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viewport_lib/renderer/
render.rs

1use super::*;
2
3impl ViewportRenderer {
4    /// Issue draw calls for the viewport. Call inside a `wgpu::RenderPass`.
5    ///
6    /// This method requires a `'static` render pass (as provided by egui's
7    /// `CallbackTrait`). For non-static render passes (iced, manual wgpu),
8    /// use [`paint_to`](Self::paint_to).
9    pub fn paint(&self, render_pass: &mut wgpu::RenderPass<'static>, frame: &FrameData) {
10        let vp_idx = frame.camera.viewport_index;
11        let camera_bg = self.viewport_camera_bind_group(vp_idx);
12        let grid_bg = self.viewport_grid_bind_group(vp_idx);
13        let vp_slot = self.viewport_slots.get(vp_idx);
14        emit_draw_calls!(
15            &self.resources,
16            &mut *render_pass,
17            frame,
18            self.use_instancing,
19            &self.instanced_batches,
20            camera_bg,
21            grid_bg,
22            &self.compute_filter_results,
23            vp_slot
24        );
25        emit_scivis_draw_calls!(
26            &self.resources,
27            &mut *render_pass,
28            &self.point_cloud_gpu_data,
29            &self.glyph_gpu_data,
30            &self.polyline_gpu_data,
31            &self.volume_gpu_data,
32            &self.streamtube_gpu_data,
33            camera_bg
34        );
35        // Phase 10B : screen-space image overlays (always on top, no depth test).
36        if !self.screen_image_gpu_data.is_empty() {
37            if let Some(pipeline) = &self.resources.screen_image_pipeline {
38                render_pass.set_pipeline(pipeline);
39                for gpu in &self.screen_image_gpu_data {
40                    render_pass.set_bind_group(0, &gpu.bind_group, &[]);
41                    render_pass.draw(0..6, 0..1);
42                }
43            }
44        }
45    }
46
47    /// Issue draw calls into a render pass with any lifetime.
48    ///
49    /// Identical to [`paint`](Self::paint) but accepts a render pass with a
50    /// non-`'static` lifetime, making it usable from iced, raw wgpu, or any
51    /// framework that creates its own render pass.
52    pub fn paint_to<'rp>(&'rp self, render_pass: &mut wgpu::RenderPass<'rp>, frame: &FrameData) {
53        let vp_idx = frame.camera.viewport_index;
54        let camera_bg = self.viewport_camera_bind_group(vp_idx);
55        let grid_bg = self.viewport_grid_bind_group(vp_idx);
56        let vp_slot = self.viewport_slots.get(vp_idx);
57        emit_draw_calls!(
58            &self.resources,
59            &mut *render_pass,
60            frame,
61            self.use_instancing,
62            &self.instanced_batches,
63            camera_bg,
64            grid_bg,
65            &self.compute_filter_results,
66            vp_slot
67        );
68        emit_scivis_draw_calls!(
69            &self.resources,
70            &mut *render_pass,
71            &self.point_cloud_gpu_data,
72            &self.glyph_gpu_data,
73            &self.polyline_gpu_data,
74            &self.volume_gpu_data,
75            &self.streamtube_gpu_data,
76            camera_bg
77        );
78        // Phase 10B : screen-space image overlays (always on top, no depth test).
79        if !self.screen_image_gpu_data.is_empty() {
80            if let Some(pipeline) = &self.resources.screen_image_pipeline {
81                render_pass.set_pipeline(pipeline);
82                for gpu in &self.screen_image_gpu_data {
83                    render_pass.set_bind_group(0, &gpu.bind_group, &[]);
84                    render_pass.draw(0..6, 0..1);
85                }
86            }
87        }
88    }
89
90    /// High-level HDR render for a single viewport identified by `id`.
91    ///
92    /// Unlike [`render`](Self::render), this method does **not** call
93    /// [`prepare`](Self::prepare) internally.  The caller must have already called
94    /// [`prepare_scene`](Self::prepare_scene) and
95    /// [`prepare_viewport`](Self::prepare_viewport) for `id` before invoking this.
96    ///
97    /// This is the right entry point for multi-viewport frames:
98    /// 1. Call `prepare_scene` once.
99    /// 2. Call `prepare_viewport` for each viewport.
100    /// 3. Call `render_viewport` for each viewport with its own `output_view`.
101    ///
102    /// Returns a [`wgpu::CommandBuffer`] ready to submit.
103    pub fn render_viewport(
104        &mut self,
105        device: &wgpu::Device,
106        queue: &wgpu::Queue,
107        output_view: &wgpu::TextureView,
108        id: ViewportId,
109        frame: &FrameData,
110    ) -> wgpu::CommandBuffer {
111        self.render_frame_internal(device, queue, output_view, id.0, frame)
112    }
113
114    /// High-level HDR render method. Handles the full post-processing pipeline:
115    /// scene -> HDR texture -> (bloom) -> (SSAO) -> tone map -> output_view.
116    ///
117    /// When `frame.post_process.enabled` is false, falls back to a simple LDR render
118    /// pass targeting `output_view` directly.
119    ///
120    /// Returns a `CommandBuffer` ready to submit.
121    pub fn render(
122        &mut self,
123        device: &wgpu::Device,
124        queue: &wgpu::Queue,
125        output_view: &wgpu::TextureView,
126        frame: &FrameData,
127    ) -> wgpu::CommandBuffer {
128        // Always run prepare() to upload uniforms and run the shadow pass.
129        self.prepare(device, queue, frame);
130        self.render_frame_internal(
131            device,
132            queue,
133            output_view,
134            frame.camera.viewport_index,
135            frame,
136        )
137    }
138
139    /// Render-only path shared by `render()` and `render_viewport()`.
140    ///
141    /// `vp_idx` selects the per-viewport slot to use for camera/HDR state,
142    /// independent of `frame.camera.viewport_index`.
143    fn render_frame_internal(
144        &mut self,
145        device: &wgpu::Device,
146        queue: &wgpu::Queue,
147        output_view: &wgpu::TextureView,
148        vp_idx: usize,
149        frame: &FrameData,
150    ) -> wgpu::CommandBuffer {
151        // Resolve scene items from the SurfaceSubmission seam.
152        let scene_items: &[SceneRenderItem] = match &frame.scene.surfaces {
153            SurfaceSubmission::Flat(items) => items,
154        };
155
156        let bg_color = frame.viewport.background_color.unwrap_or([
157            65.0 / 255.0,
158            65.0 / 255.0,
159            65.0 / 255.0,
160            1.0,
161        ]);
162        let w = frame.camera.viewport_size[0] as u32;
163        let h = frame.camera.viewport_size[1] as u32;
164
165        // Ensure per-viewport HDR targets. Provides a depth buffer for both LDR and HDR paths.
166        let ssaa_factor = frame.effects.post_process.ssaa_factor.max(1);
167        self.ensure_viewport_hdr(device, queue, vp_idx, w.max(1), h.max(1), ssaa_factor);
168
169        if !frame.effects.post_process.enabled {
170            // LDR fallback: render directly to output_view.
171            let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
172                label: Some("ldr_encoder"),
173            });
174            {
175                let slot = &self.viewport_slots[vp_idx];
176                let slot_hdr = slot.hdr.as_ref().unwrap();
177                let camera_bg = &slot.camera_bind_group;
178                let grid_bg = &slot.grid_bind_group;
179                let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
180                    label: Some("ldr_render_pass"),
181                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
182                        view: output_view,
183                        resolve_target: None,
184                        ops: wgpu::Operations {
185                            load: wgpu::LoadOp::Clear(wgpu::Color {
186                                r: bg_color[0] as f64,
187                                g: bg_color[1] as f64,
188                                b: bg_color[2] as f64,
189                                a: bg_color[3] as f64,
190                            }),
191                            store: wgpu::StoreOp::Store,
192                        },
193                        depth_slice: None,
194                    })],
195                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
196                        view: &slot_hdr.outline_depth_view,
197                        depth_ops: Some(wgpu::Operations {
198                            load: wgpu::LoadOp::Clear(1.0),
199                            store: wgpu::StoreOp::Discard,
200                        }),
201                        stencil_ops: None,
202                    }),
203                    timestamp_writes: None,
204                    occlusion_query_set: None,
205                });
206                emit_draw_calls!(
207                    &self.resources,
208                    &mut render_pass,
209                    frame,
210                    self.use_instancing,
211                    &self.instanced_batches,
212                    camera_bg,
213                    grid_bg,
214                    &self.compute_filter_results,
215                    Some(slot)
216                );
217                emit_scivis_draw_calls!(
218                    &self.resources,
219                    &mut render_pass,
220                    &self.point_cloud_gpu_data,
221                    &self.glyph_gpu_data,
222                    &self.polyline_gpu_data,
223                    &self.volume_gpu_data,
224                    &self.streamtube_gpu_data,
225                    camera_bg
226                );
227                // Phase 10B : screen-space image overlays (always on top).
228                if !self.screen_image_gpu_data.is_empty() {
229                    if let Some(pipeline) = &self.resources.screen_image_pipeline {
230                        render_pass.set_pipeline(pipeline);
231                        for gpu in &self.screen_image_gpu_data {
232                            render_pass.set_bind_group(0, &gpu.bind_group, &[]);
233                            render_pass.draw(0..6, 0..1);
234                        }
235                    }
236                }
237            }
238            return encoder.finish();
239        }
240
241        // HDR path.
242        let pp = &frame.effects.post_process;
243
244        let hdr_clear_rgb = [
245            bg_color[0].powf(2.2),
246            bg_color[1].powf(2.2),
247            bg_color[2].powf(2.2),
248        ];
249
250        // Upload tone map uniform into the per-viewport buffer.
251        let mode = match pp.tone_mapping {
252            crate::renderer::ToneMapping::Reinhard => 0u32,
253            crate::renderer::ToneMapping::Aces => 1u32,
254            crate::renderer::ToneMapping::KhronosNeutral => 2u32,
255        };
256        let tm_uniform = crate::resources::ToneMapUniform {
257            exposure: pp.exposure,
258            mode,
259            bloom_enabled: if pp.bloom { 1 } else { 0 },
260            ssao_enabled: if pp.ssao { 1 } else { 0 },
261            contact_shadows_enabled: if pp.contact_shadows { 1 } else { 0 },
262            _pad_tm: [0; 3],
263            background_color: bg_color,
264        };
265        {
266            let hdr = self.viewport_slots[vp_idx].hdr.as_ref().unwrap();
267            queue.write_buffer(
268                &hdr.tone_map_uniform_buf,
269                0,
270                bytemuck::cast_slice(&[tm_uniform]),
271            );
272
273            // Upload SSAO uniform if needed.
274            if pp.ssao {
275                let proj = frame.camera.render_camera.projection;
276                let inv_proj = proj.inverse();
277                let ssao_uniform = crate::resources::SsaoUniform {
278                    inv_proj: inv_proj.to_cols_array_2d(),
279                    proj: proj.to_cols_array_2d(),
280                    radius: 0.5,
281                    bias: 0.025,
282                    _pad: [0.0; 2],
283                };
284                queue.write_buffer(
285                    &hdr.ssao_uniform_buf,
286                    0,
287                    bytemuck::cast_slice(&[ssao_uniform]),
288                );
289            }
290
291            // Upload contact shadow uniform if needed.
292            if pp.contact_shadows {
293                let proj = frame.camera.render_camera.projection;
294                let inv_proj = proj.inverse();
295                let light_dir_world: glam::Vec3 =
296                    if let Some(l) = frame.effects.lighting.lights.first() {
297                        match l.kind {
298                            LightKind::Directional { direction } => {
299                                glam::Vec3::from(direction).normalize()
300                            }
301                            LightKind::Spot { direction, .. } => {
302                                glam::Vec3::from(direction).normalize()
303                            }
304                            _ => glam::Vec3::new(0.0, -1.0, 0.0),
305                        }
306                    } else {
307                        glam::Vec3::new(0.0, -1.0, 0.0)
308                    };
309                let view = frame.camera.render_camera.view;
310                let light_dir_view = view.transform_vector3(light_dir_world).normalize();
311                let world_up_view = view.transform_vector3(glam::Vec3::Z).normalize();
312                let cs_uniform = crate::resources::ContactShadowUniform {
313                    inv_proj: inv_proj.to_cols_array_2d(),
314                    proj: proj.to_cols_array_2d(),
315                    light_dir_view: [light_dir_view.x, light_dir_view.y, light_dir_view.z, 0.0],
316                    world_up_view: [world_up_view.x, world_up_view.y, world_up_view.z, 0.0],
317                    params: [
318                        pp.contact_shadow_max_distance,
319                        pp.contact_shadow_steps as f32,
320                        pp.contact_shadow_thickness,
321                        0.0,
322                    ],
323                };
324                queue.write_buffer(
325                    &hdr.contact_shadow_uniform_buf,
326                    0,
327                    bytemuck::cast_slice(&[cs_uniform]),
328                );
329            }
330
331            // Upload bloom uniform if needed.
332            if pp.bloom {
333                let bloom_u = crate::resources::BloomUniform {
334                    threshold: pp.bloom_threshold,
335                    intensity: pp.bloom_intensity,
336                    horizontal: 0,
337                    _pad: 0,
338                };
339                queue.write_buffer(&hdr.bloom_uniform_buf, 0, bytemuck::cast_slice(&[bloom_u]));
340            }
341        }
342
343        // Rebuild tone-map bind group with correct bloom/AO texture views.
344        {
345            let hdr = self.viewport_slots[vp_idx].hdr.as_mut().unwrap();
346            self.resources.rebuild_tone_map_bind_group(
347                device,
348                hdr,
349                pp.bloom,
350                pp.ssao,
351                pp.contact_shadows,
352            );
353        }
354
355        // -----------------------------------------------------------------------
356        // Pre-allocate OIT targets if any transparent items exist.
357        // Must happen before camera_bg is borrowed (borrow-checker constraint).
358        // -----------------------------------------------------------------------
359        {
360            let needs_oit = if self.use_instancing && !self.instanced_batches.is_empty() {
361                self.instanced_batches.iter().any(|b| b.is_transparent)
362            } else {
363                scene_items
364                    .iter()
365                    .any(|i| i.visible && i.material.opacity < 1.0)
366            };
367            if needs_oit {
368                let hdr = self.viewport_slots[vp_idx].hdr.as_mut().unwrap();
369                self.resources
370                    .ensure_viewport_oit(device, hdr, w.max(1), h.max(1));
371            }
372        }
373
374        // -----------------------------------------------------------------------
375        // Build the command encoder.
376        // -----------------------------------------------------------------------
377        let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
378            label: Some("hdr_encoder"),
379        });
380
381        // Per-viewport camera bind group and HDR state for the HDR path.
382        let slot = &self.viewport_slots[vp_idx];
383        let camera_bg = &slot.camera_bind_group;
384        let slot_hdr = slot.hdr.as_ref().unwrap();
385
386        // -----------------------------------------------------------------------
387        // HDR scene pass: render geometry into the HDR texture.
388        // -----------------------------------------------------------------------
389        {
390            // Use SSAA target if enabled, otherwise render directly to hdr_texture.
391            let use_ssaa = ssaa_factor > 1
392                && slot_hdr.ssaa_color_view.is_some()
393                && slot_hdr.ssaa_depth_view.is_some();
394            let scene_color_view = if use_ssaa {
395                slot_hdr.ssaa_color_view.as_ref().unwrap()
396            } else {
397                &slot_hdr.hdr_view
398            };
399            let scene_depth_view = if use_ssaa {
400                slot_hdr.ssaa_depth_view.as_ref().unwrap()
401            } else {
402                &slot_hdr.hdr_depth_view
403            };
404
405            let clear_wgpu = wgpu::Color {
406                r: hdr_clear_rgb[0] as f64,
407                g: hdr_clear_rgb[1] as f64,
408                b: hdr_clear_rgb[2] as f64,
409                a: bg_color[3] as f64,
410            };
411
412            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
413                label: Some("hdr_scene_pass"),
414                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
415                    view: scene_color_view,
416                    resolve_target: None,
417                    ops: wgpu::Operations {
418                        load: wgpu::LoadOp::Clear(clear_wgpu),
419                        store: wgpu::StoreOp::Store,
420                    },
421                    depth_slice: None,
422                })],
423                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
424                    view: scene_depth_view,
425                    depth_ops: Some(wgpu::Operations {
426                        load: wgpu::LoadOp::Clear(1.0),
427                        store: wgpu::StoreOp::Store,
428                    }),
429                    stencil_ops: Some(wgpu::Operations {
430                        load: wgpu::LoadOp::Clear(0),
431                        store: wgpu::StoreOp::Store,
432                    }),
433                }),
434                timestamp_writes: None,
435                occlusion_query_set: None,
436            });
437
438            let resources = &self.resources;
439            render_pass.set_bind_group(0, camera_bg, &[]);
440
441            // Check skybox eligibility early; drawn after all opaques below.
442            let show_skybox = frame
443                .effects
444                .environment
445                .as_ref()
446                .is_some_and(|e| e.show_skybox)
447                && resources.ibl_skybox_view.is_some();
448
449            let use_instancing = self.use_instancing;
450            let batches = &self.instanced_batches;
451
452            if !scene_items.is_empty() {
453                if use_instancing && !batches.is_empty() {
454                    let excluded_items: Vec<&SceneRenderItem> = scene_items
455                        .iter()
456                        .filter(|item| {
457                            item.visible
458                                && (item.active_attribute.is_some()
459                                    || item.material.is_two_sided()
460                                    || item.material.matcap_id.is_some())
461                                && resources
462                                    .mesh_store
463                                    .get(item.mesh_id)
464                                    .is_some()
465                        })
466                        .collect();
467
468                    // Separate opaque and transparent batches.
469                    let mut opaque_batches: Vec<&InstancedBatch> = Vec::new();
470                    let mut transparent_batches: Vec<&InstancedBatch> = Vec::new();
471                    for batch in batches {
472                        if batch.is_transparent {
473                            transparent_batches.push(batch);
474                        } else {
475                            opaque_batches.push(batch);
476                        }
477                    }
478
479                    if !opaque_batches.is_empty() && !frame.viewport.wireframe_mode {
480                        if let Some(ref pipeline) = resources.hdr_solid_instanced_pipeline {
481                            render_pass.set_pipeline(pipeline);
482                            for batch in &opaque_batches {
483                                let Some(mesh) = resources
484                                    .mesh_store
485                                    .get(batch.mesh_id)
486                                else {
487                                    continue;
488                                };
489                                let mat_key = (
490                                    batch.texture_id.unwrap_or(u64::MAX),
491                                    batch.normal_map_id.unwrap_or(u64::MAX),
492                                    batch.ao_map_id.unwrap_or(u64::MAX),
493                                );
494                                let Some(inst_tex_bg) =
495                                    resources.instance_bind_groups.get(&mat_key)
496                                else {
497                                    continue;
498                                };
499                                render_pass.set_bind_group(1, inst_tex_bg, &[]);
500                                render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
501                                render_pass.set_index_buffer(
502                                    mesh.index_buffer.slice(..),
503                                    wgpu::IndexFormat::Uint32,
504                                );
505                                render_pass.draw_indexed(
506                                    0..mesh.index_count,
507                                    0,
508                                    batch.instance_offset
509                                        ..batch.instance_offset + batch.instance_count,
510                                );
511                            }
512                        }
513                    }
514
515                    // NOTE: transparent_batches are now rendered in the OIT pass below,
516                    // not in the HDR scene pass. This block intentionally left empty.
517                    let _ = &transparent_batches; // suppress unused warning
518
519                    if frame.viewport.wireframe_mode {
520                        if let Some(ref hdr_wf) = resources.hdr_wireframe_pipeline {
521                            render_pass.set_pipeline(hdr_wf);
522                            for item in scene_items {
523                                if !item.visible {
524                                    continue;
525                                }
526                                let Some(mesh) = resources
527                                    .mesh_store
528                                    .get(item.mesh_id)
529                                else {
530                                    continue;
531                                };
532                                render_pass.set_bind_group(1, &mesh.object_bind_group, &[]);
533                                render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
534                                render_pass.set_index_buffer(
535                                    mesh.edge_index_buffer.slice(..),
536                                    wgpu::IndexFormat::Uint32,
537                                );
538                                render_pass.draw_indexed(0..mesh.edge_index_count, 0, 0..1);
539                            }
540                        }
541                    } else if let (Some(hdr_solid), Some(hdr_solid_two_sided)) = (
542                        &resources.hdr_solid_pipeline,
543                        &resources.hdr_solid_two_sided_pipeline,
544                    ) {
545                        for item in excluded_items
546                            .into_iter()
547                            .filter(|item| item.material.opacity >= 1.0)
548                        {
549                            let Some(mesh) = resources
550                                .mesh_store
551                                .get(item.mesh_id)
552                            else {
553                                continue;
554                            };
555                            let pipeline = if item.material.is_two_sided() {
556                                hdr_solid_two_sided
557                            } else {
558                                hdr_solid
559                            };
560                            render_pass.set_pipeline(pipeline);
561                            render_pass.set_bind_group(1, &mesh.object_bind_group, &[]);
562                            render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
563                            render_pass.set_index_buffer(
564                                mesh.index_buffer.slice(..),
565                                wgpu::IndexFormat::Uint32,
566                            );
567                            render_pass.draw_indexed(0..mesh.index_count, 0, 0..1);
568                        }
569                    }
570                } else {
571                    // Per-object path.
572                    let eye = glam::Vec3::from(frame.camera.render_camera.eye_position);
573                    let dist_from_eye = |item: &&SceneRenderItem| -> f32 {
574                        let pos =
575                            glam::Vec3::new(item.model[3][0], item.model[3][1], item.model[3][2]);
576                        (pos - eye).length()
577                    };
578
579                    let mut opaque: Vec<&SceneRenderItem> = Vec::new();
580                    let mut transparent: Vec<&SceneRenderItem> = Vec::new();
581                    for item in scene_items {
582                        if !item.visible
583                            || resources
584                                .mesh_store
585                                .get(item.mesh_id)
586                                .is_none()
587                        {
588                            continue;
589                        }
590                        if item.material.opacity < 1.0 {
591                            transparent.push(item);
592                        } else {
593                            opaque.push(item);
594                        }
595                    }
596                    opaque.sort_by(|a, b| {
597                        dist_from_eye(a)
598                            .partial_cmp(&dist_from_eye(b))
599                            .unwrap_or(std::cmp::Ordering::Equal)
600                    });
601                    transparent.sort_by(|a, b| {
602                        dist_from_eye(b)
603                            .partial_cmp(&dist_from_eye(a))
604                            .unwrap_or(std::cmp::Ordering::Equal)
605                    });
606
607                    let draw_item_hdr =
608                        |render_pass: &mut wgpu::RenderPass<'_>,
609                         item: &SceneRenderItem,
610                         solid_pl: &wgpu::RenderPipeline,
611                         trans_pl: &wgpu::RenderPipeline,
612                         wf_pl: &wgpu::RenderPipeline| {
613                            let mesh = resources
614                                .mesh_store
615                                .get(item.mesh_id)
616                                .unwrap();
617                            // mesh.object_bind_group (group 1) already carries the object uniform
618                            // and the correct texture views.
619                            render_pass.set_bind_group(1, &mesh.object_bind_group, &[]);
620                            let is_face_attr = item.active_attribute.as_ref().map_or(false, |a| {
621                                matches!(
622                                    a.kind,
623                                    crate::resources::AttributeKind::Face
624                                        | crate::resources::AttributeKind::FaceColor
625                                )
626                            });
627                            if frame.viewport.wireframe_mode {
628                                render_pass.set_pipeline(wf_pl);
629                                render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
630                                render_pass.set_index_buffer(
631                                    mesh.edge_index_buffer.slice(..),
632                                    wgpu::IndexFormat::Uint32,
633                                );
634                                render_pass.draw_indexed(0..mesh.edge_index_count, 0, 0..1);
635                            } else if is_face_attr {
636                                if let Some(ref fvb) = mesh.face_vertex_buffer {
637                                    let pl = if item.material.opacity < 1.0 {
638                                        trans_pl
639                                    } else {
640                                        solid_pl
641                                    };
642                                    render_pass.set_pipeline(pl);
643                                    render_pass.set_vertex_buffer(0, fvb.slice(..));
644                                    render_pass.draw(0..mesh.index_count, 0..1);
645                                }
646                            } else if item.material.opacity < 1.0 {
647                                render_pass.set_pipeline(trans_pl);
648                                render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
649                                render_pass.set_index_buffer(
650                                    mesh.index_buffer.slice(..),
651                                    wgpu::IndexFormat::Uint32,
652                                );
653                                render_pass.draw_indexed(0..mesh.index_count, 0, 0..1);
654                            } else {
655                                render_pass.set_pipeline(solid_pl);
656                                render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
657                                render_pass.set_index_buffer(
658                                    mesh.index_buffer.slice(..),
659                                    wgpu::IndexFormat::Uint32,
660                                );
661                                render_pass.draw_indexed(0..mesh.index_count, 0, 0..1);
662                            }
663                        };
664
665                    // NOTE: only opaque items are drawn here. Transparent items are
666                    // routed to the OIT pass below.
667                    let _ = &transparent; // suppress unused warning
668                    if let (
669                        Some(hdr_solid),
670                        Some(hdr_solid_two_sided),
671                        Some(hdr_trans),
672                        Some(hdr_wf),
673                    ) = (
674                        &resources.hdr_solid_pipeline,
675                        &resources.hdr_solid_two_sided_pipeline,
676                        &resources.hdr_transparent_pipeline,
677                        &resources.hdr_wireframe_pipeline,
678                    ) {
679                        for item in &opaque {
680                            let solid_pl = if item.material.is_two_sided() {
681                                hdr_solid_two_sided
682                            } else {
683                                hdr_solid
684                            };
685                            draw_item_hdr(&mut render_pass, item, solid_pl, hdr_trans, hdr_wf);
686                        }
687                    }
688                }
689            }
690
691            // Cap fill pass (HDR path : section view cross-section fill).
692            if !slot.cap_buffers.is_empty() {
693                if let Some(ref hdr_overlay) = resources.hdr_overlay_pipeline {
694                    render_pass.set_pipeline(hdr_overlay);
695                    render_pass.set_bind_group(0, camera_bg, &[]);
696                    for (vbuf, ibuf, idx_count, _ubuf, bg) in &slot.cap_buffers {
697                        render_pass.set_bind_group(1, bg, &[]);
698                        render_pass.set_vertex_buffer(0, vbuf.slice(..));
699                        render_pass.set_index_buffer(ibuf.slice(..), wgpu::IndexFormat::Uint32);
700                        render_pass.draw_indexed(0..*idx_count, 0, 0..1);
701                    }
702                }
703            }
704
705            // SciVis Phase B+D+M8+M: point cloud, glyph, polyline, volume, streamtube (HDR path).
706            emit_scivis_draw_calls!(
707                &self.resources,
708                &mut render_pass,
709                &self.point_cloud_gpu_data,
710                &self.glyph_gpu_data,
711                &self.polyline_gpu_data,
712                &self.volume_gpu_data,
713                &self.streamtube_gpu_data,
714                camera_bg
715            );
716
717            // Draw skybox last among opaques : only uncovered sky pixels pass depth == 1.0.
718            if show_skybox {
719                render_pass.set_bind_group(0, camera_bg, &[]);
720                render_pass.set_pipeline(&resources.skybox_pipeline);
721                render_pass.draw(0..3, 0..1);
722            }
723        }
724
725        // -----------------------------------------------------------------------
726        // SSAA resolve pass: downsample supersampled scene -> hdr_texture.
727        // Only runs when ssaa_factor > 1 and the resolve pipeline is available.
728        // -----------------------------------------------------------------------
729        if ssaa_factor > 1 {
730            let slot_hdr = self.viewport_slots[vp_idx].hdr.as_ref().unwrap();
731            if let (Some(pipeline), Some(bg)) = (
732                &self.resources.ssaa_resolve_pipeline,
733                &slot_hdr.ssaa_resolve_bind_group,
734            ) {
735                let mut resolve_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
736                    label: Some("ssaa_resolve_pass"),
737                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
738                        view: &slot_hdr.hdr_view,
739                        resolve_target: None,
740                        ops: wgpu::Operations {
741                            load: wgpu::LoadOp::Load,
742                            store: wgpu::StoreOp::Store,
743                        },
744                        depth_slice: None,
745                    })],
746                    depth_stencil_attachment: None,
747                    timestamp_writes: None,
748                    occlusion_query_set: None,
749                });
750                resolve_pass.set_pipeline(pipeline);
751                resolve_pass.set_bind_group(0, bg, &[]);
752                resolve_pass.draw(0..3, 0..1);
753            }
754        }
755
756        // -----------------------------------------------------------------------
757        // OIT pass: render transparent items into accum + reveal textures.
758        // Completely skipped when no transparent items exist (zero overhead).
759        // -----------------------------------------------------------------------
760        let has_transparent = if self.use_instancing && !self.instanced_batches.is_empty() {
761            self.instanced_batches.iter().any(|b| b.is_transparent)
762        } else {
763            scene_items
764                .iter()
765                .any(|i| i.visible && i.material.opacity < 1.0)
766        };
767
768        if has_transparent {
769            // OIT targets already allocated in the pre-pass above.
770            if let (Some(accum_view), Some(reveal_view)) = (
771                slot_hdr.oit_accum_view.as_ref(),
772                slot_hdr.oit_reveal_view.as_ref(),
773            ) {
774                let hdr_depth_view = &slot_hdr.hdr_depth_view;
775                // Clear accum to (0,0,0,0), reveal to 1.0 (no contribution yet).
776                let mut oit_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
777                    label: Some("oit_pass"),
778                    color_attachments: &[
779                        Some(wgpu::RenderPassColorAttachment {
780                            view: accum_view,
781                            resolve_target: None,
782                            ops: wgpu::Operations {
783                                load: wgpu::LoadOp::Clear(wgpu::Color {
784                                    r: 0.0,
785                                    g: 0.0,
786                                    b: 0.0,
787                                    a: 0.0,
788                                }),
789                                store: wgpu::StoreOp::Store,
790                            },
791                            depth_slice: None,
792                        }),
793                        Some(wgpu::RenderPassColorAttachment {
794                            view: reveal_view,
795                            resolve_target: None,
796                            ops: wgpu::Operations {
797                                load: wgpu::LoadOp::Clear(wgpu::Color {
798                                    r: 1.0,
799                                    g: 1.0,
800                                    b: 1.0,
801                                    a: 1.0,
802                                }),
803                                store: wgpu::StoreOp::Store,
804                            },
805                            depth_slice: None,
806                        }),
807                    ],
808                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
809                        view: hdr_depth_view,
810                        depth_ops: Some(wgpu::Operations {
811                            load: wgpu::LoadOp::Load, // reuse opaque depth
812                            store: wgpu::StoreOp::Store,
813                        }),
814                        stencil_ops: None,
815                    }),
816                    timestamp_writes: None,
817                    occlusion_query_set: None,
818                });
819
820                oit_pass.set_bind_group(0, camera_bg, &[]);
821
822                if self.use_instancing && !self.instanced_batches.is_empty() {
823                    if let Some(ref pipeline) = self.resources.oit_instanced_pipeline {
824                        oit_pass.set_pipeline(pipeline);
825                        for batch in &self.instanced_batches {
826                            if !batch.is_transparent {
827                                continue;
828                            }
829                            let Some(mesh) = self
830                                .resources
831                                .mesh_store
832                                .get(batch.mesh_id)
833                            else {
834                                continue;
835                            };
836                            let mat_key = (
837                                batch.texture_id.unwrap_or(u64::MAX),
838                                batch.normal_map_id.unwrap_or(u64::MAX),
839                                batch.ao_map_id.unwrap_or(u64::MAX),
840                            );
841                            let Some(inst_tex_bg) =
842                                self.resources.instance_bind_groups.get(&mat_key)
843                            else {
844                                continue;
845                            };
846                            oit_pass.set_bind_group(1, inst_tex_bg, &[]);
847                            oit_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
848                            oit_pass.set_index_buffer(
849                                mesh.index_buffer.slice(..),
850                                wgpu::IndexFormat::Uint32,
851                            );
852                            oit_pass.draw_indexed(
853                                0..mesh.index_count,
854                                0,
855                                batch.instance_offset..batch.instance_offset + batch.instance_count,
856                            );
857                        }
858                    }
859                } else if let Some(ref pipeline) = self.resources.oit_pipeline {
860                    oit_pass.set_pipeline(pipeline);
861                    for item in scene_items {
862                        if !item.visible || item.material.opacity >= 1.0 {
863                            continue;
864                        }
865                        let Some(mesh) = self
866                            .resources
867                            .mesh_store
868                            .get(item.mesh_id)
869                        else {
870                            continue;
871                        };
872                        oit_pass.set_bind_group(1, &mesh.object_bind_group, &[]);
873                        oit_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
874                        oit_pass.set_index_buffer(
875                            mesh.index_buffer.slice(..),
876                            wgpu::IndexFormat::Uint32,
877                        );
878                        oit_pass.draw_indexed(0..mesh.index_count, 0, 0..1);
879                    }
880                }
881            }
882        }
883
884        // -----------------------------------------------------------------------
885        // OIT composite pass: blend accum/reveal into HDR buffer.
886        // Only executes when transparent items were present.
887        // -----------------------------------------------------------------------
888        if has_transparent {
889            if let (Some(pipeline), Some(bg)) = (
890                self.resources.oit_composite_pipeline.as_ref(),
891                slot_hdr.oit_composite_bind_group.as_ref(),
892            ) {
893                let hdr_view = &slot_hdr.hdr_view;
894                let mut composite_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
895                    label: Some("oit_composite_pass"),
896                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
897                        view: hdr_view,
898                        resolve_target: None,
899                        ops: wgpu::Operations {
900                            load: wgpu::LoadOp::Load,
901                            store: wgpu::StoreOp::Store,
902                        },
903                        depth_slice: None,
904                    })],
905                    depth_stencil_attachment: None,
906                    timestamp_writes: None,
907                    occlusion_query_set: None,
908                });
909                composite_pass.set_pipeline(pipeline);
910                composite_pass.set_bind_group(0, bg, &[]);
911                composite_pass.draw(0..3, 0..1);
912            }
913        }
914
915        // -----------------------------------------------------------------------
916        // Outline composite pass (HDR path): blit offscreen outline onto hdr_view.
917        // Runs after the HDR scene pass (which has depth+stencil) in a separate
918        // pass with no depth attachment, so the composite pipeline is compatible.
919        // -----------------------------------------------------------------------
920        if !slot.outline_object_buffers.is_empty() {
921            // Prefer the HDR-format pipeline; fall back to LDR single-sample.
922            let hdr_pipeline = self
923                .resources
924                .outline_composite_pipeline_hdr
925                .as_ref()
926                .or(self.resources.outline_composite_pipeline_single.as_ref());
927            if let Some(pipeline) = hdr_pipeline {
928                let bg = &slot_hdr.outline_composite_bind_group;
929                let hdr_view = &slot_hdr.hdr_view;
930                let hdr_depth_view = &slot_hdr.hdr_depth_view;
931                let mut outline_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
932                    label: Some("hdr_outline_composite_pass"),
933                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
934                        view: hdr_view,
935                        resolve_target: None,
936                        ops: wgpu::Operations {
937                            load: wgpu::LoadOp::Load,
938                            store: wgpu::StoreOp::Store,
939                        },
940                        depth_slice: None,
941                    })],
942                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
943                        view: hdr_depth_view,
944                        depth_ops: Some(wgpu::Operations {
945                            load: wgpu::LoadOp::Load,
946                            store: wgpu::StoreOp::Store,
947                        }),
948                        stencil_ops: None,
949                    }),
950                    timestamp_writes: None,
951                    occlusion_query_set: None,
952                });
953                outline_pass.set_pipeline(pipeline);
954                outline_pass.set_bind_group(0, bg, &[]);
955                outline_pass.draw(0..3, 0..1);
956            }
957        }
958
959        // -----------------------------------------------------------------------
960        // SSAO pass.
961        // -----------------------------------------------------------------------
962        if pp.ssao {
963            if let Some(ssao_pipeline) = &self.resources.ssao_pipeline {
964                {
965                    let mut ssao_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
966                        label: Some("ssao_pass"),
967                        color_attachments: &[Some(wgpu::RenderPassColorAttachment {
968                            view: &slot_hdr.ssao_view,
969                            resolve_target: None,
970                            ops: wgpu::Operations {
971                                load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
972                                store: wgpu::StoreOp::Store,
973                            },
974                            depth_slice: None,
975                        })],
976                        depth_stencil_attachment: None,
977                        timestamp_writes: None,
978                        occlusion_query_set: None,
979                    });
980                    ssao_pass.set_pipeline(ssao_pipeline);
981                    ssao_pass.set_bind_group(0, &slot_hdr.ssao_bg, &[]);
982                    ssao_pass.draw(0..3, 0..1);
983                }
984
985                // SSAO blur pass.
986                if let Some(ssao_blur_pipeline) = &self.resources.ssao_blur_pipeline {
987                    let mut ssao_blur_pass =
988                        encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
989                            label: Some("ssao_blur_pass"),
990                            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
991                                view: &slot_hdr.ssao_blur_view,
992                                resolve_target: None,
993                                ops: wgpu::Operations {
994                                    load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
995                                    store: wgpu::StoreOp::Store,
996                                },
997                                depth_slice: None,
998                            })],
999                            depth_stencil_attachment: None,
1000                            timestamp_writes: None,
1001                            occlusion_query_set: None,
1002                        });
1003                    ssao_blur_pass.set_pipeline(ssao_blur_pipeline);
1004                    ssao_blur_pass.set_bind_group(0, &slot_hdr.ssao_blur_bg, &[]);
1005                    ssao_blur_pass.draw(0..3, 0..1);
1006                }
1007            }
1008        }
1009
1010        // -----------------------------------------------------------------------
1011        // Contact shadow pass.
1012        // -----------------------------------------------------------------------
1013        if pp.contact_shadows {
1014            if let Some(cs_pipeline) = &self.resources.contact_shadow_pipeline {
1015                let mut cs_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1016                    label: Some("contact_shadow_pass"),
1017                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1018                        view: &slot_hdr.contact_shadow_view,
1019                        resolve_target: None,
1020                        depth_slice: None,
1021                        ops: wgpu::Operations {
1022                            load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
1023                            store: wgpu::StoreOp::Store,
1024                        },
1025                    })],
1026                    depth_stencil_attachment: None,
1027                    timestamp_writes: None,
1028                    occlusion_query_set: None,
1029                });
1030                cs_pass.set_pipeline(cs_pipeline);
1031                cs_pass.set_bind_group(0, &slot_hdr.contact_shadow_bg, &[]);
1032                cs_pass.draw(0..3, 0..1);
1033            }
1034        }
1035
1036        // -----------------------------------------------------------------------
1037        // Bloom passes.
1038        // -----------------------------------------------------------------------
1039        if pp.bloom {
1040            // Threshold pass: extract bright pixels into bloom_threshold_texture.
1041            if let Some(bloom_threshold_pipeline) = &self.resources.bloom_threshold_pipeline {
1042                {
1043                    let mut threshold_pass =
1044                        encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1045                            label: Some("bloom_threshold_pass"),
1046                            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1047                                view: &slot_hdr.bloom_threshold_view,
1048                                resolve_target: None,
1049                                ops: wgpu::Operations {
1050                                    load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
1051                                    store: wgpu::StoreOp::Store,
1052                                },
1053                                depth_slice: None,
1054                            })],
1055                            depth_stencil_attachment: None,
1056                            timestamp_writes: None,
1057                            occlusion_query_set: None,
1058                        });
1059                    threshold_pass.set_pipeline(bloom_threshold_pipeline);
1060                    threshold_pass.set_bind_group(0, &slot_hdr.bloom_threshold_bg, &[]);
1061                    threshold_pass.draw(0..3, 0..1);
1062                }
1063
1064                // 4 ping-pong H+V blur passes for a wide glow.
1065                // Pass 1: threshold -> ping -> pong. Passes 2-4: pong -> ping -> pong.
1066                if let Some(blur_pipeline) = &self.resources.bloom_blur_pipeline {
1067                    let blur_h_bg = &slot_hdr.bloom_blur_h_bg;
1068                    let blur_h_pong_bg = &slot_hdr.bloom_blur_h_pong_bg;
1069                    let blur_v_bg = &slot_hdr.bloom_blur_v_bg;
1070                    let bloom_ping_view = &slot_hdr.bloom_ping_view;
1071                    let bloom_pong_view = &slot_hdr.bloom_pong_view;
1072                    const BLUR_ITERATIONS: usize = 4;
1073                    for i in 0..BLUR_ITERATIONS {
1074                        // H pass: pass 0 reads threshold, subsequent passes read pong.
1075                        let h_bg = if i == 0 { blur_h_bg } else { blur_h_pong_bg };
1076                        {
1077                            let mut h_pass =
1078                                encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1079                                    label: Some("bloom_blur_h_pass"),
1080                                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1081                                        view: bloom_ping_view,
1082                                        resolve_target: None,
1083                                        ops: wgpu::Operations {
1084                                            load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
1085                                            store: wgpu::StoreOp::Store,
1086                                        },
1087                                        depth_slice: None,
1088                                    })],
1089                                    depth_stencil_attachment: None,
1090                                    timestamp_writes: None,
1091                                    occlusion_query_set: None,
1092                                });
1093                            h_pass.set_pipeline(blur_pipeline);
1094                            h_pass.set_bind_group(0, h_bg, &[]);
1095                            h_pass.draw(0..3, 0..1);
1096                        }
1097                        // V pass: ping -> pong.
1098                        {
1099                            let mut v_pass =
1100                                encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1101                                    label: Some("bloom_blur_v_pass"),
1102                                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1103                                        view: bloom_pong_view,
1104                                        resolve_target: None,
1105                                        ops: wgpu::Operations {
1106                                            load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
1107                                            store: wgpu::StoreOp::Store,
1108                                        },
1109                                        depth_slice: None,
1110                                    })],
1111                                    depth_stencil_attachment: None,
1112                                    timestamp_writes: None,
1113                                    occlusion_query_set: None,
1114                                });
1115                            v_pass.set_pipeline(blur_pipeline);
1116                            v_pass.set_bind_group(0, blur_v_bg, &[]);
1117                            v_pass.draw(0..3, 0..1);
1118                        }
1119                    }
1120                }
1121            }
1122        }
1123
1124        // -----------------------------------------------------------------------
1125        // Tone map pass: HDR + bloom + AO -> (fxaa_texture if FXAA) or output_view.
1126        // -----------------------------------------------------------------------
1127        let use_fxaa = pp.fxaa;
1128        if let Some(tone_map_pipeline) = &self.resources.tone_map_pipeline {
1129            let tone_target: &wgpu::TextureView = if use_fxaa {
1130                &slot_hdr.fxaa_view
1131            } else {
1132                output_view
1133            };
1134            let mut tone_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1135                label: Some("tone_map_pass"),
1136                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1137                    view: tone_target,
1138                    resolve_target: None,
1139                    ops: wgpu::Operations {
1140                        load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
1141                        store: wgpu::StoreOp::Store,
1142                    },
1143                    depth_slice: None,
1144                })],
1145                depth_stencil_attachment: None,
1146                timestamp_writes: None,
1147                occlusion_query_set: None,
1148            });
1149            tone_pass.set_pipeline(tone_map_pipeline);
1150            tone_pass.set_bind_group(0, &slot_hdr.tone_map_bind_group, &[]);
1151            tone_pass.draw(0..3, 0..1);
1152        }
1153
1154        // -----------------------------------------------------------------------
1155        // FXAA pass: fxaa_texture -> output_view (only when FXAA is enabled).
1156        // -----------------------------------------------------------------------
1157        if use_fxaa {
1158            if let Some(fxaa_pipeline) = &self.resources.fxaa_pipeline {
1159                let mut fxaa_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1160                    label: Some("fxaa_pass"),
1161                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1162                        view: output_view,
1163                        resolve_target: None,
1164                        ops: wgpu::Operations {
1165                            load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
1166                            store: wgpu::StoreOp::Store,
1167                        },
1168                        depth_slice: None,
1169                    })],
1170                    depth_stencil_attachment: None,
1171                    timestamp_writes: None,
1172                    occlusion_query_set: None,
1173                });
1174                fxaa_pass.set_pipeline(fxaa_pipeline);
1175                fxaa_pass.set_bind_group(0, &slot_hdr.fxaa_bind_group, &[]);
1176                fxaa_pass.draw(0..3, 0..1);
1177            }
1178        }
1179
1180        // Grid pass (HDR path): draw the existing analytical grid on the final
1181        // output after tone mapping / FXAA, reusing the scene depth buffer so
1182        // scene geometry still occludes the grid exactly as in the LDR path.
1183        if frame.viewport.show_grid {
1184            let slot = &self.viewport_slots[vp_idx];
1185            let slot_hdr = slot.hdr.as_ref().unwrap();
1186            let grid_bg = &slot.grid_bind_group;
1187            let mut grid_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1188                label: Some("hdr_grid_pass"),
1189                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1190                    view: output_view,
1191                    resolve_target: None,
1192                    ops: wgpu::Operations {
1193                        load: wgpu::LoadOp::Load,
1194                        store: wgpu::StoreOp::Store,
1195                    },
1196                    depth_slice: None,
1197                })],
1198                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
1199                    view: &slot_hdr.hdr_depth_view,
1200                    depth_ops: Some(wgpu::Operations {
1201                        load: wgpu::LoadOp::Load,
1202                        store: wgpu::StoreOp::Store,
1203                    }),
1204                    stencil_ops: None,
1205                }),
1206                timestamp_writes: None,
1207                occlusion_query_set: None,
1208            });
1209            grid_pass.set_pipeline(&self.resources.grid_pipeline);
1210            grid_pass.set_bind_group(0, grid_bg, &[]);
1211            grid_pass.draw(0..3, 0..1);
1212        }
1213
1214        // Ground plane pass (HDR path): drawn after grid, before editor overlays.
1215        // Uses the scene depth buffer for correct occlusion against geometry.
1216        if !matches!(
1217            frame.effects.ground_plane.mode,
1218            crate::renderer::types::GroundPlaneMode::None
1219        ) {
1220            let slot = &self.viewport_slots[vp_idx];
1221            let slot_hdr = slot.hdr.as_ref().unwrap();
1222            let mut gp_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1223                label: Some("hdr_ground_plane_pass"),
1224                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1225                    view: output_view,
1226                    resolve_target: None,
1227                    ops: wgpu::Operations {
1228                        load: wgpu::LoadOp::Load,
1229                        store: wgpu::StoreOp::Store,
1230                    },
1231                    depth_slice: None,
1232                })],
1233                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
1234                    view: &slot_hdr.hdr_depth_view,
1235                    depth_ops: Some(wgpu::Operations {
1236                        load: wgpu::LoadOp::Load,
1237                        store: wgpu::StoreOp::Store,
1238                    }),
1239                    stencil_ops: None,
1240                }),
1241                timestamp_writes: None,
1242                occlusion_query_set: None,
1243            });
1244            gp_pass.set_pipeline(&self.resources.ground_plane_pipeline);
1245            gp_pass.set_bind_group(0, &self.resources.ground_plane_bind_group, &[]);
1246            gp_pass.draw(0..3, 0..1);
1247        }
1248
1249        // Editor overlay pass (HDR path): draw viewport/editor overlays on the
1250        // final output after tone mapping / FXAA, reusing the scene depth
1251        // buffer so depth-tested helpers still behave correctly.
1252        {
1253            let slot = &self.viewport_slots[vp_idx];
1254            let slot_hdr = slot.hdr.as_ref().unwrap();
1255            let has_editor_overlays = (frame.interaction.gizmo_model.is_some()
1256                && slot.gizmo_index_count > 0)
1257                || !slot.constraint_line_buffers.is_empty()
1258                || !slot.clip_plane_fill_buffers.is_empty()
1259                || !slot.clip_plane_line_buffers.is_empty()
1260                || !slot.xray_object_buffers.is_empty();
1261            if has_editor_overlays {
1262                let camera_bg = &slot.camera_bind_group;
1263                let mut overlay_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1264                    label: Some("hdr_editor_overlay_pass"),
1265                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1266                        view: output_view,
1267                        resolve_target: None,
1268                        ops: wgpu::Operations {
1269                            load: wgpu::LoadOp::Load,
1270                            store: wgpu::StoreOp::Store,
1271                        },
1272                        depth_slice: None,
1273                    })],
1274                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
1275                        view: &slot_hdr.hdr_depth_view,
1276                        depth_ops: Some(wgpu::Operations {
1277                            load: wgpu::LoadOp::Load,
1278                            store: wgpu::StoreOp::Discard,
1279                        }),
1280                        stencil_ops: None,
1281                    }),
1282                    timestamp_writes: None,
1283                    occlusion_query_set: None,
1284                });
1285
1286                if frame.interaction.gizmo_model.is_some() && slot.gizmo_index_count > 0 {
1287                    overlay_pass.set_pipeline(&self.resources.gizmo_pipeline);
1288                    overlay_pass.set_bind_group(0, camera_bg, &[]);
1289                    overlay_pass.set_bind_group(1, &slot.gizmo_bind_group, &[]);
1290                    overlay_pass.set_vertex_buffer(0, slot.gizmo_vertex_buffer.slice(..));
1291                    overlay_pass.set_index_buffer(
1292                        slot.gizmo_index_buffer.slice(..),
1293                        wgpu::IndexFormat::Uint32,
1294                    );
1295                    overlay_pass.draw_indexed(0..slot.gizmo_index_count, 0, 0..1);
1296                }
1297
1298                if !slot.constraint_line_buffers.is_empty() {
1299                    overlay_pass.set_pipeline(&self.resources.overlay_line_pipeline);
1300                    overlay_pass.set_bind_group(0, camera_bg, &[]);
1301                    for (vbuf, ibuf, index_count, _ubuf, bg) in &slot.constraint_line_buffers {
1302                        overlay_pass.set_bind_group(1, bg, &[]);
1303                        overlay_pass.set_vertex_buffer(0, vbuf.slice(..));
1304                        overlay_pass.set_index_buffer(ibuf.slice(..), wgpu::IndexFormat::Uint32);
1305                        overlay_pass.draw_indexed(0..*index_count, 0, 0..1);
1306                    }
1307                }
1308
1309                if !slot.clip_plane_fill_buffers.is_empty() {
1310                    overlay_pass.set_pipeline(&self.resources.overlay_pipeline);
1311                    overlay_pass.set_bind_group(0, camera_bg, &[]);
1312                    for (vbuf, ibuf, idx_count, _ubuf, bg) in &slot.clip_plane_fill_buffers {
1313                        overlay_pass.set_bind_group(1, bg, &[]);
1314                        overlay_pass.set_vertex_buffer(0, vbuf.slice(..));
1315                        overlay_pass.set_index_buffer(ibuf.slice(..), wgpu::IndexFormat::Uint32);
1316                        overlay_pass.draw_indexed(0..*idx_count, 0, 0..1);
1317                    }
1318                }
1319
1320                if !slot.clip_plane_line_buffers.is_empty() {
1321                    overlay_pass.set_pipeline(&self.resources.overlay_line_pipeline);
1322                    overlay_pass.set_bind_group(0, camera_bg, &[]);
1323                    for (vbuf, ibuf, idx_count, _ubuf, bg) in &slot.clip_plane_line_buffers {
1324                        overlay_pass.set_bind_group(1, bg, &[]);
1325                        overlay_pass.set_vertex_buffer(0, vbuf.slice(..));
1326                        overlay_pass.set_index_buffer(ibuf.slice(..), wgpu::IndexFormat::Uint32);
1327                        overlay_pass.draw_indexed(0..*idx_count, 0, 0..1);
1328                    }
1329                }
1330
1331                if !slot.xray_object_buffers.is_empty() {
1332                    overlay_pass.set_pipeline(&self.resources.xray_pipeline);
1333                    overlay_pass.set_bind_group(0, camera_bg, &[]);
1334                    for (mesh_id, _buf, bg) in &slot.xray_object_buffers {
1335                        let Some(mesh) = self
1336                            .resources
1337                            .mesh_store
1338                            .get(*mesh_id)
1339                        else {
1340                            continue;
1341                        };
1342                        overlay_pass.set_bind_group(1, bg, &[]);
1343                        overlay_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
1344                        overlay_pass.set_index_buffer(
1345                            mesh.index_buffer.slice(..),
1346                            wgpu::IndexFormat::Uint32,
1347                        );
1348                        overlay_pass.draw_indexed(0..mesh.index_count, 0, 0..1);
1349                    }
1350                }
1351            }
1352        }
1353
1354        // Axes indicator pass (HDR path): draw in screen space on the final
1355        // output after tone mapping / FXAA so it stays visible in PBR mode.
1356        if frame.viewport.show_axes_indicator {
1357            let slot = &self.viewport_slots[vp_idx];
1358            if slot.axes_vertex_count > 0 {
1359                let slot_hdr = slot.hdr.as_ref().unwrap();
1360                let mut axes_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1361                    label: Some("hdr_axes_pass"),
1362                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1363                        view: output_view,
1364                        resolve_target: None,
1365                        ops: wgpu::Operations {
1366                            load: wgpu::LoadOp::Load,
1367                            store: wgpu::StoreOp::Store,
1368                        },
1369                        depth_slice: None,
1370                    })],
1371                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
1372                        view: &slot_hdr.hdr_depth_view,
1373                        depth_ops: Some(wgpu::Operations {
1374                            load: wgpu::LoadOp::Load,
1375                            store: wgpu::StoreOp::Discard,
1376                        }),
1377                        stencil_ops: None,
1378                    }),
1379                    timestamp_writes: None,
1380                    occlusion_query_set: None,
1381                });
1382                axes_pass.set_pipeline(&self.resources.axes_pipeline);
1383                axes_pass.set_vertex_buffer(0, slot.axes_vertex_buffer.slice(..));
1384                axes_pass.draw(0..slot.axes_vertex_count, 0..1);
1385            }
1386        }
1387
1388        // Phase 10B : screen-space image overlay pass (HDR path).
1389        // Drawn after axes so overlays are always on top of everything.
1390        if !self.screen_image_gpu_data.is_empty() {
1391            if let Some(pipeline) = &self.resources.screen_image_pipeline {
1392                let slot_hdr = self.viewport_slots[vp_idx].hdr.as_ref().unwrap();
1393                let mut img_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1394                    label: Some("screen_image_pass"),
1395                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1396                        view: output_view,
1397                        resolve_target: None,
1398                        ops: wgpu::Operations {
1399                            load: wgpu::LoadOp::Load,
1400                            store: wgpu::StoreOp::Store,
1401                        },
1402                        depth_slice: None,
1403                    })],
1404                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
1405                        view: &slot_hdr.hdr_depth_view,
1406                        depth_ops: Some(wgpu::Operations {
1407                            load: wgpu::LoadOp::Load,
1408                            store: wgpu::StoreOp::Discard,
1409                        }),
1410                        stencil_ops: None,
1411                    }),
1412                    timestamp_writes: None,
1413                    occlusion_query_set: None,
1414                });
1415                img_pass.set_pipeline(pipeline);
1416                for gpu in &self.screen_image_gpu_data {
1417                    img_pass.set_bind_group(0, &gpu.bind_group, &[]);
1418                    img_pass.draw(0..6, 0..1);
1419                }
1420            }
1421        }
1422
1423        encoder.finish()
1424    }
1425
1426    /// Render a frame to an offscreen texture and return raw RGBA bytes.
1427    ///
1428    /// Creates a temporary [`wgpu::Texture`] render target of the given dimensions,
1429    /// runs all render passes (shadow, scene, post-processing) into it via
1430    /// [`render()`](Self::render), then copies the result back to CPU memory.
1431    ///
1432    /// No OS window or [`wgpu::Surface`] is required. The caller is responsible for
1433    /// initialising the wgpu adapter with `compatible_surface: None` and for
1434    /// constructing a valid [`FrameData`] (including `viewport_size` matching
1435    /// `width`/`height`).
1436    ///
1437    /// Returns `width * height * 4` bytes in RGBA8 layout. The caller encodes to
1438    /// PNG/EXR independently : no image codec dependency in this crate.
1439    pub fn render_offscreen(
1440        &mut self,
1441        device: &wgpu::Device,
1442        queue: &wgpu::Queue,
1443        frame: &FrameData,
1444        width: u32,
1445        height: u32,
1446    ) -> Vec<u8> {
1447        // 1. Create offscreen texture with RENDER_ATTACHMENT | COPY_SRC usage.
1448        let target_format = self.resources.target_format;
1449        let offscreen_texture = device.create_texture(&wgpu::TextureDescriptor {
1450            label: Some("offscreen_target"),
1451            size: wgpu::Extent3d {
1452                width: width.max(1),
1453                height: height.max(1),
1454                depth_or_array_layers: 1,
1455            },
1456            mip_level_count: 1,
1457            sample_count: 1,
1458            dimension: wgpu::TextureDimension::D2,
1459            format: target_format,
1460            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
1461            view_formats: &[],
1462        });
1463
1464        // 2. Create a texture view for rendering into.
1465        let output_view = offscreen_texture.create_view(&wgpu::TextureViewDescriptor::default());
1466
1467        // 3. render() calls ensure_viewport_hdr which provides the depth-stencil buffer
1468        //    for both LDR and HDR paths, so no separate ensure_outline_target is needed.
1469
1470        // 4. Render the scene into the offscreen texture.
1471        //    The caller must set `frame.camera.viewport_size` to `[width as f32, height as f32]`
1472        //    and `frame.camera.render_camera.aspect` to `width as f32 / height as f32`
1473        //    for correct HDR target allocation and scissor rects.
1474        let cmd_buf = self.render(device, queue, &output_view, frame);
1475        queue.submit(std::iter::once(cmd_buf));
1476
1477        // 5. Copy texture -> staging buffer (wgpu requires row alignment to 256 bytes).
1478        let bytes_per_pixel = 4u32;
1479        let unpadded_row = width * bytes_per_pixel;
1480        let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT;
1481        let padded_row = (unpadded_row + align - 1) & !(align - 1);
1482        let buffer_size = (padded_row * height.max(1)) as u64;
1483
1484        let staging_buf = device.create_buffer(&wgpu::BufferDescriptor {
1485            label: Some("offscreen_staging"),
1486            size: buffer_size,
1487            usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
1488            mapped_at_creation: false,
1489        });
1490
1491        let mut copy_encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
1492            label: Some("offscreen_copy_encoder"),
1493        });
1494        copy_encoder.copy_texture_to_buffer(
1495            wgpu::TexelCopyTextureInfo {
1496                texture: &offscreen_texture,
1497                mip_level: 0,
1498                origin: wgpu::Origin3d::ZERO,
1499                aspect: wgpu::TextureAspect::All,
1500            },
1501            wgpu::TexelCopyBufferInfo {
1502                buffer: &staging_buf,
1503                layout: wgpu::TexelCopyBufferLayout {
1504                    offset: 0,
1505                    bytes_per_row: Some(padded_row),
1506                    rows_per_image: Some(height.max(1)),
1507                },
1508            },
1509            wgpu::Extent3d {
1510                width: width.max(1),
1511                height: height.max(1),
1512                depth_or_array_layers: 1,
1513            },
1514        );
1515        queue.submit(std::iter::once(copy_encoder.finish()));
1516
1517        // 6. Map buffer and extract tightly-packed RGBA pixels.
1518        let (tx, rx) = std::sync::mpsc::channel();
1519        staging_buf
1520            .slice(..)
1521            .map_async(wgpu::MapMode::Read, move |result| {
1522                let _ = tx.send(result);
1523            });
1524        device
1525            .poll(wgpu::PollType::Wait {
1526                submission_index: None,
1527                timeout: Some(std::time::Duration::from_secs(5)),
1528            })
1529            .unwrap();
1530        let _ = rx.recv().unwrap_or(Err(wgpu::BufferAsyncError));
1531
1532        let mut pixels: Vec<u8> = Vec::with_capacity((width * height * 4) as usize);
1533        {
1534            let mapped = staging_buf.slice(..).get_mapped_range();
1535            let data: &[u8] = &mapped;
1536            if padded_row == unpadded_row {
1537                // No padding : copy entire slice directly.
1538                pixels.extend_from_slice(data);
1539            } else {
1540                // Strip row padding.
1541                for row in 0..height as usize {
1542                    let start = row * padded_row as usize;
1543                    let end = start + unpadded_row as usize;
1544                    pixels.extend_from_slice(&data[start..end]);
1545                }
1546            }
1547        }
1548        staging_buf.unmap();
1549
1550        // 7. Swizzle BGRA -> RGBA if the format stores bytes in BGRA order.
1551        let is_bgra = matches!(
1552            target_format,
1553            wgpu::TextureFormat::Bgra8Unorm | wgpu::TextureFormat::Bgra8UnormSrgb
1554        );
1555        if is_bgra {
1556            for pixel in pixels.chunks_exact_mut(4) {
1557                pixel.swap(0, 2); // B ↔ R
1558            }
1559        }
1560
1561        pixels
1562    }
1563}