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viewport_lib/renderer/
prepare.rs

1use super::types::{ClipShape, SceneEffects, ViewportEffects};
2use super::*;
3
4impl ViewportRenderer {
5    /// Scene-global prepare stage: compute filters, lighting, shadow pass, batching, scivis.
6    ///
7    /// Call once per frame before any `prepare_viewport_internal` calls.
8    ///
9    /// Reads `scene_fx` for lighting, IBL, and compute filters.  Still reads
10    /// `frame.camera` for shadow cascade computation (Phase 1 coupling : see
11    /// multi-viewport-plan.md § shadow strategy; decoupled in Phase 2).
12    pub(super) fn prepare_scene_internal(
13        &mut self,
14        device: &wgpu::Device,
15        queue: &wgpu::Queue,
16        frame: &FrameData,
17        scene_fx: &SceneEffects<'_>,
18    ) {
19        // Phase G : GPU compute filtering.
20        // Dispatch before the render pass. Completely skipped when list is empty (zero overhead).
21        if !scene_fx.compute_filter_items.is_empty() {
22            self.compute_filter_results =
23                self.resources
24                    .run_compute_filters(device, queue, scene_fx.compute_filter_items);
25        } else {
26            self.compute_filter_results.clear();
27        }
28
29        // Ensure built-in colormaps and matcaps are uploaded on first frame.
30        self.resources.ensure_colormaps_initialized(device, queue);
31        self.resources.ensure_matcaps_initialized(device, queue);
32
33        let resources = &mut self.resources;
34        let lighting = scene_fx.lighting;
35
36        // Resolve scene items from the SurfaceSubmission seam.
37        let scene_items: &[SceneRenderItem] = match &frame.scene.surfaces {
38            SurfaceSubmission::Flat(items) => items,
39        };
40
41        // Compute scene center / extent for shadow framing.
42        let (shadow_center, shadow_extent) = if let Some(extent) = lighting.shadow_extent_override {
43            (glam::Vec3::ZERO, extent)
44        } else {
45            (glam::Vec3::ZERO, 20.0)
46        };
47
48        /// Build a light-space view-projection matrix for shadow mapping.
49        fn compute_shadow_matrix(
50            kind: &LightKind,
51            shadow_center: glam::Vec3,
52            shadow_extent: f32,
53        ) -> glam::Mat4 {
54            match kind {
55                LightKind::Directional { direction } => {
56                    let dir = glam::Vec3::from(*direction).normalize();
57                    let light_up = if dir.z.abs() > 0.99 {
58                        glam::Vec3::Y
59                    } else {
60                        glam::Vec3::Z
61                    };
62                    let light_pos = shadow_center + dir * shadow_extent * 2.0;
63                    let light_view = glam::Mat4::look_at_rh(light_pos, shadow_center, light_up);
64                    let light_proj = glam::Mat4::orthographic_rh(
65                        -shadow_extent,
66                        shadow_extent,
67                        -shadow_extent,
68                        shadow_extent,
69                        0.01,
70                        shadow_extent * 5.0,
71                    );
72                    light_proj * light_view
73                }
74                LightKind::Point { position, range } => {
75                    let pos = glam::Vec3::from(*position);
76                    let to_center = (shadow_center - pos).normalize();
77                    let light_up = if to_center.z.abs() > 0.99 {
78                        glam::Vec3::Y
79                    } else {
80                        glam::Vec3::Z
81                    };
82                    let light_view = glam::Mat4::look_at_rh(pos, shadow_center, light_up);
83                    let light_proj =
84                        glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_2, 1.0, 0.1, *range);
85                    light_proj * light_view
86                }
87                LightKind::Spot {
88                    position,
89                    direction,
90                    range,
91                    ..
92                } => {
93                    let pos = glam::Vec3::from(*position);
94                    let dir = glam::Vec3::from(*direction).normalize();
95                    let look_target = pos + dir;
96                    let up = if dir.z.abs() > 0.99 {
97                        glam::Vec3::Y
98                    } else {
99                        glam::Vec3::Z
100                    };
101                    let light_view = glam::Mat4::look_at_rh(pos, look_target, up);
102                    let light_proj =
103                        glam::Mat4::perspective_rh(std::f32::consts::FRAC_PI_2, 1.0, 0.1, *range);
104                    light_proj * light_view
105                }
106            }
107        }
108
109        /// Convert a `LightSource` to `SingleLightUniform`, computing shadow matrix for lights[0].
110        fn build_single_light_uniform(
111            src: &LightSource,
112            shadow_center: glam::Vec3,
113            shadow_extent: f32,
114            compute_shadow: bool,
115        ) -> SingleLightUniform {
116            let shadow_mat = if compute_shadow {
117                compute_shadow_matrix(&src.kind, shadow_center, shadow_extent)
118            } else {
119                glam::Mat4::IDENTITY
120            };
121
122            match &src.kind {
123                LightKind::Directional { direction } => SingleLightUniform {
124                    light_view_proj: shadow_mat.to_cols_array_2d(),
125                    pos_or_dir: *direction,
126                    light_type: 0,
127                    color: src.color,
128                    intensity: src.intensity,
129                    range: 0.0,
130                    inner_angle: 0.0,
131                    outer_angle: 0.0,
132                    _pad_align: 0,
133                    spot_direction: [0.0, -1.0, 0.0],
134                    _pad: [0.0; 5],
135                },
136                LightKind::Point { position, range } => SingleLightUniform {
137                    light_view_proj: shadow_mat.to_cols_array_2d(),
138                    pos_or_dir: *position,
139                    light_type: 1,
140                    color: src.color,
141                    intensity: src.intensity,
142                    range: *range,
143                    inner_angle: 0.0,
144                    outer_angle: 0.0,
145                    _pad_align: 0,
146                    spot_direction: [0.0, -1.0, 0.0],
147                    _pad: [0.0; 5],
148                },
149                LightKind::Spot {
150                    position,
151                    direction,
152                    range,
153                    inner_angle,
154                    outer_angle,
155                } => SingleLightUniform {
156                    light_view_proj: shadow_mat.to_cols_array_2d(),
157                    pos_or_dir: *position,
158                    light_type: 2,
159                    color: src.color,
160                    intensity: src.intensity,
161                    range: *range,
162                    inner_angle: *inner_angle,
163                    outer_angle: *outer_angle,
164                    _pad_align: 0,
165                    spot_direction: *direction,
166                    _pad: [0.0; 5],
167                },
168            }
169        }
170
171        // Build the LightsUniform for all active lights (max 8).
172        let light_count = lighting.lights.len().min(8) as u32;
173        let mut lights_arr = [SingleLightUniform {
174            light_view_proj: glam::Mat4::IDENTITY.to_cols_array_2d(),
175            pos_or_dir: [0.0; 3],
176            light_type: 0,
177            color: [1.0; 3],
178            intensity: 1.0,
179            range: 0.0,
180            inner_angle: 0.0,
181            outer_angle: 0.0,
182            _pad_align: 0,
183            spot_direction: [0.0, -1.0, 0.0],
184            _pad: [0.0; 5],
185        }; 8];
186
187        for (i, src) in lighting.lights.iter().take(8).enumerate() {
188            lights_arr[i] = build_single_light_uniform(src, shadow_center, shadow_extent, i == 0);
189        }
190
191        // -------------------------------------------------------------------
192        // Compute CSM cascade matrices for lights[0] (directional).
193        // Phase 1 note: uses frame.camera : see multi-viewport-plan.md § shadow strategy.
194        // -------------------------------------------------------------------
195        let cascade_count = lighting.shadow_cascade_count.clamp(1, 4) as usize;
196        let atlas_res = lighting.shadow_atlas_resolution.max(64);
197        let tile_size = atlas_res / 2;
198
199        let cascade_splits = compute_cascade_splits(
200            frame.camera.render_camera.near.max(0.01),
201            frame.camera.render_camera.far.max(1.0),
202            cascade_count as u32,
203            lighting.cascade_split_lambda,
204        );
205
206        let light_dir_for_csm = if light_count > 0 {
207            match &lighting.lights[0].kind {
208                LightKind::Directional { direction } => glam::Vec3::from(*direction).normalize(),
209                LightKind::Point { position, .. } => {
210                    (glam::Vec3::from(*position) - shadow_center).normalize()
211                }
212                LightKind::Spot {
213                    position,
214                    direction,
215                    ..
216                } => {
217                    let _ = position;
218                    glam::Vec3::from(*direction).normalize()
219                }
220            }
221        } else {
222            glam::Vec3::new(0.3, 1.0, 0.5).normalize()
223        };
224
225        let mut cascade_view_projs = [glam::Mat4::IDENTITY; 4];
226        // Distance-based splits for fragment shader cascade selection.
227        let mut cascade_split_distances = [0.0f32; 4];
228
229        // Determine if we should use CSM (directional light + valid camera data).
230        let use_csm = light_count > 0
231            && matches!(lighting.lights[0].kind, LightKind::Directional { .. })
232            && frame.camera.render_camera.view != glam::Mat4::IDENTITY;
233
234        if use_csm {
235            for i in 0..cascade_count {
236                let split_near = if i == 0 {
237                    frame.camera.render_camera.near.max(0.01)
238                } else {
239                    cascade_splits[i - 1]
240                };
241                let split_far = cascade_splits[i];
242                cascade_view_projs[i] = compute_cascade_matrix(
243                    light_dir_for_csm,
244                    frame.camera.render_camera.view,
245                    frame.camera.render_camera.fov,
246                    frame.camera.render_camera.aspect,
247                    split_near,
248                    split_far,
249                    tile_size as f32,
250                );
251                cascade_split_distances[i] = split_far;
252            }
253        } else {
254            // Fallback: single shadow map covering the whole scene (legacy behavior).
255            let primary_shadow_mat = if light_count > 0 {
256                compute_shadow_matrix(&lighting.lights[0].kind, shadow_center, shadow_extent)
257            } else {
258                glam::Mat4::IDENTITY
259            };
260            cascade_view_projs[0] = primary_shadow_mat;
261            cascade_split_distances[0] = frame.camera.render_camera.far;
262        }
263        let effective_cascade_count = if use_csm { cascade_count } else { 1 };
264
265        // Atlas tile layout (2x2 grid):
266        // [0] = top-left, [1] = top-right, [2] = bottom-left, [3] = bottom-right
267        let atlas_rects: [[f32; 4]; 8] = [
268            [0.0, 0.0, 0.5, 0.5], // cascade 0
269            [0.5, 0.0, 1.0, 0.5], // cascade 1
270            [0.0, 0.5, 0.5, 1.0], // cascade 2
271            [0.5, 0.5, 1.0, 1.0], // cascade 3
272            [0.0; 4],
273            [0.0; 4],
274            [0.0; 4],
275            [0.0; 4], // unused slots
276        ];
277
278        // Upload ShadowAtlasUniform (binding 5).
279        {
280            let mut vp_data = [[0.0f32; 4]; 16]; // 4 mat4s flattened
281            for c in 0..4 {
282                let cols = cascade_view_projs[c].to_cols_array_2d();
283                for row in 0..4 {
284                    vp_data[c * 4 + row] = cols[row];
285                }
286            }
287            let shadow_atlas_uniform = ShadowAtlasUniform {
288                cascade_view_proj: vp_data,
289                cascade_splits: cascade_split_distances,
290                cascade_count: effective_cascade_count as u32,
291                atlas_size: atlas_res as f32,
292                shadow_filter: match lighting.shadow_filter {
293                    ShadowFilter::Pcf => 0,
294                    ShadowFilter::Pcss => 1,
295                },
296                pcss_light_radius: lighting.pcss_light_radius,
297                atlas_rects,
298            };
299            queue.write_buffer(
300                &resources.shadow_info_buf,
301                0,
302                bytemuck::cast_slice(&[shadow_atlas_uniform]),
303            );
304            // Write to all per-viewport slot buffers so each viewport's bind group
305            // references correctly populated shadow info.
306            for slot in &self.viewport_slots {
307                queue.write_buffer(
308                    &slot.shadow_info_buf,
309                    0,
310                    bytemuck::cast_slice(&[shadow_atlas_uniform]),
311                );
312            }
313        }
314
315        // The primary shadow matrix is still stored in lights[0].light_view_proj for
316        // backward compat with the non-instanced shadow pass uniform.
317        let _primary_shadow_mat = cascade_view_projs[0];
318        // Cache for ground plane ShadowOnly mode.
319        self.last_cascade0_shadow_mat = cascade_view_projs[0];
320
321        // Upload lights uniform.
322        // IBL fields from environment map settings.
323        let (ibl_enabled, ibl_intensity, ibl_rotation, show_skybox) =
324            if let Some(env) = scene_fx.environment {
325                if resources.ibl_irradiance_view.is_some() {
326                    (
327                        1u32,
328                        env.intensity,
329                        env.rotation,
330                        if env.show_skybox { 1u32 } else { 0 },
331                    )
332                } else {
333                    (0, 0.0, 0.0, 0)
334                }
335            } else {
336                (0, 0.0, 0.0, 0)
337            };
338
339        let lights_uniform = LightsUniform {
340            count: light_count,
341            shadow_bias: lighting.shadow_bias,
342            shadows_enabled: if lighting.shadows_enabled { 1 } else { 0 },
343            _pad: 0,
344            sky_color: lighting.sky_color,
345            hemisphere_intensity: lighting.hemisphere_intensity,
346            ground_color: lighting.ground_color,
347            _pad2: 0.0,
348            lights: lights_arr,
349            ibl_enabled,
350            ibl_intensity,
351            ibl_rotation,
352            show_skybox,
353        };
354        queue.write_buffer(
355            &resources.light_uniform_buf,
356            0,
357            bytemuck::cast_slice(&[lights_uniform]),
358        );
359
360        // Upload all cascade matrices to the shadow uniform buffer before the shadow pass.
361        // wgpu batches write_buffer calls before the command buffer, so we must write ALL
362        // cascade slots up-front; the cascade loop then selects per-slot via dynamic offset.
363        const SHADOW_SLOT_STRIDE: u64 = 256;
364        for c in 0..4usize {
365            queue.write_buffer(
366                &resources.shadow_uniform_buf,
367                c as u64 * SHADOW_SLOT_STRIDE,
368                bytemuck::cast_slice(&cascade_view_projs[c].to_cols_array_2d()),
369            );
370        }
371
372        // -- Instancing preparation --
373        // Determine instancing mode BEFORE per-object uniforms so we can skip them.
374        let visible_count = scene_items.iter().filter(|i| i.visible).count();
375        let prev_use_instancing = self.use_instancing;
376        self.use_instancing = visible_count > INSTANCING_THRESHOLD;
377
378        // If instancing mode changed (e.g. objects added/removed crossing the threshold),
379        // clear batches so the generation check below forces a rebuild.
380        if self.use_instancing != prev_use_instancing {
381            self.instanced_batches.clear();
382            self.last_scene_generation = u64::MAX;
383            self.last_scene_items_count = usize::MAX;
384        }
385
386        // Per-object uniform writes : needed for the non-instanced path, wireframe mode,
387        // and for any items with active scalar attributes or two-sided materials
388        // (both bypass the instanced path).
389        let has_scalar_items = scene_items.iter().any(|i| i.active_attribute.is_some());
390        let has_two_sided_items = scene_items
391            .iter()
392            .any(|i| i.material.is_two_sided());
393        let has_matcap_items = scene_items.iter().any(|i| i.material.matcap_id.is_some());
394        let has_param_vis_items = scene_items.iter().any(|i| i.material.param_vis.is_some());
395        if !self.use_instancing
396            || frame.viewport.wireframe_mode
397            || has_scalar_items
398            || has_two_sided_items
399            || has_matcap_items
400            || has_param_vis_items
401        {
402            for item in scene_items {
403                if resources
404                    .mesh_store
405                    .get(item.mesh_id)
406                    .is_none()
407                {
408                    tracing::warn!(
409                        mesh_index = item.mesh_id.index(),
410                        "scene item mesh_index invalid, skipping"
411                    );
412                    continue;
413                };
414                let m = &item.material;
415                // Compute scalar attribute range.
416                let (has_attr, s_min, s_max) = if let Some(attr_ref) = &item.active_attribute {
417                    let range = item
418                        .scalar_range
419                        .or_else(|| {
420                            resources
421                                .mesh_store
422                                .get(item.mesh_id)
423                                .and_then(|mesh| mesh.attribute_ranges.get(&attr_ref.name).copied())
424                        })
425                        .unwrap_or((0.0, 1.0));
426                    (1u32, range.0, range.1)
427                } else {
428                    (0u32, 0.0, 1.0)
429                };
430                let obj_uniform = ObjectUniform {
431                    model: item.model,
432                    color: [m.base_color[0], m.base_color[1], m.base_color[2], m.opacity],
433                    selected: if item.selected { 1 } else { 0 },
434                    wireframe: if frame.viewport.wireframe_mode { 1 } else { 0 },
435                    ambient: m.ambient,
436                    diffuse: m.diffuse,
437                    specular: m.specular,
438                    shininess: m.shininess,
439                    has_texture: if m.texture_id.is_some() { 1 } else { 0 },
440                    use_pbr: if m.use_pbr { 1 } else { 0 },
441                    metallic: m.metallic,
442                    roughness: m.roughness,
443                    has_normal_map: if m.normal_map_id.is_some() { 1 } else { 0 },
444                    has_ao_map: if m.ao_map_id.is_some() { 1 } else { 0 },
445                    has_attribute: has_attr,
446                    scalar_min: s_min,
447                    scalar_max: s_max,
448                    _pad_scalar: 0,
449                    nan_color: item.nan_color.unwrap_or([0.0; 4]),
450                    use_nan_color: if item.nan_color.is_some() { 1 } else { 0 },
451                    use_matcap: if m.matcap_id.is_some() { 1 } else { 0 },
452                    matcap_blendable: m.matcap_id.map_or(0, |id| if id.blendable { 1 } else { 0 }),
453                    _pad2: 0,
454                    use_face_color: u32::from(item.active_attribute.as_ref().map_or(false, |a| {
455                        a.kind == crate::resources::AttributeKind::FaceColor
456                    })),
457                    uv_vis_mode: m.param_vis.map_or(0, |pv| pv.mode as u32),
458                    uv_vis_scale: m.param_vis.map_or(8.0, |pv| pv.scale),
459                    backface_policy: match m.backface_policy {
460                        crate::scene::material::BackfacePolicy::Cull => 0,
461                        crate::scene::material::BackfacePolicy::Identical => 1,
462                        crate::scene::material::BackfacePolicy::DifferentColor(_) => 2,
463                        crate::scene::material::BackfacePolicy::Tint(_) => 3,
464                        crate::scene::material::BackfacePolicy::Pattern { pattern, .. } => {
465                            4 + pattern as u32
466                        }
467                    },
468                    backface_color: match m.backface_policy {
469                        crate::scene::material::BackfacePolicy::DifferentColor(c) => {
470                            [c[0], c[1], c[2], 1.0]
471                        }
472                        crate::scene::material::BackfacePolicy::Tint(factor) => {
473                            [factor, 0.0, 0.0, 1.0]
474                        }
475                        crate::scene::material::BackfacePolicy::Pattern { color, .. } => {
476                            [color[0], color[1], color[2], 1.0]
477                        }
478                        _ => [0.0; 4],
479                    },
480                };
481
482                let normal_obj_uniform = ObjectUniform {
483                    model: item.model,
484                    color: [1.0, 1.0, 1.0, 1.0],
485                    selected: 0,
486                    wireframe: 0,
487                    ambient: 0.15,
488                    diffuse: 0.75,
489                    specular: 0.4,
490                    shininess: 32.0,
491                    has_texture: 0,
492                    use_pbr: 0,
493                    metallic: 0.0,
494                    roughness: 0.5,
495                    has_normal_map: 0,
496                    has_ao_map: 0,
497                    has_attribute: 0,
498                    scalar_min: 0.0,
499                    scalar_max: 1.0,
500                    _pad_scalar: 0,
501                    nan_color: [0.0; 4],
502                    use_nan_color: 0,
503                    use_matcap: 0,
504                    matcap_blendable: 0,
505                    _pad2: 0,
506                    use_face_color: 0,
507                    uv_vis_mode: 0,
508                    uv_vis_scale: 8.0,
509                    backface_policy: 0,
510                    backface_color: [0.0; 4],
511                };
512
513                // Write uniform data : use get() to read buffer references, then drop.
514                {
515                    let mesh = resources
516                        .mesh_store
517                        .get(item.mesh_id)
518                        .unwrap();
519                    queue.write_buffer(
520                        &mesh.object_uniform_buf,
521                        0,
522                        bytemuck::cast_slice(&[obj_uniform]),
523                    );
524                    queue.write_buffer(
525                        &mesh.normal_uniform_buf,
526                        0,
527                        bytemuck::cast_slice(&[normal_obj_uniform]),
528                    );
529                } // mesh borrow dropped here
530
531                // Rebuild the object bind group if material/attribute/LUT/matcap changed.
532                resources.update_mesh_texture_bind_group(
533                    device,
534                    item.mesh_id,
535                    item.material.texture_id,
536                    item.material.normal_map_id,
537                    item.material.ao_map_id,
538                    item.colormap_id,
539                    item.active_attribute.as_ref().map(|a| a.name.as_str()),
540                    item.material.matcap_id,
541                );
542            }
543        }
544
545        if self.use_instancing {
546            resources.ensure_instanced_pipelines(device);
547
548            // Generation-based cache: skip batch rebuild and GPU upload when nothing changed.
549            // Phase 2: wireframe_mode removed from cache key : wireframe rendering
550            // uses the per-object wireframe_pipeline, not the instanced path, so
551            // instance data is now viewport-agnostic.
552            let cache_valid = frame.scene.generation == self.last_scene_generation
553                && frame.interaction.selection_generation == self.last_selection_generation
554                && scene_items.len() == self.last_scene_items_count;
555
556            if !cache_valid {
557                // Cache miss : rebuild batches and upload instance data.
558                let mut sorted_items: Vec<&SceneRenderItem> = scene_items
559                    .iter()
560                    .filter(|item| {
561                        item.visible
562                            && item.active_attribute.is_none()
563                            && !item.material.is_two_sided()
564                            && item.material.matcap_id.is_none()
565                            && item.material.param_vis.is_none()
566                            && resources
567                                .mesh_store
568                                .get(item.mesh_id)
569                                .is_some()
570                    })
571                    .collect();
572
573                sorted_items.sort_unstable_by_key(|item| {
574                    (
575                        item.mesh_id.index(),
576                        item.material.texture_id,
577                        item.material.normal_map_id,
578                        item.material.ao_map_id,
579                    )
580                });
581
582                let mut all_instances: Vec<InstanceData> = Vec::with_capacity(sorted_items.len());
583                let mut instanced_batches: Vec<InstancedBatch> = Vec::new();
584
585                if !sorted_items.is_empty() {
586                    let mut batch_start = 0usize;
587                    for i in 1..=sorted_items.len() {
588                        let at_end = i == sorted_items.len();
589                        let key_changed = !at_end && {
590                            let a = sorted_items[batch_start];
591                            let b = sorted_items[i];
592                            a.mesh_id != b.mesh_id
593                                || a.material.texture_id != b.material.texture_id
594                                || a.material.normal_map_id != b.material.normal_map_id
595                                || a.material.ao_map_id != b.material.ao_map_id
596                        };
597
598                        if at_end || key_changed {
599                            let batch_items = &sorted_items[batch_start..i];
600                            let rep = batch_items[0];
601                            let instance_offset = all_instances.len() as u32;
602                            let is_transparent = rep.material.opacity < 1.0;
603
604                            for item in batch_items {
605                                let m = &item.material;
606                                all_instances.push(InstanceData {
607                                    model: item.model,
608                                    color: [
609                                        m.base_color[0],
610                                        m.base_color[1],
611                                        m.base_color[2],
612                                        m.opacity,
613                                    ],
614                                    selected: if item.selected { 1 } else { 0 },
615                                    wireframe: 0, // Phase 2: always 0 : wireframe uses per-object pipeline
616                                    ambient: m.ambient,
617                                    diffuse: m.diffuse,
618                                    specular: m.specular,
619                                    shininess: m.shininess,
620                                    has_texture: if m.texture_id.is_some() { 1 } else { 0 },
621                                    use_pbr: if m.use_pbr { 1 } else { 0 },
622                                    metallic: m.metallic,
623                                    roughness: m.roughness,
624                                    has_normal_map: if m.normal_map_id.is_some() { 1 } else { 0 },
625                                    has_ao_map: if m.ao_map_id.is_some() { 1 } else { 0 },
626                                });
627                            }
628
629                            instanced_batches.push(InstancedBatch {
630                                mesh_id: rep.mesh_id,
631                                texture_id: rep.material.texture_id,
632                                normal_map_id: rep.material.normal_map_id,
633                                ao_map_id: rep.material.ao_map_id,
634                                instance_offset,
635                                instance_count: batch_items.len() as u32,
636                                is_transparent,
637                            });
638
639                            batch_start = i;
640                        }
641                    }
642                }
643
644                self.cached_instance_data = all_instances;
645                self.cached_instanced_batches = instanced_batches;
646
647                resources.upload_instance_data(device, queue, &self.cached_instance_data);
648
649                self.instanced_batches = self.cached_instanced_batches.clone();
650
651                self.last_scene_generation = frame.scene.generation;
652                self.last_selection_generation = frame.interaction.selection_generation;
653                self.last_scene_items_count = scene_items.len();
654
655                for batch in &self.instanced_batches {
656                    resources.get_instance_bind_group(
657                        device,
658                        batch.texture_id,
659                        batch.normal_map_id,
660                        batch.ao_map_id,
661                    );
662                }
663            } else {
664                for batch in &self.instanced_batches {
665                    resources.get_instance_bind_group(
666                        device,
667                        batch.texture_id,
668                        batch.normal_map_id,
669                        batch.ao_map_id,
670                    );
671                }
672            }
673        }
674
675        // ------------------------------------------------------------------
676        // SciVis Phase B : point cloud and glyph GPU data upload.
677        // ------------------------------------------------------------------
678        self.point_cloud_gpu_data.clear();
679        if !frame.scene.point_clouds.is_empty() {
680            resources.ensure_point_cloud_pipeline(device);
681            for item in &frame.scene.point_clouds {
682                if item.positions.is_empty() {
683                    continue;
684                }
685                let gpu_data = resources.upload_point_cloud(device, queue, item);
686                self.point_cloud_gpu_data.push(gpu_data);
687            }
688        }
689
690        self.glyph_gpu_data.clear();
691        if !frame.scene.glyphs.is_empty() {
692            resources.ensure_glyph_pipeline(device);
693            for item in &frame.scene.glyphs {
694                if item.positions.is_empty() || item.vectors.is_empty() {
695                    continue;
696                }
697                let gpu_data = resources.upload_glyph_set(device, queue, item);
698                self.glyph_gpu_data.push(gpu_data);
699            }
700        }
701
702        // ------------------------------------------------------------------
703        // SciVis Phase M8 : polyline GPU data upload.
704        // ------------------------------------------------------------------
705        self.polyline_gpu_data.clear();
706        let vp_size = frame.camera.viewport_size;
707        if !frame.scene.polylines.is_empty() {
708            resources.ensure_polyline_pipeline(device);
709            for item in &frame.scene.polylines {
710                if item.positions.is_empty() {
711                    continue;
712                }
713                let gpu_data = resources.upload_polyline(device, queue, item, vp_size);
714                self.polyline_gpu_data.push(gpu_data);
715
716                // Phase 11: auto-generate GlyphItems for node/edge vector quantities.
717                if !item.node_vectors.is_empty() {
718                    resources.ensure_glyph_pipeline(device);
719                    let g = crate::quantities::polyline_node_vectors_to_glyphs(item);
720                    if !g.positions.is_empty() {
721                        let gd = resources.upload_glyph_set(device, queue, &g);
722                        self.glyph_gpu_data.push(gd);
723                    }
724                }
725                if !item.edge_vectors.is_empty() {
726                    resources.ensure_glyph_pipeline(device);
727                    let g = crate::quantities::polyline_edge_vectors_to_glyphs(item);
728                    if !g.positions.is_empty() {
729                        let gd = resources.upload_glyph_set(device, queue, &g);
730                        self.glyph_gpu_data.push(gd);
731                    }
732                }
733            }
734        }
735
736        // ------------------------------------------------------------------
737        // SciVis Phase L : isoline extraction and upload via polyline pipeline.
738        // ------------------------------------------------------------------
739        if !frame.scene.isolines.is_empty() {
740            resources.ensure_polyline_pipeline(device);
741            for item in &frame.scene.isolines {
742                if item.positions.is_empty() || item.indices.is_empty() || item.scalars.is_empty() {
743                    continue;
744                }
745                let (positions, strip_lengths) = crate::geometry::isoline::extract_isolines(item);
746                if positions.is_empty() {
747                    continue;
748                }
749                let polyline = PolylineItem {
750                    positions,
751                    scalars: Vec::new(),
752                    strip_lengths,
753                    scalar_range: None,
754                    colormap_id: None,
755                    default_color: item.color,
756                    line_width: item.line_width,
757                    id: 0,
758                    ..Default::default()
759                };
760                let gpu_data = resources.upload_polyline(device, queue, &polyline, vp_size);
761                self.polyline_gpu_data.push(gpu_data);
762            }
763        }
764
765        // ------------------------------------------------------------------
766        // Phase 10A : camera frustum wireframes (converted to polylines).
767        // ------------------------------------------------------------------
768        if !frame.scene.camera_frustums.is_empty() {
769            resources.ensure_polyline_pipeline(device);
770            for item in &frame.scene.camera_frustums {
771                let polyline = item.to_polyline();
772                if !polyline.positions.is_empty() {
773                    let gpu_data = resources.upload_polyline(device, queue, &polyline, vp_size);
774                    self.polyline_gpu_data.push(gpu_data);
775                }
776            }
777        }
778
779        // ------------------------------------------------------------------
780        // Phase 10B : screen-space image overlays.
781        // ------------------------------------------------------------------
782        self.screen_image_gpu_data.clear();
783        if !frame.scene.screen_images.is_empty() {
784            resources.ensure_screen_image_pipeline(device);
785            // Phase 12: ensure dc pipeline if any item carries depth data.
786            if frame.scene.screen_images.iter().any(|i| i.depth.is_some()) {
787                resources.ensure_screen_image_dc_pipeline(device);
788            }
789            let vp_w = vp_size[0];
790            let vp_h = vp_size[1];
791            for item in &frame.scene.screen_images {
792                if item.width == 0 || item.height == 0 || item.pixels.is_empty() {
793                    continue;
794                }
795                let gpu = resources.upload_screen_image(device, queue, item, vp_w, vp_h);
796                self.screen_image_gpu_data.push(gpu);
797            }
798        }
799
800        // ------------------------------------------------------------------
801        // SciVis Phase M : streamtube GPU data upload.
802        // ------------------------------------------------------------------
803        self.streamtube_gpu_data.clear();
804        if !frame.scene.streamtube_items.is_empty() {
805            resources.ensure_streamtube_pipeline(device);
806            for item in &frame.scene.streamtube_items {
807                if item.positions.is_empty() || item.strip_lengths.is_empty() {
808                    continue;
809                }
810                let gpu_data = resources.upload_streamtube(device, queue, item);
811                if gpu_data.index_count > 0 {
812                    self.streamtube_gpu_data.push(gpu_data);
813                }
814            }
815        }
816
817        // ------------------------------------------------------------------
818        // SciVis Phase D : volume GPU data upload.
819        // Phase 1 note: clip_planes are per-viewport but passed here for culling.
820        // Fix in Phase 2/3: upload clip-plane-agnostic data; apply planes in shader.
821        // ------------------------------------------------------------------
822        self.volume_gpu_data.clear();
823        if !frame.scene.volumes.is_empty() {
824            resources.ensure_volume_pipeline(device);
825            // Extract ClipPlane structs from clip_objects for volume cap fill support.
826            let clip_planes_for_vol: Vec<crate::renderer::types::ClipPlane> = frame
827                .effects
828                .clip_objects
829                .iter()
830                .filter(|o| o.enabled)
831                .filter_map(|o| {
832                    if let ClipShape::Plane {
833                        normal,
834                        distance,
835                        cap_color,
836                    } = o.shape
837                    {
838                        Some(crate::renderer::types::ClipPlane {
839                            normal,
840                            distance,
841                            enabled: true,
842                            cap_color,
843                        })
844                    } else {
845                        None
846                    }
847                })
848                .collect();
849            for item in &frame.scene.volumes {
850                let gpu = resources.upload_volume_frame(device, queue, item, &clip_planes_for_vol);
851                self.volume_gpu_data.push(gpu);
852            }
853        }
854
855        // -- Frame stats --
856        {
857            let total = scene_items.len() as u32;
858            let visible = scene_items.iter().filter(|i| i.visible).count() as u32;
859            let mut draw_calls = 0u32;
860            let mut triangles = 0u64;
861            let instanced_batch_count = if self.use_instancing {
862                self.instanced_batches.len() as u32
863            } else {
864                0
865            };
866
867            if self.use_instancing {
868                for batch in &self.instanced_batches {
869                    if let Some(mesh) = resources
870                        .mesh_store
871                        .get(batch.mesh_id)
872                    {
873                        draw_calls += 1;
874                        triangles += (mesh.index_count / 3) as u64 * batch.instance_count as u64;
875                    }
876                }
877            } else {
878                for item in scene_items {
879                    if !item.visible {
880                        continue;
881                    }
882                    if let Some(mesh) = resources
883                        .mesh_store
884                        .get(item.mesh_id)
885                    {
886                        draw_calls += 1;
887                        triangles += (mesh.index_count / 3) as u64;
888                    }
889                }
890            }
891
892            self.last_stats = crate::renderer::stats::FrameStats {
893                total_objects: total,
894                visible_objects: visible,
895                culled_objects: total.saturating_sub(visible),
896                draw_calls,
897                instanced_batches: instanced_batch_count,
898                triangles_submitted: triangles,
899                shadow_draw_calls: 0, // Updated below in shadow pass.
900            };
901        }
902
903        // ------------------------------------------------------------------
904        // Shadow depth pass : CSM: render each cascade into its atlas tile.
905        // ------------------------------------------------------------------
906        if lighting.shadows_enabled && !scene_items.is_empty() {
907            let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
908                label: Some("shadow_pass_encoder"),
909            });
910            {
911                let mut shadow_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
912                    label: Some("shadow_pass"),
913                    color_attachments: &[],
914                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
915                        view: &resources.shadow_map_view,
916                        depth_ops: Some(wgpu::Operations {
917                            load: wgpu::LoadOp::Clear(1.0),
918                            store: wgpu::StoreOp::Store,
919                        }),
920                        stencil_ops: None,
921                    }),
922                    timestamp_writes: None,
923                    occlusion_query_set: None,
924                });
925
926                let mut shadow_draws = 0u32;
927                let tile_px = tile_size as f32;
928
929                if self.use_instancing {
930                    if let (Some(pipeline), Some(instance_bg)) = (
931                        &resources.shadow_instanced_pipeline,
932                        self.instanced_batches.first().and_then(|b| {
933                            resources.instance_bind_groups.get(&(
934                                b.texture_id.unwrap_or(u64::MAX),
935                                b.normal_map_id.unwrap_or(u64::MAX),
936                                b.ao_map_id.unwrap_or(u64::MAX),
937                            ))
938                        }),
939                    ) {
940                        for cascade in 0..effective_cascade_count {
941                            let tile_col = (cascade % 2) as f32;
942                            let tile_row = (cascade / 2) as f32;
943                            shadow_pass.set_viewport(
944                                tile_col * tile_px,
945                                tile_row * tile_px,
946                                tile_px,
947                                tile_px,
948                                0.0,
949                                1.0,
950                            );
951                            shadow_pass.set_scissor_rect(
952                                (tile_col * tile_px) as u32,
953                                (tile_row * tile_px) as u32,
954                                tile_size,
955                                tile_size,
956                            );
957
958                            shadow_pass.set_pipeline(pipeline);
959
960                            queue.write_buffer(
961                                resources.shadow_instanced_cascade_bufs[cascade]
962                                    .as_ref()
963                                    .expect("shadow_instanced_cascade_bufs not allocated"),
964                                0,
965                                bytemuck::cast_slice(
966                                    &cascade_view_projs[cascade].to_cols_array_2d(),
967                                ),
968                            );
969
970                            let cascade_bg = resources.shadow_instanced_cascade_bgs[cascade]
971                                .as_ref()
972                                .expect("shadow_instanced_cascade_bgs not allocated");
973                            shadow_pass.set_bind_group(0, cascade_bg, &[]);
974                            shadow_pass.set_bind_group(1, instance_bg, &[]);
975
976                            for batch in &self.instanced_batches {
977                                if batch.is_transparent {
978                                    continue;
979                                }
980                                let Some(mesh) = resources
981                                    .mesh_store
982                                    .get(batch.mesh_id)
983                                else {
984                                    continue;
985                                };
986                                shadow_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
987                                shadow_pass.set_index_buffer(
988                                    mesh.index_buffer.slice(..),
989                                    wgpu::IndexFormat::Uint32,
990                                );
991                                shadow_pass.draw_indexed(
992                                    0..mesh.index_count,
993                                    0,
994                                    batch.instance_offset
995                                        ..batch.instance_offset + batch.instance_count,
996                                );
997                                shadow_draws += 1;
998                            }
999                        }
1000                    }
1001                } else {
1002                    for cascade in 0..effective_cascade_count {
1003                        let tile_col = (cascade % 2) as f32;
1004                        let tile_row = (cascade / 2) as f32;
1005                        shadow_pass.set_viewport(
1006                            tile_col * tile_px,
1007                            tile_row * tile_px,
1008                            tile_px,
1009                            tile_px,
1010                            0.0,
1011                            1.0,
1012                        );
1013                        shadow_pass.set_scissor_rect(
1014                            (tile_col * tile_px) as u32,
1015                            (tile_row * tile_px) as u32,
1016                            tile_size,
1017                            tile_size,
1018                        );
1019
1020                        shadow_pass.set_pipeline(&resources.shadow_pipeline);
1021                        shadow_pass.set_bind_group(
1022                            0,
1023                            &resources.shadow_bind_group,
1024                            &[cascade as u32 * 256],
1025                        );
1026
1027                        let cascade_frustum = crate::camera::frustum::Frustum::from_view_proj(
1028                            &cascade_view_projs[cascade],
1029                        );
1030
1031                        for item in scene_items.iter() {
1032                            if !item.visible {
1033                                continue;
1034                            }
1035                            if item.material.opacity < 1.0 {
1036                                continue;
1037                            }
1038                            let Some(mesh) = resources
1039                                .mesh_store
1040                                .get(item.mesh_id)
1041                            else {
1042                                continue;
1043                            };
1044
1045                            let world_aabb = mesh
1046                                .aabb
1047                                .transformed(&glam::Mat4::from_cols_array_2d(&item.model));
1048                            if cascade_frustum.cull_aabb(&world_aabb) {
1049                                continue;
1050                            }
1051
1052                            shadow_pass.set_bind_group(1, &mesh.object_bind_group, &[]);
1053                            shadow_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
1054                            shadow_pass.set_index_buffer(
1055                                mesh.index_buffer.slice(..),
1056                                wgpu::IndexFormat::Uint32,
1057                            );
1058                            shadow_pass.draw_indexed(0..mesh.index_count, 0, 0..1);
1059                            shadow_draws += 1;
1060                        }
1061                    }
1062                }
1063                drop(shadow_pass);
1064                self.last_stats.shadow_draw_calls = shadow_draws;
1065            }
1066            queue.submit(std::iter::once(encoder.finish()));
1067        }
1068    }
1069
1070    /// Per-viewport prepare stage: camera, clip planes, clip volume, grid, overlays, cap geometry, axes.
1071    ///
1072    /// Call once per viewport per frame, after `prepare_scene_internal`.
1073    /// Reads `viewport_fx` for clip planes, clip volume, cap fill, and post-process settings.
1074    pub(super) fn prepare_viewport_internal(
1075        &mut self,
1076        device: &wgpu::Device,
1077        queue: &wgpu::Queue,
1078        frame: &FrameData,
1079        viewport_fx: &ViewportEffects<'_>,
1080    ) {
1081        // Ensure a per-viewport camera slot exists for this viewport index.
1082        // Must happen before the `resources` borrow below.
1083        self.ensure_viewport_slot(device, frame.camera.viewport_index);
1084
1085        let scene_items: &[SceneRenderItem] = match &frame.scene.surfaces {
1086            SurfaceSubmission::Flat(items) => items,
1087        };
1088
1089        // Capture before the resources mutable borrow so it's accessible inside the block.
1090        let gp_cascade0_mat = self.last_cascade0_shadow_mat.to_cols_array_2d();
1091
1092        {
1093            let resources = &mut self.resources;
1094
1095            // Upload clip planes + clip volume uniforms from clip_objects.
1096            {
1097                let mut planes = [[0.0f32; 4]; 6];
1098                let mut count = 0u32;
1099                let mut clip_vol_uniform: ClipVolumeUniform = bytemuck::Zeroable::zeroed(); // volume_type=0
1100
1101                for obj in viewport_fx.clip_objects.iter().filter(|o| o.enabled) {
1102                    match obj.shape {
1103                        ClipShape::Plane {
1104                            normal, distance, ..
1105                        } if count < 6 => {
1106                            planes[count as usize] = [normal[0], normal[1], normal[2], distance];
1107                            count += 1;
1108                        }
1109                        ClipShape::Box {
1110                            center,
1111                            half_extents,
1112                            orientation,
1113                        } if clip_vol_uniform.volume_type == 0 => {
1114                            clip_vol_uniform.volume_type = 2;
1115                            clip_vol_uniform.box_center = center;
1116                            clip_vol_uniform.box_half_extents = half_extents;
1117                            clip_vol_uniform.box_col0 = orientation[0];
1118                            clip_vol_uniform.box_col1 = orientation[1];
1119                            clip_vol_uniform.box_col2 = orientation[2];
1120                        }
1121                        ClipShape::Sphere { center, radius }
1122                            if clip_vol_uniform.volume_type == 0 =>
1123                        {
1124                            clip_vol_uniform.volume_type = 3;
1125                            clip_vol_uniform.sphere_center = center;
1126                            clip_vol_uniform.sphere_radius = radius;
1127                        }
1128                        _ => {}
1129                    }
1130                }
1131
1132                let clip_uniform = ClipPlanesUniform {
1133                    planes,
1134                    count,
1135                    _pad0: 0,
1136                    viewport_width: frame.camera.viewport_size[0].max(1.0),
1137                    viewport_height: frame.camera.viewport_size[1].max(1.0),
1138                };
1139                // Write to per-viewport slot buffer.
1140                if let Some(slot) = self.viewport_slots.get(frame.camera.viewport_index) {
1141                    queue.write_buffer(
1142                        &slot.clip_planes_buf,
1143                        0,
1144                        bytemuck::cast_slice(&[clip_uniform]),
1145                    );
1146                    queue.write_buffer(
1147                        &slot.clip_volume_buf,
1148                        0,
1149                        bytemuck::cast_slice(&[clip_vol_uniform]),
1150                    );
1151                }
1152                // Also write to shared buffers for legacy single-viewport callers.
1153                queue.write_buffer(
1154                    &resources.clip_planes_uniform_buf,
1155                    0,
1156                    bytemuck::cast_slice(&[clip_uniform]),
1157                );
1158                queue.write_buffer(
1159                    &resources.clip_volume_uniform_buf,
1160                    0,
1161                    bytemuck::cast_slice(&[clip_vol_uniform]),
1162                );
1163            }
1164
1165            // Upload camera uniform to per-viewport slot buffer.
1166            let camera_uniform = frame.camera.render_camera.camera_uniform();
1167            // Write to shared buffer for legacy single-viewport callers.
1168            queue.write_buffer(
1169                &resources.camera_uniform_buf,
1170                0,
1171                bytemuck::cast_slice(&[camera_uniform]),
1172            );
1173            // Write to the per-viewport slot buffer.
1174            if let Some(slot) = self.viewport_slots.get(frame.camera.viewport_index) {
1175                queue.write_buffer(&slot.camera_buf, 0, bytemuck::cast_slice(&[camera_uniform]));
1176            }
1177
1178            // Upload grid uniform (full-screen analytical shader : no vertex buffers needed).
1179            if frame.viewport.show_grid {
1180                let eye = glam::Vec3::from(frame.camera.render_camera.eye_position);
1181                if !eye.is_finite() {
1182                    tracing::warn!(
1183                        eye_x = eye.x,
1184                        eye_y = eye.y,
1185                        eye_z = eye.z,
1186                        "grid skipped: eye_position is non-finite (camera distance overflow?)"
1187                    );
1188                } else {
1189                    let view_proj_mat = frame.camera.render_camera.view_proj().to_cols_array_2d();
1190
1191                    let (spacing, minor_fade) = if frame.viewport.grid_cell_size > 0.0 {
1192                        (frame.viewport.grid_cell_size, 1.0_f32)
1193                    } else {
1194                        let vertical_depth = (eye.z - frame.viewport.grid_z).abs().max(1.0);
1195                        let world_per_pixel =
1196                            2.0 * (frame.camera.render_camera.fov / 2.0).tan() * vertical_depth
1197                                / frame.camera.viewport_size[1].max(1.0);
1198                        let target = (world_per_pixel * 60.0).max(1e-9_f32);
1199                        let mut s = 1.0_f32;
1200                        let mut iters = 0u32;
1201                        while s < target {
1202                            s *= 10.0;
1203                            iters += 1;
1204                        }
1205                        let ratio = (target / s).clamp(0.0, 1.0);
1206                        let fade = if ratio < 0.5 {
1207                            1.0_f32
1208                        } else {
1209                            let t = (ratio - 0.5) * 2.0;
1210                            1.0 - t * t * (3.0 - 2.0 * t)
1211                        };
1212                        tracing::debug!(
1213                            eye_z = eye.z,
1214                            vertical_depth,
1215                            world_per_pixel,
1216                            target,
1217                            spacing = s,
1218                            lod_iters = iters,
1219                            ratio,
1220                            minor_fade = fade,
1221                            "grid LOD"
1222                        );
1223                        (s, fade)
1224                    };
1225
1226                    let spacing_major = spacing * 10.0;
1227                    let snap_x = (eye.x / spacing_major).floor() * spacing_major;
1228                    let snap_y = (eye.y / spacing_major).floor() * spacing_major;
1229                    tracing::debug!(
1230                        spacing_minor = spacing,
1231                        spacing_major,
1232                        snap_x,
1233                        snap_y,
1234                        eye_x = eye.x,
1235                        eye_y = eye.y,
1236                        eye_z = eye.z,
1237                        "grid snap"
1238                    );
1239
1240                    let orient = frame.camera.render_camera.orientation;
1241                    let right = orient * glam::Vec3::X;
1242                    let up = orient * glam::Vec3::Y;
1243                    let back = orient * glam::Vec3::Z;
1244                    let cam_to_world = [
1245                        [right.x, right.y, right.z, 0.0_f32],
1246                        [up.x, up.y, up.z, 0.0_f32],
1247                        [back.x, back.y, back.z, 0.0_f32],
1248                    ];
1249                    let aspect =
1250                        frame.camera.viewport_size[0] / frame.camera.viewport_size[1].max(1.0);
1251                    let tan_half_fov = (frame.camera.render_camera.fov / 2.0).tan();
1252
1253                    let uniform = GridUniform {
1254                        view_proj: view_proj_mat,
1255                        cam_to_world,
1256                        tan_half_fov,
1257                        aspect,
1258                        _pad_ivp: [0.0; 2],
1259                        eye_pos: frame.camera.render_camera.eye_position,
1260                        grid_z: frame.viewport.grid_z,
1261                        spacing_minor: spacing,
1262                        spacing_major,
1263                        snap_origin: [snap_x, snap_y],
1264                        color_minor: [0.35, 0.35, 0.35, 0.4 * minor_fade],
1265                        color_major: [0.40, 0.40, 0.40, 0.4 + 0.2 * minor_fade],
1266                    };
1267                    // Write to per-viewport slot buffer.
1268                    if let Some(slot) = self.viewport_slots.get(frame.camera.viewport_index) {
1269                        queue.write_buffer(&slot.grid_buf, 0, bytemuck::cast_slice(&[uniform]));
1270                    }
1271                    // Also write to shared buffer for legacy callers.
1272                    queue.write_buffer(
1273                        &resources.grid_uniform_buf,
1274                        0,
1275                        bytemuck::cast_slice(&[uniform]),
1276                    );
1277                }
1278            }
1279            // ------------------------------------------------------------------
1280            // Ground plane uniform upload.
1281            // ------------------------------------------------------------------
1282            {
1283                let gp = &viewport_fx.ground_plane;
1284                let mode_u32: u32 = match gp.mode {
1285                    crate::renderer::types::GroundPlaneMode::None => 0,
1286                    crate::renderer::types::GroundPlaneMode::ShadowOnly => 1,
1287                    crate::renderer::types::GroundPlaneMode::Tile => 2,
1288                    crate::renderer::types::GroundPlaneMode::SolidColor => 3,
1289                };
1290                let orient = frame.camera.render_camera.orientation;
1291                let right = orient * glam::Vec3::X;
1292                let up = orient * glam::Vec3::Y;
1293                let back = orient * glam::Vec3::Z;
1294                let aspect = frame.camera.viewport_size[0] / frame.camera.viewport_size[1].max(1.0);
1295                let tan_half_fov = (frame.camera.render_camera.fov / 2.0).tan();
1296                let vp = frame.camera.render_camera.view_proj().to_cols_array_2d();
1297                let gp_uniform = crate::resources::GroundPlaneUniform {
1298                    view_proj: vp,
1299                    cam_right: [right.x, right.y, right.z, 0.0],
1300                    cam_up: [up.x, up.y, up.z, 0.0],
1301                    cam_back: [back.x, back.y, back.z, 0.0],
1302                    eye_pos: frame.camera.render_camera.eye_position,
1303                    height: gp.height,
1304                    color: gp.color,
1305                    shadow_color: gp.shadow_color,
1306                    light_vp: gp_cascade0_mat,
1307                    tan_half_fov,
1308                    aspect,
1309                    tile_size: gp.tile_size,
1310                    shadow_bias: 0.002,
1311                    mode: mode_u32,
1312                    shadow_opacity: gp.shadow_opacity,
1313                    _pad: [0.0; 2],
1314                };
1315                queue.write_buffer(
1316                    &resources.ground_plane_uniform_buf,
1317                    0,
1318                    bytemuck::cast_slice(&[gp_uniform]),
1319                );
1320            }
1321        } // `resources` mutable borrow dropped here.
1322
1323        // ------------------------------------------------------------------
1324        // Build per-viewport interaction state into local variables.
1325        // Uses &self.resources (immutable) for BGL lookups; no conflict with
1326        // the slot borrow that follows.
1327        // ------------------------------------------------------------------
1328
1329        let vp_idx = frame.camera.viewport_index;
1330
1331        // Outline mask buffers for selected objects (one per selected object).
1332        let mut outline_object_buffers: Vec<OutlineObjectBuffers> = Vec::new();
1333        if frame.interaction.outline_selected {
1334            let resources = &self.resources;
1335            for item in scene_items {
1336                if !item.visible || !item.selected {
1337                    continue;
1338                }
1339                let uniform = OutlineUniform {
1340                    model: item.model,
1341                    color: [0.0; 4], // unused by mask shader
1342                    pixel_offset: 0.0,
1343                    _pad: [0.0; 3],
1344                };
1345                let buf = device.create_buffer(&wgpu::BufferDescriptor {
1346                    label: Some("outline_mask_uniform_buf"),
1347                    size: std::mem::size_of::<OutlineUniform>() as u64,
1348                    usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1349                    mapped_at_creation: false,
1350                });
1351                queue.write_buffer(&buf, 0, bytemuck::cast_slice(&[uniform]));
1352                let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
1353                    label: Some("outline_mask_object_bg"),
1354                    layout: &resources.outline_bind_group_layout,
1355                    entries: &[wgpu::BindGroupEntry {
1356                        binding: 0,
1357                        resource: buf.as_entire_binding(),
1358                    }],
1359                });
1360                outline_object_buffers.push(OutlineObjectBuffers {
1361                    mesh_id: item.mesh_id,
1362                    two_sided: item.material.is_two_sided(),
1363                    _mask_uniform_buf: buf,
1364                    mask_bind_group: bg,
1365                });
1366            }
1367        }
1368
1369        // X-ray buffers for selected objects.
1370        let mut xray_object_buffers: Vec<(crate::resources::mesh_store::MeshId, wgpu::Buffer, wgpu::BindGroup)> = Vec::new();
1371        if frame.interaction.xray_selected {
1372            let resources = &self.resources;
1373            for item in scene_items {
1374                if !item.visible || !item.selected {
1375                    continue;
1376                }
1377                let uniform = OutlineUniform {
1378                    model: item.model,
1379                    color: frame.interaction.xray_color,
1380                    pixel_offset: 0.0,
1381                    _pad: [0.0; 3],
1382                };
1383                let buf = device.create_buffer(&wgpu::BufferDescriptor {
1384                    label: Some("xray_uniform_buf"),
1385                    size: std::mem::size_of::<OutlineUniform>() as u64,
1386                    usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
1387                    mapped_at_creation: false,
1388                });
1389                queue.write_buffer(&buf, 0, bytemuck::cast_slice(&[uniform]));
1390                let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
1391                    label: Some("xray_object_bg"),
1392                    layout: &resources.outline_bind_group_layout,
1393                    entries: &[wgpu::BindGroupEntry {
1394                        binding: 0,
1395                        resource: buf.as_entire_binding(),
1396                    }],
1397                });
1398                xray_object_buffers.push((item.mesh_id, buf, bg));
1399            }
1400        }
1401
1402        // Constraint guide lines.
1403        let mut constraint_line_buffers = Vec::new();
1404        for overlay in &frame.interaction.constraint_overlays {
1405            constraint_line_buffers.push(self.resources.create_constraint_overlay(device, overlay));
1406        }
1407
1408        // Clip plane overlays : generated automatically from clip_objects with a color set.
1409        let mut clip_plane_fill_buffers = Vec::new();
1410        let mut clip_plane_line_buffers = Vec::new();
1411        for obj in viewport_fx.clip_objects.iter().filter(|o| o.enabled) {
1412            let Some(base_color) = obj.color else {
1413                continue;
1414            };
1415            if let ClipShape::Plane {
1416                normal, distance, ..
1417            } = obj.shape
1418            {
1419                let n = glam::Vec3::from(normal);
1420                // Shader plane equation: dot(p, n) + distance = 0, so the plane
1421                // sits at -n * distance from the origin.
1422                let center = n * (-distance);
1423                let active = obj.active;
1424                let hovered = obj.hovered || active;
1425
1426                let fill_color = if active {
1427                    [
1428                        base_color[0] * 0.5,
1429                        base_color[1] * 0.5,
1430                        base_color[2] * 0.5,
1431                        base_color[3] * 0.5,
1432                    ]
1433                } else if hovered {
1434                    [
1435                        base_color[0] * 0.8,
1436                        base_color[1] * 0.8,
1437                        base_color[2] * 0.8,
1438                        base_color[3] * 0.6,
1439                    ]
1440                } else {
1441                    [
1442                        base_color[0] * 0.5,
1443                        base_color[1] * 0.5,
1444                        base_color[2] * 0.5,
1445                        base_color[3] * 0.3,
1446                    ]
1447                };
1448                let border_color = if active {
1449                    [base_color[0], base_color[1], base_color[2], 0.9]
1450                } else if hovered {
1451                    [base_color[0], base_color[1], base_color[2], 0.8]
1452                } else {
1453                    [
1454                        base_color[0] * 0.9,
1455                        base_color[1] * 0.9,
1456                        base_color[2] * 0.9,
1457                        0.6,
1458                    ]
1459                };
1460
1461                let overlay = crate::interaction::clip_plane::ClipPlaneOverlay {
1462                    center,
1463                    normal: n,
1464                    extent: obj.extent,
1465                    fill_color,
1466                    border_color,
1467                    hovered,
1468                    active,
1469                };
1470                clip_plane_fill_buffers.push(
1471                    self.resources
1472                        .create_clip_plane_fill_overlay(device, &overlay),
1473                );
1474                clip_plane_line_buffers.push(
1475                    self.resources
1476                        .create_clip_plane_line_overlay(device, &overlay),
1477                );
1478            } else {
1479                // Box/Sphere: generate wireframe polyline.
1480                // ensure_polyline_pipeline must be called before upload_polyline; it is a
1481                // no-op if already initialised, so calling it here is always safe.
1482                self.resources.ensure_polyline_pipeline(device);
1483                match obj.shape {
1484                    ClipShape::Box {
1485                        center,
1486                        half_extents,
1487                        orientation,
1488                    } => {
1489                        let polyline =
1490                            clip_box_outline(center, half_extents, orientation, base_color);
1491                        let vp_size = frame.camera.viewport_size;
1492                        let gpu = self
1493                            .resources
1494                            .upload_polyline(device, queue, &polyline, vp_size);
1495                        self.polyline_gpu_data.push(gpu);
1496                    }
1497                    ClipShape::Sphere { center, radius } => {
1498                        let polyline = clip_sphere_outline(center, radius, base_color);
1499                        let vp_size = frame.camera.viewport_size;
1500                        let gpu = self
1501                            .resources
1502                            .upload_polyline(device, queue, &polyline, vp_size);
1503                        self.polyline_gpu_data.push(gpu);
1504                    }
1505                    _ => {}
1506                }
1507            }
1508        }
1509
1510        // Cap geometry for section-view cross-section fill.
1511        let mut cap_buffers = Vec::new();
1512        if viewport_fx.cap_fill_enabled {
1513            for obj in viewport_fx.clip_objects.iter().filter(|o| o.enabled) {
1514                if let ClipShape::Plane {
1515                    normal,
1516                    distance,
1517                    cap_color,
1518                } = obj.shape
1519                {
1520                    let plane_n = glam::Vec3::from(normal);
1521                    for item in scene_items.iter().filter(|i| i.visible) {
1522                        let Some(mesh) = self
1523                            .resources
1524                            .mesh_store
1525                            .get(item.mesh_id)
1526                        else {
1527                            continue;
1528                        };
1529                        let model = glam::Mat4::from_cols_array_2d(&item.model);
1530                        let world_aabb = mesh.aabb.transformed(&model);
1531                        if !world_aabb.intersects_plane(plane_n, distance) {
1532                            continue;
1533                        }
1534                        let (Some(pos), Some(idx)) = (&mesh.cpu_positions, &mesh.cpu_indices)
1535                        else {
1536                            continue;
1537                        };
1538                        if let Some(cap) = crate::geometry::cap_geometry::generate_cap_mesh(
1539                            pos, idx, &model, plane_n, distance,
1540                        ) {
1541                            let bc = item.material.base_color;
1542                            let color = cap_color.unwrap_or([bc[0], bc[1], bc[2], 1.0]);
1543                            let buf = self.resources.upload_cap_geometry(device, &cap, color);
1544                            cap_buffers.push(buf);
1545                        }
1546                    }
1547                }
1548            }
1549        }
1550
1551        // Axes indicator geometry (built here, written to slot buffer below).
1552        let axes_verts = if frame.viewport.show_axes_indicator
1553            && frame.camera.viewport_size[0] > 0.0
1554            && frame.camera.viewport_size[1] > 0.0
1555        {
1556            let verts = crate::widgets::axes_indicator::build_axes_geometry(
1557                frame.camera.viewport_size[0],
1558                frame.camera.viewport_size[1],
1559                frame.camera.render_camera.orientation,
1560            );
1561            if verts.is_empty() { None } else { Some(verts) }
1562        } else {
1563            None
1564        };
1565
1566        // Gizmo mesh + uniform (built here, written to slot buffers below).
1567        let gizmo_update = frame.interaction.gizmo_model.map(|model| {
1568            let (verts, indices) = crate::interaction::gizmo::build_gizmo_mesh(
1569                frame.interaction.gizmo_mode,
1570                frame.interaction.gizmo_hovered,
1571                frame.interaction.gizmo_space_orientation,
1572            );
1573            (verts, indices, model)
1574        });
1575
1576        // ------------------------------------------------------------------
1577        // Assign all interaction state to the per-viewport slot.
1578        // ------------------------------------------------------------------
1579        {
1580            let slot = &mut self.viewport_slots[vp_idx];
1581            slot.outline_object_buffers = outline_object_buffers;
1582            slot.xray_object_buffers = xray_object_buffers;
1583            slot.constraint_line_buffers = constraint_line_buffers;
1584            slot.clip_plane_fill_buffers = clip_plane_fill_buffers;
1585            slot.clip_plane_line_buffers = clip_plane_line_buffers;
1586            slot.cap_buffers = cap_buffers;
1587
1588            // Axes: resize buffer if needed, then upload.
1589            if let Some(verts) = axes_verts {
1590                let byte_size = std::mem::size_of_val(verts.as_slice()) as u64;
1591                if byte_size > slot.axes_vertex_buffer.size() {
1592                    slot.axes_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1593                        label: Some("vp_axes_vertex_buf"),
1594                        size: byte_size,
1595                        usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1596                        mapped_at_creation: false,
1597                    });
1598                }
1599                queue.write_buffer(&slot.axes_vertex_buffer, 0, bytemuck::cast_slice(&verts));
1600                slot.axes_vertex_count = verts.len() as u32;
1601            } else {
1602                slot.axes_vertex_count = 0;
1603            }
1604
1605            // Gizmo: resize buffers if needed, then upload mesh + uniform.
1606            if let Some((verts, indices, model)) = gizmo_update {
1607                let vert_bytes: &[u8] = bytemuck::cast_slice(&verts);
1608                let idx_bytes: &[u8] = bytemuck::cast_slice(&indices);
1609                if vert_bytes.len() as u64 > slot.gizmo_vertex_buffer.size() {
1610                    slot.gizmo_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1611                        label: Some("vp_gizmo_vertex_buf"),
1612                        size: vert_bytes.len() as u64,
1613                        usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
1614                        mapped_at_creation: false,
1615                    });
1616                }
1617                if idx_bytes.len() as u64 > slot.gizmo_index_buffer.size() {
1618                    slot.gizmo_index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
1619                        label: Some("vp_gizmo_index_buf"),
1620                        size: idx_bytes.len() as u64,
1621                        usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
1622                        mapped_at_creation: false,
1623                    });
1624                }
1625                queue.write_buffer(&slot.gizmo_vertex_buffer, 0, vert_bytes);
1626                queue.write_buffer(&slot.gizmo_index_buffer, 0, idx_bytes);
1627                slot.gizmo_index_count = indices.len() as u32;
1628                let uniform = crate::interaction::gizmo::GizmoUniform {
1629                    model: model.to_cols_array_2d(),
1630                };
1631                queue.write_buffer(&slot.gizmo_uniform_buf, 0, bytemuck::cast_slice(&[uniform]));
1632            }
1633        }
1634
1635        // ------------------------------------------------------------------
1636        // Outline offscreen pass : screen-space edge detection.
1637        //
1638        // 1. Render selected objects to an R8 mask texture (white on black).
1639        // 2. Run a fullscreen edge-detection pass reading the mask and writing
1640        //    an anti-aliased outline ring to the outline color texture.
1641        //
1642        // The outline color texture is later composited onto the main target
1643        // by the composite pass in paint()/render().
1644        // ------------------------------------------------------------------
1645        if frame.interaction.outline_selected
1646            && !self.viewport_slots[vp_idx]
1647                .outline_object_buffers
1648                .is_empty()
1649        {
1650            let w = frame.camera.viewport_size[0] as u32;
1651            let h = frame.camera.viewport_size[1] as u32;
1652
1653            // Ensure per-viewport HDR state exists (provides outline textures).
1654            self.ensure_viewport_hdr(
1655                device,
1656                queue,
1657                vp_idx,
1658                w.max(1),
1659                h.max(1),
1660                frame.effects.post_process.ssaa_factor.max(1),
1661            );
1662
1663            // Write edge-detection uniform (color, radius, viewport size).
1664            {
1665                let slot_hdr = self.viewport_slots[vp_idx].hdr.as_ref().unwrap();
1666                let edge_uniform = OutlineEdgeUniform {
1667                    color: frame.interaction.outline_color,
1668                    radius: frame.interaction.outline_width_px,
1669                    viewport_w: w as f32,
1670                    viewport_h: h as f32,
1671                    _pad: 0.0,
1672                };
1673                queue.write_buffer(
1674                    &slot_hdr.outline_edge_uniform_buf,
1675                    0,
1676                    bytemuck::cast_slice(&[edge_uniform]),
1677                );
1678            }
1679
1680            // Extract raw pointers for slot fields needed inside the render
1681            // passes alongside &self.resources borrows.
1682            let slot_ref = &self.viewport_slots[vp_idx];
1683            let outlines_ptr =
1684                &slot_ref.outline_object_buffers as *const Vec<OutlineObjectBuffers>;
1685            let camera_bg_ptr = &slot_ref.camera_bind_group as *const wgpu::BindGroup;
1686            let slot_hdr = slot_ref.hdr.as_ref().unwrap();
1687            let mask_view_ptr = &slot_hdr.outline_mask_view as *const wgpu::TextureView;
1688            let color_view_ptr = &slot_hdr.outline_color_view as *const wgpu::TextureView;
1689            let depth_view_ptr = &slot_hdr.outline_depth_view as *const wgpu::TextureView;
1690            let edge_bg_ptr = &slot_hdr.outline_edge_bind_group as *const wgpu::BindGroup;
1691            // SAFETY: slot fields remain valid for the duration of this function;
1692            // no other code modifies these fields here.
1693            let (outlines, camera_bg, mask_view, color_view, depth_view, edge_bg) = unsafe {
1694                (
1695                    &*outlines_ptr,
1696                    &*camera_bg_ptr,
1697                    &*mask_view_ptr,
1698                    &*color_view_ptr,
1699                    &*depth_view_ptr,
1700                    &*edge_bg_ptr,
1701                )
1702            };
1703
1704            let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
1705                label: Some("outline_offscreen_encoder"),
1706            });
1707
1708            // Pass 1: render selected objects to R8 mask texture.
1709            {
1710                let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1711                    label: Some("outline_mask_pass"),
1712                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1713                        view: mask_view,
1714                        resolve_target: None,
1715                        ops: wgpu::Operations {
1716                            load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
1717                            store: wgpu::StoreOp::Store,
1718                        },
1719                        depth_slice: None,
1720                    })],
1721                    depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
1722                        view: depth_view,
1723                        depth_ops: Some(wgpu::Operations {
1724                            load: wgpu::LoadOp::Clear(1.0),
1725                            store: wgpu::StoreOp::Discard,
1726                        }),
1727                        stencil_ops: None,
1728                    }),
1729                    timestamp_writes: None,
1730                    occlusion_query_set: None,
1731                });
1732
1733                pass.set_bind_group(0, camera_bg, &[]);
1734                for outlined in outlines {
1735                    let Some(mesh) = self
1736                        .resources
1737                        .mesh_store
1738                        .get(outlined.mesh_id)
1739                    else {
1740                        continue;
1741                    };
1742                    let pipeline = if outlined.two_sided {
1743                        &self.resources.outline_mask_two_sided_pipeline
1744                    } else {
1745                        &self.resources.outline_mask_pipeline
1746                    };
1747                    pass.set_pipeline(pipeline);
1748                    pass.set_bind_group(1, &outlined.mask_bind_group, &[]);
1749                    pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
1750                    pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
1751                    pass.draw_indexed(0..mesh.index_count, 0, 0..1);
1752                }
1753            }
1754
1755            // Pass 2: fullscreen edge detection (reads mask, writes color).
1756            {
1757                let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
1758                    label: Some("outline_edge_pass"),
1759                    color_attachments: &[Some(wgpu::RenderPassColorAttachment {
1760                        view: color_view,
1761                        resolve_target: None,
1762                        ops: wgpu::Operations {
1763                            load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
1764                            store: wgpu::StoreOp::Store,
1765                        },
1766                        depth_slice: None,
1767                    })],
1768                    depth_stencil_attachment: None,
1769                    timestamp_writes: None,
1770                    occlusion_query_set: None,
1771                });
1772                pass.set_pipeline(&self.resources.outline_edge_pipeline);
1773                pass.set_bind_group(0, edge_bg, &[]);
1774                pass.draw(0..3, 0..1);
1775            }
1776
1777            queue.submit(std::iter::once(encoder.finish()));
1778        }
1779    }
1780
1781    /// Upload per-frame data to GPU buffers and render the shadow pass.
1782    /// Call before `paint()`.
1783    pub fn prepare(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, frame: &FrameData) {
1784        let (scene_fx, viewport_fx) = frame.effects.split();
1785        self.prepare_scene_internal(device, queue, frame, &scene_fx);
1786        self.prepare_viewport_internal(device, queue, frame, &viewport_fx);
1787    }
1788}
1789
1790// ---------------------------------------------------------------------------
1791// Clip boundary wireframe helpers (used by prepare_viewport_internal)
1792// ---------------------------------------------------------------------------
1793
1794/// Wireframe outline for a clip box (12 edges as 2-point polyline strips).
1795fn clip_box_outline(
1796    center: [f32; 3],
1797    half: [f32; 3],
1798    orientation: [[f32; 3]; 3],
1799    color: [f32; 4],
1800) -> PolylineItem {
1801    let ax = glam::Vec3::from(orientation[0]) * half[0];
1802    let ay = glam::Vec3::from(orientation[1]) * half[1];
1803    let az = glam::Vec3::from(orientation[2]) * half[2];
1804    let c = glam::Vec3::from(center);
1805
1806    let corners = [
1807        c - ax - ay - az,
1808        c + ax - ay - az,
1809        c + ax + ay - az,
1810        c - ax + ay - az,
1811        c - ax - ay + az,
1812        c + ax - ay + az,
1813        c + ax + ay + az,
1814        c - ax + ay + az,
1815    ];
1816    let edges: [(usize, usize); 12] = [
1817        (0, 1),
1818        (1, 2),
1819        (2, 3),
1820        (3, 0), // bottom face
1821        (4, 5),
1822        (5, 6),
1823        (6, 7),
1824        (7, 4), // top face
1825        (0, 4),
1826        (1, 5),
1827        (2, 6),
1828        (3, 7), // verticals
1829    ];
1830
1831    let mut positions = Vec::with_capacity(24);
1832    let mut strip_lengths = Vec::with_capacity(12);
1833    for (a, b) in edges {
1834        positions.push(corners[a].to_array());
1835        positions.push(corners[b].to_array());
1836        strip_lengths.push(2u32);
1837    }
1838
1839    let mut item = PolylineItem::default();
1840    item.positions = positions;
1841    item.strip_lengths = strip_lengths;
1842    item.default_color = color;
1843    item.line_width = 2.0;
1844    item
1845}
1846
1847/// Wireframe outline for a clip sphere (three great circles).
1848fn clip_sphere_outline(center: [f32; 3], radius: f32, color: [f32; 4]) -> PolylineItem {
1849    let c = glam::Vec3::from(center);
1850    let segs = 64usize;
1851    let mut positions = Vec::with_capacity((segs + 1) * 3);
1852    let mut strip_lengths = Vec::with_capacity(3);
1853
1854    for axis in 0..3usize {
1855        let start = positions.len();
1856        for i in 0..=segs {
1857            let t = i as f32 / segs as f32 * std::f32::consts::TAU;
1858            let (s, cs) = t.sin_cos();
1859            let p = c + match axis {
1860                0 => glam::Vec3::new(cs * radius, s * radius, 0.0),
1861                1 => glam::Vec3::new(cs * radius, 0.0, s * radius),
1862                _ => glam::Vec3::new(0.0, cs * radius, s * radius),
1863            };
1864            positions.push(p.to_array());
1865        }
1866        strip_lengths.push((positions.len() - start) as u32);
1867    }
1868
1869    let mut item = PolylineItem::default();
1870    item.positions = positions;
1871    item.strip_lengths = strip_lengths;
1872    item.default_color = color;
1873    item.line_width = 2.0;
1874    item
1875}