance,
1485                    cap_color,
1486                } = obj.shape
1487                {
1488                    let plane_n = glam::Vec3::from(normal);
1489                    for item in scene_items.iter().filter(|i| i.visible) {
1490                        let Some(mesh) = self
1491                            .resources
1492                            .mesh_store
1493                            .get(crate::resources::mesh_store::MeshId(item.mesh_index))
1494                        else {
1495                            continue;
1496                        };
1497                        let model = glam::Mat4::from_cols_array_2d(&item.model);
1498                        let world_aabb = mesh.aabb.transformed(&model);
1499                        if !world_aabb.intersects_plane(plane_n, distance) {
1500                            continue;
1501                        }
1502                        let (Some(pos), Some(idx)) = (&mesh.cpu_positions, &mesh.cpu_indices)
1503                        else {
1504                            continue;
1505                        };
1506                        if let Some(cap) = crate::geometry::cap_geometry::generate_cap_mesh(
1507                            pos, idx, &model, plane_n, distance,
1508                        ) {
1509                            let bc = item.material.base_color;
1510                            let color = cap_color.unwrap_or([bc[0], bc[1], bc[2], 1.0]);
1511                            let buf = self.resources.upload_cap_geometry(device, &cap, color);
1512                            cap_buffers.push(buf);
1513                        }
1514                    }
1515                }
1516            }
1517        }
1518
1519        // Axes indicator geometry (built here, written to slot buffer below).
1520        let axes_verts = if frame.viewport.show_axes_indicator
1521            && frame.camera.viewport_size[0] > 0.0
1522            && frame.camera.viewport_size[1] > 0.0
1523        {
1524            let verts = crate::widgets::axes_indicator::build_axes_geometry(
1525                frame.camera.viewport_size[0],
1526                frame.camera.viewport_size[1],
1527                frame.camera.render_camera.orientation,
1528            );
1529            if verts.is_empty() { None } else { Some(verts) }
1530        } else {
1531            None
1532        };
1533
1534        // Gizmo mesh + uniform (built here, written to slot buffers below).
1535        let gizmo_update = frame.interaction.gizmo_model.map(|model| {
1536            let (verts, indices) = crate::interaction::gizmo::build_gizmo_mesh(
1537                frame.interaction.gizmo_mode,
1538                frame.interaction.gizmo_hovered,
1539                frame.interaction.gizmo_space_orientation,
1540            );
1541            (verts, indices, model)
1542        });
1543
1544        // ------------------------------------------------------------------
1545        // Assign all interaction state to the per-viewport slot.
1546        // ------------------------------------------------------------------
1547        {
1548            let slot = &mut self.viewport_slots[vp_idx];
1549            slot.outline_object_buffers = outline_object_buffers;
1550            slot.xray_object_buffers = xray_object_buffers;
1551            slot.constraint_line_buffers = constraint_line_buffers;
1552            slot.clip_plane_fill_buffers = clip_plane_fill_buffers;
1553            slot.clip_plane_line_buffers = clip_plane_line_buffers;
1554            slot.cap_buffers = cap_buffers;
1555
1556            // Axes: resize buffer if needed, then upload.
1557            if let Some(verts) = axes_verts {
1558                let byte_size = std::mem::size_of_val(verts.as_slice()) as u64;
1559                if byte_size > slot.axes_vertex_buffer.size() {
1560                    slot.axes_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1561                        label: Some("vp_axes_vertex_buf"),
1562                        size: byte_size,
1563                        usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1564                        mapped_at_creation: false,
1565                    });
1566                }
1567                queue.write_buffer(&slot.axes_vertex_buffer, 0, bytemuck::cast_slice(&verts));
1568                slot.axes_vertex_count = verts.len() as u32;
1569            } else {
1570                slot.axes_vertex_count = 0;
1571            }
1572
1573            // Gizmo: resize buffers if needed, then upload mesh + uniform.
1574            if let Some((verts, indices, model)) = gizmo_update {
1575                let vert_bytes: &[u8] = bytemuck::cast_slice(&verts);
1576                let idx_bytes: &[u8] = bytemuck::cast_slice(&indices);
1577                if vert_bytes.len() as u64 > slot.gizmo_vertex_buffer.size() {
1578                    slot.gizmo_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1579                        label: Some("vp_gizmo_vertex_buf"),
1580                        size: vert_bytes.len() as u64,
1581                        usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1582                        mapped_at_creation: false,
1583                    });
1584                }
1585                if idx_bytes.len() as u64 > slot.gizmo_index_buffer.size() {
1586                    slot.gizmo_index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1587                        label: Some("vp_gizmo_index_buf"),
1588                        size: idx_bytes.len() as u64,
1589                        usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
1590                        mapped_at_creation: false,
1591                    });
1592                }
1593                queue.write_buffer(&slot.gizmo_vertex_buffer, 0, vert_bytes);
1594                queue.write_buffer(&slot.gizmo_index_buffer, 0, idx_bytes);
1595                slot.gizmo_index_count = indices.len() as u32;
1596                let uniform = crate::interaction::gizmo::GizmoUniform {
1597                    model: model.to_cols_array_2d(),
1598                };
1599                queue.write_buffer(&slot.gizmo_uniform_buf, 0, bytemuck::cast_slice(&[uniform]));
1600            }
1601        }
1602
1603        // ------------------------------------------------------------------
1604        // Outline offscreen pass : screen-space edge detection.
1605        //
1606        // 1. Render selected objects to an R8 mask texture (white on black).
1607        // 2. Run a fullscreen edge-detection pass reading the mask and writing
1608        //    an anti-aliased outline ring to the outline color texture.
1609        //
1610        // The outline color texture is later composited onto the main target
1611        // by the composite pass in paint()/render().
1612        // ------------------------------------------------------------------
1613        if frame.interaction.outline_selected
1614            && !self.viewport_slots[vp_idx]
1615                .outline_object_buffers
1616                .is_empty()
1617        {
1618            let w = frame.camera.viewport_size[0] as u32;
1619            let h = frame.camera.viewport_size[1] as u32;
1620
1621            // Ensure per-viewport HDR state exists (provides outline textures).
1622            self.ensure_viewport_hdr(
1623                device,
1624                queue,
1625                vp_idx,
1626                w.max(1),
1627                h.max(1),
1628                frame.effects.post_process.ssaa_factor.max(1),
1629            );
1630
1631            // Write edge-detection uniform (color, radius, viewport size).
1632            {
1633                let slot_hdr = self.viewport_slots[vp_idx].hdr.as_ref().unwrap();
1634                let edge_uniform = OutlineEdgeUniform {
1635                    color: frame.interaction.outline_color,
1636                    radius: frame.interaction.outline_width_px,
1637                    viewport_w: w as f32,
1638                    viewport_h: h as f32,
1639                    _pad: 0.0,
1640                };
1641                queue.write_buffer(
1642                    &slot_hdr.outline_edge_uniform_buf,
1643                    0,
1644                    bytemuck::cast_slice(&[edge_uniform]),
1645                );
1646            }
1647
1648            // Extract raw pointers for slot fields needed inside the render
1649            // passes alongside &self.resources borrows.
1650            let slot_ref = &self.viewport_slots[vp_idx];
1651            let outlines_ptr =
1652                &slot_ref.outline_object_buffers as *const Vec<OutlineObjectBuffers>;
1653            let camera_bg_ptr = &slot_ref.camera_bind_group as *const wgpu::BindGroup;
1654            let slot_hdr = slot_ref.hdr.as_ref().unwrap();
1655            let mask_view_ptr = &slot_hdr.outline_mask_view as *const wgpu::TextureView;
1656            let color_view_ptr = &slot_hdr.outline_color_view as *const wgpu::TextureView;
1657            let depth_view_ptr = &slot_hdr.outline_depth_view as *const wgpu::TextureView;
1658            let edge_bg_ptr = &slot_hdr.outline_edge_bind_group as *const wgpu::BindGroup;
1659            // SAFETY: slot fields remain valid for the duration of this function;
1660            // no other code modifies these fields here.
1661            let (outlines, camera_bg, mask_view, color_view, depth_view, edge_bg) = unsafe {
1662                (
1663                    &*outlines_ptr,
1664                    &*camera_bg_ptr,
1665                    &*mask_view_ptr,
1666                    &*color_view_ptr,
1667                    &*depth_view_ptr,
1668                    &*edge_bg_ptr,
1669                )
1670            };
1671
1672            let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
1673                label: Some("outline_offscreen_encoder"),
1674            });
1675
1676            // Pass 1: render selected objects to R8 mask texture.
1677            {
1678                let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1679                    label: Some("outline_mask_pass"),
1680                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1681                        view: mask_view,
1682                        resolve_target: None,
1683                        ops: wgpu::Operations {
1684                            load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
1685                            store: wgpu::StoreOp::Store,
1686                        },
1687                        depth_slice: None,
1688                    })],
1689                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
1690                        view: depth_view,
1691                        depth_ops: Some(wgpu::Operations {
1692                            load: wgpu::LoadOp::Clear(1.0),
1693                            store: wgpu::StoreOp::Discard,
1694                        }),
1695                        stencil_ops: None,
1696                    }),
1697                    timestamp_writes: None,
1698                    occlusion_query_set: None,
1699                });
1700
1701                pass.set_bind_group(0, camera_bg, &[]);
1702                for outlined in outlines {
1703                    let Some(mesh) = self
1704                        .resources
1705                        .mesh_store
1706                        .get(crate::resources::mesh_store::MeshId(outlined.mesh_index))
1707                    else {
1708                        continue;
1709                    };
1710                    let pipeline = if outlined.two_sided {
1711                        &self.resources.outline_mask_two_sided_pipeline
1712                    } else {
1713                        &self.resources.outline_mask_pipeline
1714                    };
1715                    pass.set_pipeline(pipeline);
1716                    pass.set_bind_group(1, &outlined.mask_bind_group, &[]);
1717                    pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
1718                    pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
1719                    pass.draw_indexed(0..mesh.index_count, 0, 0..1);
1720                }
1721            }
1722
1723            // Pass 2: fullscreen edge detection (reads mask, writes color).
1724            {
1725                let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1726                    label: Some("outline_edge_pass"),
1727                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1728                        view: color_view,
1729                        resolve_target: None,
1730                        ops: wgpu::Operations {
1731                            load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
1732                            store: wgpu::StoreOp::Store,
1733                        },
1734                        depth_slice: None,
1735                    })],
1736                    depth_stencil_attachment: None,
1737                    timestamp_writes: None,
1738                    occlusion_query_set: None,
1739                });
1740                pass.set_pipeline(&self.resources.outline_edge_pipeline);
1741                pass.set_bind_group(0, edge_bg, &[]);
1742                pass.draw(0..3, 0..1);
1743            }
1744
1745            queue.submit(std::iter::once(encoder.finish()));
1746        }
1747    }
1748
1749    /// Upload per-frame data to GPU buffers and render the shadow pass.
1750    /// Call before `paint()`.
1751    pub fn prepare(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, frame: &FrameData) {
1752        let (scene_fx, viewport_fx) = frame.effects.split();
1753        self.prepare_scene_internal(device, queue, frame, &scene_fx);
1754        self.prepare_viewport_internal(device, queue, frame, &viewport_fx);
1755    }
1756}
1757
1758// ---------------------------------------------------------------------------
1759// Clip boundary wireframe helpers (used by prepare_viewport_internal)
1760// ---------------------------------------------------------------------------
1761
1762/// Wireframe outline for a clip box (12 edges as 2-point polyline strips).
1763fn clip_box_outline(
1764    center: [f32; 3],
1765    half: [f32; 3],
1766    orientation: [[f32; 3]; 3],
1767    color: [f32; 4],
1768) -> PolylineItem {
1769    let ax = glam::Vec3::from(orientation[0]) * half[0];
1770    let ay = glam::Vec3::from(orientation[1]) * half[1];
1771    let az = glam::Vec3::from(orientation[2]) * half[2];
1772    let c = glam::Vec3::from(center);
1773
1774    let corners = [
1775        c - ax - ay - az,
1776        c + ax - ay - az,
1777        c + ax + ay - az,
1778        c - ax + ay - az,
1779        c - ax - ay + az,
1780        c + ax - ay + az,
1781        c + ax + ay + az,
1782        c - ax + ay + az,
1783    ];
1784    let edges: [(usize, usize); 12] = [
1785        (0, 1),
1786        (1, 2),
1787        (2, 3),
1788        (3, 0), // bottom face
1789        (4, 5),
1790        (5, 6),
1791        (6, 7),
1792        (7, 4), // top face
1793        (0, 4),
1794        (1, 5),
1795        (2, 6),
1796        (3, 7), // verticals
1797    ];
1798
1799    let mut positions = Vec::with_capacity(24);
1800    let mut strip_lengths = Vec::with_capacity(12);
1801    for (a, b) in edges {
1802        positions.push(corners[a].to_array());
1803        positions.push(corners[b].to_array());
1804        strip_lengths.push(2u32);
1805    }
1806
1807    let mut item = PolylineItem::default();
1808    item.positions = positions;
1809    item.strip_lengths = strip_lengths;
1810    item.default_color = color;
1811    item.line_width = 2.0;
1812    item
1813}
1814
1815/// Wireframe outline for a clip sphere (three great circles).
1816fn clip_sphere_outline(center: [f32; 3], radius: f32, color: [f32; 4]) -> PolylineItem {
1817    let c = glam::Vec3::from(center);
1818    let segs = 64usize;
1819    let mut positions = Vec::with_capacity((segs + 1) * 3);
1820    let mut strip_lengths = Vec::with_capacity(3);
1821
1822    for axis in 0..3usize {
1823        let start = positions.len();
1824        for i in 0..=segs {
1825            let t = i as f32 / segs as f32 * std::f32::consts::TAU;
1826            let (s, cs) = t.sin_cos();
1827            let p = c + match axis {
1828                0 => glam::Vec3::new(cs * radius, s * radius, 0.0),
1829                1 => glam::Vec3::new(cs * radius, 0.0, s * radius),
1830                _ => glam::Vec3::new(0.0, cs * radius, s * radius),
1831            };
1832            positions.push(p.to_array());
1833        }
1834        strip_lengths.push((positions.len() - start) as u32);
1835    }
1836
1837    let mut item = PolylineItem::default();
1838    item.positions = positions;
1839    item.strip_lengths = strip_lengths;
1840    item.default_color = color;
1841    item.line_width = 2.0;
1842    item
1843}