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viewport_lib/renderer/
mod.rs

1//! `ViewportRenderer` — the main entry point for the viewport library.
2//!
3//! Wraps [`ViewportGpuResources`] and provides `prepare()` / `paint()` methods
4//! that take raw `wgpu` types. GUI framework adapters (e.g. the egui
5//! `CallbackTrait` impl in the application crate) delegate to these methods.
6
7#[macro_use]
8mod types;
9mod picking;
10mod prepare;
11mod render;
12pub mod shader_hashes;
13mod shadows;
14pub mod stats;
15
16pub use self::types::{
17    CameraFrame, ClipPlane, ClipVolume, ComputeFilterItem, ComputeFilterKind, EffectsFrame,
18    FilterMode, FrameData, GlyphItem, GlyphType, InteractionFrame, LightKind, LightSource,
19    LightingSettings, PointCloudItem, PointRenderMode, PolylineItem, PostProcessSettings,
20    RenderCamera, ScalarBar, ScalarBarAnchor, ScalarBarOrientation, SceneFrame, SceneRenderItem,
21    ShadowFilter, StreamtubeItem, SurfaceSubmission, ToneMapping, ViewportFrame, VolumeItem,
22};
23
24use self::shadows::{compute_cascade_matrix, compute_cascade_splits};
25use self::types::{INSTANCING_THRESHOLD, InstancedBatch};
26use crate::resources::{
27    CameraUniform, ClipPlanesUniform, GridUniform, InstanceData, LightsUniform, ObjectUniform,
28    OutlineObjectBuffers, OutlineUniform, PickInstance, SingleLightUniform,
29    ViewportGpuResources,
30};
31
32/// High-level renderer wrapping all GPU resources and providing framework-agnostic
33/// `prepare()` and `paint()` methods.
34pub struct ViewportRenderer {
35    resources: ViewportGpuResources,
36    /// Instanced batches prepared for the current frame. Empty when using per-object path.
37    instanced_batches: Vec<InstancedBatch>,
38    /// Whether the current frame uses the instanced draw path.
39    use_instancing: bool,
40    /// Performance counters from the last frame.
41    last_stats: crate::renderer::stats::FrameStats,
42    /// Last scene generation seen during prepare(). u64::MAX forces rebuild on first frame.
43    last_scene_generation: u64,
44    /// Last selection generation seen during prepare(). u64::MAX forces rebuild on first frame.
45    last_selection_generation: u64,
46    /// Last wireframe mode seen during prepare(). Batch layout differs between solid and wireframe.
47    last_wireframe_mode: bool,
48    /// Last scene_items count seen during prepare(). usize::MAX forces rebuild on first frame.
49    /// Included in cache key so that frustum-culling changes (different visible set, different
50    /// count) correctly invalidate the instance buffer even when scene_generation is stable.
51    last_scene_items_count: usize,
52    /// Cached instance data from last rebuild (mirrors the GPU buffer contents).
53    cached_instance_data: Vec<InstanceData>,
54    /// Cached instanced batch descriptors from last rebuild.
55    cached_instanced_batches: Vec<InstancedBatch>,
56    /// Per-frame point cloud GPU data, rebuilt in prepare(), consumed in paint().
57    point_cloud_gpu_data: Vec<crate::resources::PointCloudGpuData>,
58    /// Per-frame glyph GPU data, rebuilt in prepare(), consumed in paint().
59    glyph_gpu_data: Vec<crate::resources::GlyphGpuData>,
60    /// Per-frame polyline GPU data, rebuilt in prepare(), consumed in paint().
61    polyline_gpu_data: Vec<crate::resources::PolylineGpuData>,
62    /// Per-frame volume GPU data, rebuilt in prepare(), consumed in paint().
63    volume_gpu_data: Vec<crate::resources::VolumeGpuData>,
64    /// Per-frame streamtube GPU data, rebuilt in prepare(), consumed in paint().
65    streamtube_gpu_data: Vec<crate::resources::StreamtubeGpuData>,
66    /// Per-viewport camera uniform buffers and bind groups.
67    ///
68    /// In single-viewport mode only slot 0 is used (same as the legacy
69    /// `resources.camera_bind_group`).  In multi-viewport mode each sub-viewport
70    /// has its own slot so concurrent `prepare` calls don't clobber each other.
71    ///
72    /// The outer Vec is indexed by `FrameData::camera.viewport_index`. Slots are
73    /// grown lazily in `prepare` via `ensure_viewport_camera_slot`.
74    per_viewport_cameras: Vec<(wgpu::Buffer, wgpu::BindGroup)>,
75    /// Phase G — GPU compute filter results from the last `prepare()` call.
76    ///
77    /// Each entry contains a compacted index buffer + count for one filtered mesh.
78    /// Consumed during `paint()` to override the mesh's default index buffer.
79    /// Cleared and rebuilt each frame.
80    compute_filter_results: Vec<crate::resources::ComputeFilterResult>,
81}
82
83impl ViewportRenderer {
84    /// Create a new renderer with default settings (no MSAA).
85    /// Call once at application startup.
86    pub fn new(device: &wgpu::Device, target_format: wgpu::TextureFormat) -> Self {
87        Self::with_sample_count(device, target_format, 1)
88    }
89
90    /// Create a new renderer with the specified MSAA sample count (1, 2, or 4).
91    ///
92    /// When using MSAA (sample_count > 1), the caller must create multisampled
93    /// color and depth textures and use them as render pass attachments with the
94    /// final surface texture as the resolve target.
95    pub fn with_sample_count(
96        device: &wgpu::Device,
97        target_format: wgpu::TextureFormat,
98        sample_count: u32,
99    ) -> Self {
100        Self {
101            resources: ViewportGpuResources::new(device, target_format, sample_count),
102            instanced_batches: Vec::new(),
103            use_instancing: false,
104            last_stats: crate::renderer::stats::FrameStats::default(),
105            last_scene_generation: u64::MAX,
106            last_selection_generation: u64::MAX,
107            last_wireframe_mode: false,
108            last_scene_items_count: usize::MAX,
109            cached_instance_data: Vec::new(),
110            cached_instanced_batches: Vec::new(),
111            point_cloud_gpu_data: Vec::new(),
112            glyph_gpu_data: Vec::new(),
113            polyline_gpu_data: Vec::new(),
114            volume_gpu_data: Vec::new(),
115            streamtube_gpu_data: Vec::new(),
116            per_viewport_cameras: Vec::new(),
117            compute_filter_results: Vec::new(),
118        }
119    }
120
121    /// Access the underlying GPU resources (e.g. for mesh uploads).
122    pub fn resources(&self) -> &ViewportGpuResources {
123        &self.resources
124    }
125
126    /// Performance counters from the last completed frame.
127    pub fn last_frame_stats(&self) -> crate::renderer::stats::FrameStats {
128        self.last_stats
129    }
130
131    /// Mutable access to the underlying GPU resources (e.g. for mesh uploads).
132    pub fn resources_mut(&mut self) -> &mut ViewportGpuResources {
133        &mut self.resources
134    }
135
136    /// Ensure a per-viewport camera slot exists for `viewport_index`.
137    ///
138    /// Creates a new `(Buffer, BindGroup)` pair that mirrors the layout of the
139    /// shared `resources.camera_bind_group` but with an independent camera
140    /// uniform buffer.  Slots are created lazily and never destroyed (there are
141    /// at most 4 in the current UI: single, split-h top/bottom, quad × 4).
142    fn ensure_viewport_camera_slot(&mut self, device: &wgpu::Device, viewport_index: usize) {
143        while self.per_viewport_cameras.len() <= viewport_index {
144            let buf = device.create_buffer(&wgpu::BufferDescriptor {
145                label: Some("per_viewport_camera_buf"),
146                size: std::mem::size_of::<crate::resources::CameraUniform>() as u64,
147                usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
148                mapped_at_creation: false,
149            });
150            // The camera bind group (group 0) binds seven resources.  Only binding 0
151            // (camera uniform) differs per viewport.  Bindings 1-6 (shadow map,
152            // shadow sampler, light uniform, clip planes, shadow atlas info,
153            // clip volume) are shared from the primary resources so all viewports
154            // see the same lighting, shadow, and clip state.
155            let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
156                label: Some("per_viewport_camera_bg"),
157                layout: &self.resources.camera_bind_group_layout,
158                entries: &[
159                    wgpu::BindGroupEntry {
160                        binding: 0,
161                        resource: buf.as_entire_binding(),
162                    },
163                    wgpu::BindGroupEntry {
164                        binding: 1,
165                        resource: wgpu::BindingResource::TextureView(
166                            &self.resources.shadow_map_view,
167                        ),
168                    },
169                    wgpu::BindGroupEntry {
170                        binding: 2,
171                        resource: wgpu::BindingResource::Sampler(&self.resources.shadow_sampler),
172                    },
173                    wgpu::BindGroupEntry {
174                        binding: 3,
175                        resource: self.resources.light_uniform_buf.as_entire_binding(),
176                    },
177                    wgpu::BindGroupEntry {
178                        binding: 4,
179                        resource: self.resources.clip_planes_uniform_buf.as_entire_binding(),
180                    },
181                    wgpu::BindGroupEntry {
182                        binding: 5,
183                        resource: self.resources.shadow_info_buf.as_entire_binding(),
184                    },
185                    wgpu::BindGroupEntry {
186                        binding: 6,
187                        resource: self.resources.clip_volume_uniform_buf.as_entire_binding(),
188                    },
189                ],
190            });
191            self.per_viewport_cameras.push((buf, bg));
192        }
193    }
194
195    /// Return a reference to the camera bind group for the given viewport slot.
196    ///
197    /// Falls back to `resources.camera_bind_group` if no per-viewport slot
198    /// exists (e.g. in single-viewport mode before the first prepare call).
199    fn viewport_camera_bind_group(&self, viewport_index: usize) -> &wgpu::BindGroup {
200        self.per_viewport_cameras
201            .get(viewport_index)
202            .map(|(_, bg)| bg)
203            .unwrap_or(&self.resources.camera_bind_group)
204    }
205}