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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 picking;
10mod prepare;
11mod render;
12pub mod shader_hashes;
13mod shadows;
14pub mod stats;
15
16pub(crate) use self::types::ClipPlane;
17pub use self::types::{
18    CameraFrame, CameraFrustumItem, ClipObject, ClipShape, ComputeFilterItem, ComputeFilterKind,
19    EffectsFrame, EnvironmentMap, FilterMode, FrameData, GlyphItem, GlyphType, GroundPlane,
20    GroundPlaneMode, ImageAnchor, InteractionFrame, LightKind, LightSource, LightingSettings,
21    PickId, PointCloudItem, PointRenderMode, PolylineItem, PostProcessSettings, RenderCamera,
22    ScalarBar, ScalarBarAnchor, ScalarBarOrientation, SceneEffects, SceneFrame, SceneRenderItem,
23    ScreenImageItem, ShadowFilter, StreamtubeItem, SurfaceSubmission, ToneMapping, ViewportEffects,
24    ViewportFrame, VolumeItem,
25};
26
27/// An opaque handle to a per-viewport GPU state slot.
28///
29/// Obtained from [`ViewportRenderer::create_viewport`] and passed to
30/// [`ViewportRenderer::prepare_viewport`], [`ViewportRenderer::paint_viewport`],
31/// and [`ViewportRenderer::render_viewport`].
32///
33/// The inner `usize` is the slot index and doubles as the value for
34/// [`CameraFrame::with_viewport_index`].  Single-viewport applications that use
35/// the legacy [`ViewportRenderer::prepare`] / [`ViewportRenderer::paint`] API do
36/// not need this type.
37#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
38pub struct ViewportId(pub usize);
39
40use self::shadows::{compute_cascade_matrix, compute_cascade_splits};
41use self::types::{INSTANCING_THRESHOLD, InstancedBatch};
42use crate::resources::{
43    CameraUniform, ClipPlanesUniform, ClipVolumeUniform, GridUniform, InstanceData, LightsUniform,
44    ObjectUniform, OutlineEdgeUniform, OutlineObjectBuffers, OutlineUniform, PickInstance,
45    ShadowAtlasUniform,
46    SingleLightUniform, ViewportGpuResources,
47};
48
49/// Per-viewport GPU state: uniform buffers and bind groups that differ per viewport.
50///
51/// Each viewport slot owns its own camera, clip planes, clip volume, shadow info,
52/// and grid buffers, plus the bind groups that reference them. Scene-global
53/// resources (lights, shadow atlas texture, IBL) are shared via the bind group
54/// pointing to buffers on `ViewportGpuResources`.
55pub(crate) struct ViewportSlot {
56    pub camera_buf: wgpu::Buffer,
57    pub clip_planes_buf: wgpu::Buffer,
58    pub clip_volume_buf: wgpu::Buffer,
59    pub shadow_info_buf: wgpu::Buffer,
60    pub grid_buf: wgpu::Buffer,
61    /// Camera bind group (group 0) referencing this slot's per-viewport buffers
62    /// plus shared scene-global resources.
63    pub camera_bind_group: wgpu::BindGroup,
64    /// Grid bind group (group 0 for grid pipeline) referencing this slot's grid buffer.
65    pub grid_bind_group: wgpu::BindGroup,
66    /// Per-viewport HDR post-process render targets.
67    ///
68    /// Created lazily on first HDR render call and resized when viewport dimensions change.
69    pub hdr: Option<crate::resources::ViewportHdrState>,
70
71    // --- Per-viewport interaction state (Phase 4) ---
72    /// Per-frame outline buffers for selected objects, rebuilt in prepare().
73    pub outline_object_buffers: Vec<OutlineObjectBuffers>,
74    /// Per-frame x-ray buffers for selected objects, rebuilt in prepare().
75    pub xray_object_buffers: Vec<(crate::resources::mesh_store::MeshId, wgpu::Buffer, wgpu::BindGroup)>,
76    /// Per-frame constraint guide line buffers, rebuilt in prepare().
77    pub constraint_line_buffers: Vec<(
78        wgpu::Buffer,
79        wgpu::Buffer,
80        u32,
81        wgpu::Buffer,
82        wgpu::BindGroup,
83    )>,
84    /// Per-frame cap geometry buffers (section view cross-section fill), rebuilt in prepare().
85    pub cap_buffers: Vec<(
86        wgpu::Buffer,
87        wgpu::Buffer,
88        u32,
89        wgpu::Buffer,
90        wgpu::BindGroup,
91    )>,
92    /// Per-frame clip plane fill overlay buffers, rebuilt in prepare().
93    pub clip_plane_fill_buffers: Vec<(
94        wgpu::Buffer,
95        wgpu::Buffer,
96        u32,
97        wgpu::Buffer,
98        wgpu::BindGroup,
99    )>,
100    /// Per-frame clip plane line overlay buffers, rebuilt in prepare().
101    pub clip_plane_line_buffers: Vec<(
102        wgpu::Buffer,
103        wgpu::Buffer,
104        u32,
105        wgpu::Buffer,
106        wgpu::BindGroup,
107    )>,
108    /// Vertex buffer for axes indicator geometry (rebuilt each frame).
109    pub axes_vertex_buffer: wgpu::Buffer,
110    /// Number of vertices in the axes indicator buffer.
111    pub axes_vertex_count: u32,
112    /// Gizmo model-matrix uniform buffer.
113    pub gizmo_uniform_buf: wgpu::Buffer,
114    /// Gizmo bind group (group 1: model matrix uniform).
115    pub gizmo_bind_group: wgpu::BindGroup,
116    /// Gizmo vertex buffer.
117    pub gizmo_vertex_buffer: wgpu::Buffer,
118    /// Gizmo index buffer.
119    pub gizmo_index_buffer: wgpu::Buffer,
120    /// Number of indices in the current gizmo mesh.
121    pub gizmo_index_count: u32,
122}
123
124/// High-level renderer wrapping all GPU resources and providing framework-agnostic
125/// `prepare()` and `paint()` methods.
126pub struct ViewportRenderer {
127    resources: ViewportGpuResources,
128    /// Instanced batches prepared for the current frame. Empty when using per-object path.
129    instanced_batches: Vec<InstancedBatch>,
130    /// Whether the current frame uses the instanced draw path.
131    use_instancing: bool,
132    /// Performance counters from the last frame.
133    last_stats: crate::renderer::stats::FrameStats,
134    /// Last scene generation seen during prepare(). u64::MAX forces rebuild on first frame.
135    last_scene_generation: u64,
136    /// Last selection generation seen during prepare(). u64::MAX forces rebuild on first frame.
137    last_selection_generation: u64,
138    /// Last scene_items count seen during prepare(). usize::MAX forces rebuild on first frame.
139    /// Included in cache key so that frustum-culling changes (different visible set, different
140    /// count) correctly invalidate the instance buffer even when scene_generation is stable.
141    last_scene_items_count: usize,
142    /// Cached instance data from last rebuild (mirrors the GPU buffer contents).
143    cached_instance_data: Vec<InstanceData>,
144    /// Cached instanced batch descriptors from last rebuild.
145    cached_instanced_batches: Vec<InstancedBatch>,
146    /// Per-frame point cloud GPU data, rebuilt in prepare(), consumed in paint().
147    point_cloud_gpu_data: Vec<crate::resources::PointCloudGpuData>,
148    /// Per-frame glyph GPU data, rebuilt in prepare(), consumed in paint().
149    glyph_gpu_data: Vec<crate::resources::GlyphGpuData>,
150    /// Per-frame polyline GPU data, rebuilt in prepare(), consumed in paint().
151    polyline_gpu_data: Vec<crate::resources::PolylineGpuData>,
152    /// Per-frame volume GPU data, rebuilt in prepare(), consumed in paint().
153    volume_gpu_data: Vec<crate::resources::VolumeGpuData>,
154    /// Per-frame streamtube GPU data, rebuilt in prepare(), consumed in paint().
155    streamtube_gpu_data: Vec<crate::resources::StreamtubeGpuData>,
156    /// Per-frame screen-image GPU data, rebuilt in prepare(), consumed in paint() (Phase 10B).
157    screen_image_gpu_data: Vec<crate::resources::ScreenImageGpuData>,
158    /// Per-viewport GPU state slots.
159    ///
160    /// Indexed by `FrameData::camera.viewport_index`. Each slot owns independent
161    /// uniform buffers and bind groups for camera, clip planes, clip volume,
162    /// shadow info, and grid. Slots are grown lazily in `prepare` via
163    /// `ensure_viewport_slot`. There are at most 4 in the current UI.
164    viewport_slots: Vec<ViewportSlot>,
165    /// Phase G : GPU compute filter results from the last `prepare()` call.
166    ///
167    /// Each entry contains a compacted index buffer + count for one filtered mesh.
168    /// Consumed during `paint()` to override the mesh's default index buffer.
169    /// Cleared and rebuilt each frame.
170    compute_filter_results: Vec<crate::resources::ComputeFilterResult>,
171    /// Cascade-0 light-space view-projection matrix from the last shadow prepare.
172    /// Cached here so `prepare_viewport_internal` can copy it into the ground plane uniform.
173    last_cascade0_shadow_mat: glam::Mat4,
174}
175
176impl ViewportRenderer {
177    /// Create a new renderer with default settings (no MSAA).
178    /// Call once at application startup.
179    pub fn new(device: &wgpu::Device, target_format: wgpu::TextureFormat) -> Self {
180        Self::with_sample_count(device, target_format, 1)
181    }
182
183    /// Create a new renderer with the specified MSAA sample count (1, 2, or 4).
184    ///
185    /// When using MSAA (sample_count > 1), the caller must create multisampled
186    /// color and depth textures and use them as render pass attachments with the
187    /// final surface texture as the resolve target.
188    pub fn with_sample_count(
189        device: &wgpu::Device,
190        target_format: wgpu::TextureFormat,
191        sample_count: u32,
192    ) -> Self {
193        Self {
194            resources: ViewportGpuResources::new(device, target_format, sample_count),
195            instanced_batches: Vec::new(),
196            use_instancing: false,
197            last_stats: crate::renderer::stats::FrameStats::default(),
198            last_scene_generation: u64::MAX,
199            last_selection_generation: u64::MAX,
200            last_scene_items_count: usize::MAX,
201            cached_instance_data: Vec::new(),
202            cached_instanced_batches: Vec::new(),
203            point_cloud_gpu_data: Vec::new(),
204            glyph_gpu_data: Vec::new(),
205            polyline_gpu_data: Vec::new(),
206            volume_gpu_data: Vec::new(),
207            streamtube_gpu_data: Vec::new(),
208            screen_image_gpu_data: Vec::new(),
209            viewport_slots: Vec::new(),
210            compute_filter_results: Vec::new(),
211            last_cascade0_shadow_mat: glam::Mat4::IDENTITY,
212        }
213    }
214
215    /// Access the underlying GPU resources (e.g. for mesh uploads).
216    pub fn resources(&self) -> &ViewportGpuResources {
217        &self.resources
218    }
219
220    /// Performance counters from the last completed frame.
221    pub fn last_frame_stats(&self) -> crate::renderer::stats::FrameStats {
222        self.last_stats
223    }
224
225    /// Mutable access to the underlying GPU resources (e.g. for mesh uploads).
226    pub fn resources_mut(&mut self) -> &mut ViewportGpuResources {
227        &mut self.resources
228    }
229
230    /// Upload an equirectangular HDR environment map and precompute IBL textures.
231    ///
232    /// `pixels` is row-major RGBA f32 data (4 floats per texel), `width`×`height`.
233    /// This rebuilds camera bind groups so shaders immediately see the new textures.
234    pub fn upload_environment_map(
235        &mut self,
236        device: &wgpu::Device,
237        queue: &wgpu::Queue,
238        pixels: &[f32],
239        width: u32,
240        height: u32,
241    ) {
242        crate::resources::environment::upload_environment_map(
243            &mut self.resources,
244            device,
245            queue,
246            pixels,
247            width,
248            height,
249        );
250        self.rebuild_camera_bind_groups(device);
251    }
252
253    /// Rebuild the primary + per-viewport camera bind groups.
254    ///
255    /// Call after IBL textures are uploaded so shaders see the new environment.
256    fn rebuild_camera_bind_groups(&mut self, device: &wgpu::Device) {
257        self.resources.camera_bind_group = self.resources.create_camera_bind_group(
258            device,
259            &self.resources.camera_uniform_buf,
260            &self.resources.clip_planes_uniform_buf,
261            &self.resources.shadow_info_buf,
262            &self.resources.clip_volume_uniform_buf,
263            "camera_bind_group",
264        );
265
266        for slot in &mut self.viewport_slots {
267            slot.camera_bind_group = self.resources.create_camera_bind_group(
268                device,
269                &slot.camera_buf,
270                &slot.clip_planes_buf,
271                &slot.shadow_info_buf,
272                &slot.clip_volume_buf,
273                "per_viewport_camera_bg",
274            );
275        }
276    }
277
278    /// Ensure a per-viewport slot exists for `viewport_index`.
279    ///
280    /// Creates a full `ViewportSlot` with independent uniform buffers for camera,
281    /// clip planes, clip volume, shadow info, and grid. The camera bind group
282    /// references this slot's per-viewport buffers plus shared scene-global
283    /// resources. Slots are created lazily and never destroyed.
284    fn ensure_viewport_slot(&mut self, device: &wgpu::Device, viewport_index: usize) {
285        while self.viewport_slots.len() <= viewport_index {
286            let camera_buf = device.create_buffer(&wgpu::BufferDescriptor {
287                label: Some("vp_camera_buf"),
288                size: std::mem::size_of::<CameraUniform>() as u64,
289                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
290                mapped_at_creation: false,
291            });
292            let clip_planes_buf = device.create_buffer(&wgpu::BufferDescriptor {
293                label: Some("vp_clip_planes_buf"),
294                size: std::mem::size_of::<ClipPlanesUniform>() as u64,
295                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
296                mapped_at_creation: false,
297            });
298            let clip_volume_buf = device.create_buffer(&wgpu::BufferDescriptor {
299                label: Some("vp_clip_volume_buf"),
300                size: std::mem::size_of::<ClipVolumeUniform>() as u64,
301                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
302                mapped_at_creation: false,
303            });
304            let shadow_info_buf = device.create_buffer(&wgpu::BufferDescriptor {
305                label: Some("vp_shadow_info_buf"),
306                size: std::mem::size_of::<ShadowAtlasUniform>() as u64,
307                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
308                mapped_at_creation: false,
309            });
310            let grid_buf = device.create_buffer(&wgpu::BufferDescriptor {
311                label: Some("vp_grid_buf"),
312                size: std::mem::size_of::<GridUniform>() as u64,
313                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
314                mapped_at_creation: false,
315            });
316
317            let camera_bind_group = self.resources.create_camera_bind_group(
318                device,
319                &camera_buf,
320                &clip_planes_buf,
321                &shadow_info_buf,
322                &clip_volume_buf,
323                "per_viewport_camera_bg",
324            );
325
326            let grid_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
327                label: Some("vp_grid_bind_group"),
328                layout: &self.resources.grid_bind_group_layout,
329                entries: &[wgpu::BindGroupEntry {
330                    binding: 0,
331                    resource: grid_buf.as_entire_binding(),
332                }],
333            });
334
335            // Per-viewport gizmo buffers (initial mesh: Translate, no hover, identity orientation).
336            let (gizmo_verts, gizmo_indices) = crate::interaction::gizmo::build_gizmo_mesh(
337                crate::interaction::gizmo::GizmoMode::Translate,
338                crate::interaction::gizmo::GizmoAxis::None,
339                glam::Quat::IDENTITY,
340            );
341            let gizmo_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
342                label: Some("vp_gizmo_vertex_buf"),
343                size: (std::mem::size_of::<crate::resources::Vertex>() * gizmo_verts.len().max(1))
344                    as u64,
345                usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
346                mapped_at_creation: true,
347            });
348            gizmo_vertex_buffer
349                .slice(..)
350                .get_mapped_range_mut()
351                .copy_from_slice(bytemuck::cast_slice(&gizmo_verts));
352            gizmo_vertex_buffer.unmap();
353            let gizmo_index_count = gizmo_indices.len() as u32;
354            let gizmo_index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
355                label: Some("vp_gizmo_index_buf"),
356                size: (std::mem::size_of::<u32>() * gizmo_indices.len().max(1)) as u64,
357                usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
358                mapped_at_creation: true,
359            });
360            gizmo_index_buffer
361                .slice(..)
362                .get_mapped_range_mut()
363                .copy_from_slice(bytemuck::cast_slice(&gizmo_indices));
364            gizmo_index_buffer.unmap();
365            let gizmo_uniform = crate::interaction::gizmo::GizmoUniform {
366                model: glam::Mat4::IDENTITY.to_cols_array_2d(),
367            };
368            let gizmo_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
369                label: Some("vp_gizmo_uniform_buf"),
370                size: std::mem::size_of::<crate::interaction::gizmo::GizmoUniform>() as u64,
371                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
372                mapped_at_creation: true,
373            });
374            gizmo_uniform_buf
375                .slice(..)
376                .get_mapped_range_mut()
377                .copy_from_slice(bytemuck::cast_slice(&[gizmo_uniform]));
378            gizmo_uniform_buf.unmap();
379            let gizmo_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
380                label: Some("vp_gizmo_bind_group"),
381                layout: &self.resources.gizmo_bind_group_layout,
382                entries: &[wgpu::BindGroupEntry {
383                    binding: 0,
384                    resource: gizmo_uniform_buf.as_entire_binding(),
385                }],
386            });
387
388            // Per-viewport axes vertex buffer (2048 vertices = enough for all axes geometry).
389            let axes_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
390                label: Some("vp_axes_vertex_buf"),
391                size: (std::mem::size_of::<crate::widgets::axes_indicator::AxesVertex>() * 2048)
392                    as u64,
393                usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
394                mapped_at_creation: false,
395            });
396
397            self.viewport_slots.push(ViewportSlot {
398                camera_buf,
399                clip_planes_buf,
400                clip_volume_buf,
401                shadow_info_buf,
402                grid_buf,
403                camera_bind_group,
404                grid_bind_group,
405                hdr: None,
406                outline_object_buffers: Vec::new(),
407                xray_object_buffers: Vec::new(),
408                constraint_line_buffers: Vec::new(),
409                cap_buffers: Vec::new(),
410                clip_plane_fill_buffers: Vec::new(),
411                clip_plane_line_buffers: Vec::new(),
412                axes_vertex_buffer,
413                axes_vertex_count: 0,
414                gizmo_uniform_buf,
415                gizmo_bind_group,
416                gizmo_vertex_buffer,
417                gizmo_index_buffer,
418                gizmo_index_count,
419            });
420        }
421    }
422
423    // -----------------------------------------------------------------------
424    // Multi-viewport public API (Phase 5)
425    // -----------------------------------------------------------------------
426
427    /// Create a new viewport slot and return its handle.
428    ///
429    /// The returned [`ViewportId`] is stable for the lifetime of the renderer.
430    /// Pass it to [`prepare_viewport`](Self::prepare_viewport),
431    /// [`paint_viewport`](Self::paint_viewport), and
432    /// [`render_viewport`](Self::render_viewport) each frame.
433    ///
434    /// Also set `CameraFrame::viewport_index` to `id.0` when building the
435    /// [`FrameData`] for this viewport:
436    /// ```rust,ignore
437    /// let id = renderer.create_viewport(&device);
438    /// let frame = FrameData {
439    ///     camera: CameraFrame::from_camera(&cam, size).with_viewport_index(id.0),
440    ///     ..Default::default()
441    /// };
442    /// ```
443    pub fn create_viewport(&mut self, device: &wgpu::Device) -> ViewportId {
444        let idx = self.viewport_slots.len();
445        self.ensure_viewport_slot(device, idx);
446        ViewportId(idx)
447    }
448
449    /// Release the heavy GPU texture memory (HDR targets, OIT, bloom, SSAO) held
450    /// by `id`.
451    ///
452    /// The slot index is not reclaimed : future calls with this `ViewportId` will
453    /// lazily recreate the texture resources as needed.  This is useful when a
454    /// viewport is hidden or minimised and you want to reduce VRAM pressure without
455    /// invalidating the handle.
456    pub fn destroy_viewport(&mut self, id: ViewportId) {
457        if let Some(slot) = self.viewport_slots.get_mut(id.0) {
458            slot.hdr = None;
459        }
460    }
461
462    /// Prepare shared scene data.  Call **once per frame**, before any
463    /// [`prepare_viewport`](Self::prepare_viewport) calls.
464    ///
465    /// `frame` provides the scene content (`frame.scene`) and the primary camera
466    /// used for shadow cascade framing (`frame.camera`).  In a multi-viewport
467    /// setup use any one viewport's `FrameData` here : typically the perspective
468    /// view : as the shadow framing reference.
469    ///
470    /// `scene_effects` carries the scene-global effects: lighting, environment
471    /// map, and compute filters.  Obtain it by constructing [`SceneEffects`]
472    /// directly or via [`EffectsFrame::split`].
473    pub fn prepare_scene(
474        &mut self,
475        device: &wgpu::Device,
476        queue: &wgpu::Queue,
477        frame: &FrameData,
478        scene_effects: &SceneEffects<'_>,
479    ) {
480        self.prepare_scene_internal(device, queue, frame, scene_effects);
481    }
482
483    /// Prepare per-viewport GPU state (camera, clip planes, overlays, axes).
484    ///
485    /// Call once per viewport per frame, **after** [`prepare_scene`](Self::prepare_scene).
486    ///
487    /// `id` must have been obtained from [`create_viewport`](Self::create_viewport).
488    /// `frame.camera.viewport_index` must equal `id.0`; use
489    /// [`CameraFrame::with_viewport_index`] when building the frame.
490    pub fn prepare_viewport(
491        &mut self,
492        device: &wgpu::Device,
493        queue: &wgpu::Queue,
494        id: ViewportId,
495        frame: &FrameData,
496    ) {
497        debug_assert_eq!(
498            frame.camera.viewport_index, id.0,
499            "frame.camera.viewport_index ({}) must equal the ViewportId ({}); \
500             use CameraFrame::with_viewport_index(id.0)",
501            frame.camera.viewport_index, id.0,
502        );
503        let (_, viewport_fx) = frame.effects.split();
504        self.prepare_viewport_internal(device, queue, frame, &viewport_fx);
505    }
506
507    /// Issue draw calls for `id` into a `'static` render pass (as provided by egui callbacks).
508    ///
509    /// This is the method to use from an egui/eframe `CallbackTrait::paint` implementation.
510    /// Call [`prepare_scene`](Self::prepare_scene) and [`prepare_viewport`](Self::prepare_viewport)
511    /// first (in `CallbackTrait::prepare`), then set the render pass viewport/scissor to confine
512    /// drawing to the correct quadrant, and call this method.
513    ///
514    /// For non-`'static` render passes (winit, iced, manual wgpu), use
515    /// [`paint_viewport_to`](Self::paint_viewport_to).
516    pub fn paint_viewport(
517        &self,
518        render_pass: &mut wgpu::RenderPass<'static>,
519        id: ViewportId,
520        frame: &FrameData,
521    ) {
522        let vp_idx = id.0;
523        let camera_bg = self.viewport_camera_bind_group(vp_idx);
524        let grid_bg = self.viewport_grid_bind_group(vp_idx);
525        let vp_slot = self.viewport_slots.get(vp_idx);
526        emit_draw_calls!(
527            &self.resources,
528            &mut *render_pass,
529            frame,
530            self.use_instancing,
531            &self.instanced_batches,
532            camera_bg,
533            grid_bg,
534            &self.compute_filter_results,
535            vp_slot
536        );
537        emit_scivis_draw_calls!(
538            &self.resources,
539            render_pass,
540            &self.point_cloud_gpu_data,
541            &self.glyph_gpu_data,
542            &self.polyline_gpu_data,
543            &self.volume_gpu_data,
544            &self.streamtube_gpu_data,
545            camera_bg
546        );
547    }
548
549    /// Issue draw calls for `id` into a render pass with any lifetime.
550    ///
551    /// Identical to [`paint_viewport`](Self::paint_viewport) but accepts a render pass with a
552    /// non-`'static` lifetime, making it usable from winit, iced, or raw wgpu where the encoder
553    /// creates its own render pass.
554    pub fn paint_viewport_to<'rp>(
555        &'rp self,
556        render_pass: &mut wgpu::RenderPass<'rp>,
557        id: ViewportId,
558        frame: &FrameData,
559    ) {
560        let vp_idx = id.0;
561        let camera_bg = self.viewport_camera_bind_group(vp_idx);
562        let grid_bg = self.viewport_grid_bind_group(vp_idx);
563        let vp_slot = self.viewport_slots.get(vp_idx);
564        emit_draw_calls!(
565            &self.resources,
566            &mut *render_pass,
567            frame,
568            self.use_instancing,
569            &self.instanced_batches,
570            camera_bg,
571            grid_bg,
572            &self.compute_filter_results,
573            vp_slot
574        );
575        emit_scivis_draw_calls!(
576            &self.resources,
577            render_pass,
578            &self.point_cloud_gpu_data,
579            &self.glyph_gpu_data,
580            &self.polyline_gpu_data,
581            &self.volume_gpu_data,
582            &self.streamtube_gpu_data,
583            camera_bg
584        );
585    }
586
587    /// Return a reference to the camera bind group for the given viewport slot.
588    ///
589    /// Falls back to `resources.camera_bind_group` if no per-viewport slot
590    /// exists (e.g. in single-viewport mode before the first prepare call).
591    fn viewport_camera_bind_group(&self, viewport_index: usize) -> &wgpu::BindGroup {
592        self.viewport_slots
593            .get(viewport_index)
594            .map(|slot| &slot.camera_bind_group)
595            .unwrap_or(&self.resources.camera_bind_group)
596    }
597
598    /// Return a reference to the grid bind group for the given viewport slot.
599    ///
600    /// Falls back to `resources.grid_bind_group` if no per-viewport slot exists.
601    fn viewport_grid_bind_group(&self, viewport_index: usize) -> &wgpu::BindGroup {
602        self.viewport_slots
603            .get(viewport_index)
604            .map(|slot| &slot.grid_bind_group)
605            .unwrap_or(&self.resources.grid_bind_group)
606    }
607
608    /// Ensure per-viewport HDR state exists for `viewport_index` at dimensions `w`×`h`.
609    ///
610    /// Calls `ensure_hdr_shared` once to initialise shared pipelines/BGLs/samplers, then
611    /// lazily creates or resizes the `ViewportHdrState` inside the slot. Idempotent: if the
612    /// slot already has HDR state at the correct size nothing is recreated.
613    pub(crate) fn ensure_viewport_hdr(
614        &mut self,
615        device: &wgpu::Device,
616        queue: &wgpu::Queue,
617        viewport_index: usize,
618        w: u32,
619        h: u32,
620        ssaa_factor: u32,
621    ) {
622        let format = self.resources.target_format;
623        // Ensure shared infrastructure (pipelines, BGLs, samplers) exists.
624        self.resources.ensure_hdr_shared(device, queue, format);
625        // Ensure the slot exists.
626        self.ensure_viewport_slot(device, viewport_index);
627        let slot = &mut self.viewport_slots[viewport_index];
628        // Create or resize the per-viewport HDR state.
629        let needs_create = match &slot.hdr {
630            None => true,
631            Some(h_state) => h_state.size != [w, h] || h_state.ssaa_factor != ssaa_factor,
632        };
633        if needs_create {
634            slot.hdr = Some(self.resources.create_hdr_viewport_state(
635                device,
636                queue,
637                format,
638                w,
639                h,
640                ssaa_factor,
641            ));
642        }
643    }
644}