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}