Files
OneCAD-Draft/src/scene/pipeline/viewcube.rs
T
Hakan SevenandClaude Opus 4.7 874226bd43 feat(input): relative coordinate entry (@/#) and DYN default — #26
Koordinat girişi artık göreli/mutlak ayrımını destekliyor:
- `@x,y[,z]` → son girilen noktaya göreli (UCS eksenlerinde döndürülür)
- `#x,y[,z]` → her zaman mutlak (DYN durumundan bağımsız)
- ön ek yok → DYN açıksa göreli, kapalıysa mutlak
İlk noktada referans olmadığından göreli giriş mutlağa düşer. Çözülen
WCS noktası last_point olarak saklanıyor, böylece ardışık göreli
girişler zincirleniyor.

parse_coord artık (Vec3, CoordKind) döndürüyor; relative offset için
ucs_rotate_vec eklendi (origin translation olmadan UCS rotasyonu).
UCS ORIGIN komutu prefix'i yok sayıp mutlak kalıyor.

Ayrıca ViewCube snap refactor'undan kalan kullanılmayan kod temizlendi:
angle_close, active_viewport_yaw_pitch, CubeRegion::snap_angles.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-27 11:40:28 +03:00

1249 lines
41 KiB
Rust

// ViewCube wgpu pipeline — OpenCADStudio-style interactive 3D navigation cube.
//
// 26 selectable regions: 6 faces + 12 edges + 8 corners.
// Phong shading + hover highlight passed as uniform.
// Hit-test is 100% CPU — no GPU readback needed.
//
// The ViewCube rotation matrix is derived directly from the camera quaternion
// (cam_rotation: Mat4) everywhere — shader, text labels, hit-test, hover-id.
// This eliminates gimbal lock at top/bottom views and keeps the cube in sync
// with arcball orbit at all angles.
use bytemuck::{Pod, Zeroable};
use glam::{Mat4, Vec3, Vec4};
use iced::wgpu;
use iced::{Rectangle, Size};
// ── ViewCube layout ───────────────────────────────────────────────────────
pub const VIEWCUBE_PX: u32 = 120;
pub const VIEWCUBE_SCALE: f32 = 0.36;
pub const VIEWCUBE_DRAW_PX: f32 = VIEWCUBE_PX as f32 * VIEWCUBE_SCALE * 2.0;
pub const VIEWCUBE_PAD: f32 = 12.0;
const FACE_LABELS: [&str; 6] = ["TOP", "BOTTOM", "FRONT", "BACK", "RIGHT", "LEFT"];
const FACE_CENTERS: [[f32; 3]; 6] = [
[0.0, 0.0, 1.0],
[0.0, 0.0, -1.0],
[0.0, -1.0, 0.0],
[0.0, 1.0, 0.0],
[1.0, 0.0, 0.0],
[-1.0, 0.0, 0.0],
];
pub const FACE_TOP: usize = 0;
pub const FACE_BOTTOM: usize = 1;
pub const FACE_FRONT: usize = 2;
pub const FACE_BACK: usize = 3;
pub const FACE_RIGHT: usize = 4;
pub const FACE_LEFT: usize = 5;
pub const EDGE_TOP_FRONT: usize = 6;
pub const EDGE_TOP_BACK: usize = 7;
pub const EDGE_TOP_RIGHT: usize = 8;
pub const EDGE_TOP_LEFT: usize = 9;
pub const EDGE_BOT_FRONT: usize = 10;
pub const EDGE_BOT_BACK: usize = 11;
pub const EDGE_BOT_RIGHT: usize = 12;
pub const EDGE_BOT_LEFT: usize = 13;
pub const EDGE_FRONT_RIGHT: usize = 14;
pub const EDGE_FRONT_LEFT: usize = 15;
pub const EDGE_BACK_RIGHT: usize = 16;
pub const EDGE_BACK_LEFT: usize = 17;
pub const CORNER_TPF_R: usize = 18;
pub const CORNER_TPF_L: usize = 19;
pub const CORNER_TBK_R: usize = 20;
pub const CORNER_TBK_L: usize = 21;
pub const CORNER_BTF_R: usize = 22;
pub const CORNER_BTF_L: usize = 23;
pub const CORNER_BBK_R: usize = 24;
pub const CORNER_BBK_L: usize = 25;
pub const NUM_REGIONS: usize = 26;
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum CubeRegion {
Face(usize),
Edge(usize),
Corner(usize),
}
impl CubeRegion {
pub fn id(self) -> usize {
match self {
Self::Face(i) | Self::Edge(i) | Self::Corner(i) => i,
}
}
/// Unit eye-direction vector (from target toward the camera) that
/// looks straight at this region. Used by `Camera::snap_to_direction`
/// which derives the full orientation by re-using the current
/// camera's up vector, projected onto the plane perpendicular to
/// this direction — so clicking an edge spins the cube around the
/// edge without rolling the user's "up" sense.
pub fn snap_direction(self) -> glam::Vec3 {
let c = region_centroids()[self.id()];
glam::Vec3::new(c[0], c[1], c[2]).normalize_or(glam::Vec3::Z)
}
pub fn opposite(self) -> CubeRegion {
match self {
CubeRegion::Face(FACE_TOP) => CubeRegion::Face(FACE_BOTTOM),
CubeRegion::Face(FACE_BOTTOM) => CubeRegion::Face(FACE_TOP),
CubeRegion::Face(FACE_FRONT) => CubeRegion::Face(FACE_BACK),
CubeRegion::Face(FACE_BACK) => CubeRegion::Face(FACE_FRONT),
CubeRegion::Face(FACE_RIGHT) => CubeRegion::Face(FACE_LEFT),
CubeRegion::Face(FACE_LEFT) => CubeRegion::Face(FACE_RIGHT),
other => other,
}
}
pub fn label(self) -> &'static str {
match self.id() {
0 => "TOP",
1 => "BOTTOM",
2 => "FRONT",
3 => "BACK",
4 => "RIGHT",
5 => "LEFT",
6 => "Top Front",
7 => "Top Back",
8 => "Top Right",
9 => "Top Left",
10 => "Bot Front",
11 => "Bot Back",
12 => "Bot Right",
13 => "Bot Left",
14 => "Front Right",
15 => "Front Left",
16 => "Back Right",
17 => "Back Left",
18 => "Top Front Right",
19 => "Top Front Left",
20 => "Top Back Right",
21 => "Top Back Left",
22 => "Bot Front Right",
23 => "Bot Front Left",
24 => "Bot Back Right",
25 => "Bot Back Left",
_ => "?",
}
}
}
// ── Vertex ────────────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
pub struct CubeVertex {
pub pos: [f32; 3],
pub normal: [f32; 3],
pub color: [f32; 3],
pub region_f: f32,
}
impl CubeVertex {
const ATTRIBS: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![
0 => Float32x3, 1 => Float32x3, 2 => Float32x3, 3 => Float32,
];
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBS,
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
pub struct CubeUniforms {
pub view_proj: [f32; 16],
pub rotation: [f32; 16],
pub hover_region: [f32; 4],
}
impl CubeUniforms {
/// Build uniforms from the camera quaternion-derived rotation matrix.
/// `cam_rotation` = `Mat4::from_quat(camera.rotation)`.
pub fn new(
cam_rotation: Mat4,
cube_px: u32,
vp_w: u32,
vp_h: u32,
hover: Option<usize>,
) -> Self {
let (hw, hh) = (vp_w as f32 * 0.5, vp_h as f32 * 0.5);
let cube_half = cube_px as f32 * VIEWCUBE_SCALE;
let cx = hw - cube_half - VIEWCUBE_PAD;
let cy = hh - cube_half - VIEWCUBE_PAD;
let view_proj = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
* Mat4::from_translation(Vec3::new(cx, cy, 0.0))
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
Self {
view_proj: view_proj.to_cols_array(),
rotation: cam_rotation.to_cols_array(),
hover_region: [
hover.map(|h| h as f32 / 25.0).unwrap_or(-1.0),
0.0,
0.0,
0.0,
],
}
}
}
// ── Bitmap text ───────────────────────────────────────────────────────────
const GLYPH_W: usize = 5;
const GLYPH_H: usize = 7;
const CELL_W: usize = 6;
const CELL_H: usize = 8;
const ATLAS_COLS: usize = 8;
const ATLAS_ROWS: usize = 2;
const FONT_SCALE: f32 = 1.35;
const MAX_LABEL_CHARS: usize = 6;
const LABEL_COUNT: usize = 6;
const MAX_GLYPHS: usize = MAX_LABEL_CHARS * LABEL_COUNT;
const MAX_VERTS: usize = MAX_GLYPHS * 6;
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct TextUniforms {
screen: [f32; 2],
_pad: [f32; 2],
}
#[repr(C)]
#[derive(Copy, Clone, Pod, Zeroable)]
struct TextVertex {
pos: [f32; 2],
uv: [f32; 2],
color: [f32; 4],
}
impl TextVertex {
const ATTRIBS: [wgpu::VertexAttribute; 3] = wgpu::vertex_attr_array![
0 => Float32x2, 1 => Float32x2, 2 => Float32x4,
];
fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBS,
}
}
}
fn glyph_index(c: char) -> Option<usize> {
match c {
'A' => Some(0),
'B' => Some(1),
'C' => Some(2),
'E' => Some(3),
'F' => Some(4),
'G' => Some(5),
'H' => Some(6),
'I' => Some(7),
'K' => Some(8),
'L' => Some(9),
'M' => Some(10),
'N' => Some(11),
'O' => Some(12),
'P' => Some(13),
'R' => Some(14),
'T' => Some(15),
_ => None,
}
}
fn glyph_rows(c: char) -> [u8; GLYPH_H] {
match c {
'A' => [
0b01110, 0b10001, 0b10001, 0b11111, 0b10001, 0b10001, 0b10001,
],
'B' => [
0b11110, 0b10001, 0b10001, 0b11110, 0b10001, 0b10001, 0b11110,
],
'C' => [
0b01111, 0b10000, 0b10000, 0b10000, 0b10000, 0b10000, 0b01111,
],
'E' => [
0b11111, 0b10000, 0b10000, 0b11110, 0b10000, 0b10000, 0b11111,
],
'F' => [
0b11111, 0b10000, 0b10000, 0b11110, 0b10000, 0b10000, 0b10000,
],
'G' => [
0b01111, 0b10000, 0b10000, 0b10011, 0b10001, 0b10001, 0b01111,
],
'H' => [
0b10001, 0b10001, 0b10001, 0b11111, 0b10001, 0b10001, 0b10001,
],
'I' => [
0b11111, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100, 0b11111,
],
'K' => [
0b10001, 0b10010, 0b10100, 0b11000, 0b10100, 0b10010, 0b10001,
],
'L' => [
0b10000, 0b10000, 0b10000, 0b10000, 0b10000, 0b10000, 0b11111,
],
'M' => [
0b10001, 0b11011, 0b10101, 0b10101, 0b10001, 0b10001, 0b10001,
],
'N' => [
0b10001, 0b11001, 0b10101, 0b10011, 0b10001, 0b10001, 0b10001,
],
'O' => [
0b01110, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01110,
],
'P' => [
0b11110, 0b10001, 0b10001, 0b11110, 0b10000, 0b10000, 0b10000,
],
'R' => [
0b11110, 0b10001, 0b10001, 0b11110, 0b10100, 0b10010, 0b10001,
],
'T' => [
0b11111, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100,
],
_ => [0; GLYPH_H],
}
}
fn build_atlas() -> (Vec<u8>, u32, u32) {
let w = (ATLAS_COLS * CELL_W) as u32;
let h = (ATLAS_ROWS * CELL_H) as u32;
let mut data = vec![0u8; (w * h) as usize];
let glyphs = [
'A', 'B', 'C', 'E', 'F', 'G', 'H', 'I', 'K', 'L', 'M', 'N', 'O', 'P', 'R', 'T',
];
for (i, &ch) in glyphs.iter().enumerate() {
let col = i % ATLAS_COLS;
let row = i / ATLAS_COLS;
let x0 = col * CELL_W;
let y0 = row * CELL_H;
let rows = glyph_rows(ch);
for y in 0..GLYPH_H {
let bits = rows[y];
for x in 0..GLYPH_W {
if (bits >> (GLYPH_W - 1 - x)) & 1 == 0 {
continue;
}
data[(y0 + y) as usize * w as usize + (x0 + x)] = 255;
}
}
}
(data, w, h)
}
fn glyph_uv(index: usize, atlas_w: f32, atlas_h: f32) -> (f32, f32, f32, f32) {
let col = index % ATLAS_COLS;
let row = index / ATLAS_COLS;
let x0 = (col * CELL_W) as f32;
let y0 = (row * CELL_H) as f32;
(
x0 / atlas_w,
y0 / atlas_h,
(x0 + GLYPH_W as f32) / atlas_w,
(y0 + GLYPH_H as f32) / atlas_h,
)
}
struct ViewCubeText {
pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
vertex_capacity: u32,
vertex_count: u32,
uniform_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
atlas_w: f32,
atlas_h: f32,
}
impl ViewCubeText {
fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
let (atlas, w, h) = build_atlas();
let atlas_tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("vc.text_atlas"),
size: wgpu::Extent3d {
width: w,
height: h,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
let bytes_per_row = w;
let aligned_bpr = ((bytes_per_row + 255) / 256) * 256;
let atlas_bytes = if aligned_bpr == bytes_per_row {
atlas
} else {
let mut padded = vec![0u8; (aligned_bpr * h) as usize];
for row in 0..h as usize {
let src = row * bytes_per_row as usize;
let dst = row * aligned_bpr as usize;
padded[dst..dst + bytes_per_row as usize]
.copy_from_slice(&atlas[src..src + bytes_per_row as usize]);
}
padded
};
queue.write_texture(
atlas_tex.as_image_copy(),
&atlas_bytes,
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(aligned_bpr),
rows_per_image: Some(h),
},
wgpu::Extent3d {
width: w,
height: h,
depth_or_array_layers: 1,
},
);
let atlas_view = atlas_tex.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("vc.text_sampler"),
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("vc.text_uniform"),
size: std::mem::size_of::<TextUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("vc.text_bgl"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("vc.text_bg"),
layout: &bgl,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(&atlas_view),
},
],
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("vc.text_layout"),
bind_group_layouts: &[&bgl],
push_constant_ranges: &[],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("vc.text_shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/viewcube_text.wgsl"
))),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("vc.text_pipe"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[TextVertex::desc()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
multiview: None,
cache: None,
});
let vertex_capacity = MAX_VERTS as u32;
let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("vc.text_vb"),
size: (vertex_capacity as usize * std::mem::size_of::<TextVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
Self {
pipeline,
vertex_buffer,
vertex_capacity,
vertex_count: 0,
uniform_buffer,
bind_group,
atlas_w: w as f32,
atlas_h: h as f32,
}
}
/// Update text labels using the quaternion-derived rotation matrix.
fn update(
&mut self,
queue: &wgpu::Queue,
cam_rotation: Mat4,
vp_w: u32,
vp_h: u32,
cube_px: u32,
) {
let (vw, vh) = (vp_w as f32, vp_h as f32);
let cube_half = cube_px as f32 * VIEWCUBE_SCALE;
let (hw, hh) = (vw * 0.5, vh * 0.5);
let view_proj = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
* Mat4::from_translation(Vec3::new(
hw - cube_half - VIEWCUBE_PAD,
hh - cube_half - VIEWCUBE_PAD,
0.0,
))
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
let glyph_w = GLYPH_W as f32 * FONT_SCALE;
let glyph_h = GLYPH_H as f32 * FONT_SCALE;
let advance = CELL_W as f32 * FONT_SCALE;
let mut verts: Vec<TextVertex> = Vec::with_capacity(MAX_VERTS);
let view_dir = Vec3::Z;
for (fi, &c) in FACE_CENTERS.iter().enumerate() {
let face_n = Vec3::from(c);
let world_n = cam_rotation.transform_vector3(face_n).normalize();
let dot = world_n.dot(view_dir);
if dot < 0.12 {
continue;
}
let world = cam_rotation.transform_point3(face_n * 0.82);
let clip = view_proj * Vec4::new(world.x, world.y, world.z, 1.0);
if clip.w.abs() < 1e-6 {
continue;
}
let sx = (clip.x / clip.w + 1.0) * 0.5 * vw;
let sy = (1.0 - clip.y / clip.w) * 0.5 * vh;
let alpha = ((dot - 0.12) / 0.88).clamp(0.0, 1.0);
let label = FACE_LABELS[fi];
let label_w = label.len() as f32 * advance;
let mut x = sx - label_w * 0.5;
let y = sy - glyph_h * 0.5;
for ch in label.chars() {
let Some(gi) = glyph_index(ch) else {
x += advance;
continue;
};
let (u0, v0, u1, v1) = glyph_uv(gi, self.atlas_w, self.atlas_h);
let (x0, y0, x1, y1) = (x, y, x + glyph_w, y + glyph_h);
let color = [1.0, 1.0, 1.0, alpha];
verts.push(TextVertex {
pos: [x0, y0],
uv: [u0, v0],
color,
});
verts.push(TextVertex {
pos: [x1, y0],
uv: [u1, v0],
color,
});
verts.push(TextVertex {
pos: [x1, y1],
uv: [u1, v1],
color,
});
verts.push(TextVertex {
pos: [x0, y0],
uv: [u0, v0],
color,
});
verts.push(TextVertex {
pos: [x1, y1],
uv: [u1, v1],
color,
});
verts.push(TextVertex {
pos: [x0, y1],
uv: [u0, v1],
color,
});
x += advance;
if verts.len() >= self.vertex_capacity as usize {
break;
}
}
if verts.len() >= self.vertex_capacity as usize {
break;
}
}
self.vertex_count = verts.len() as u32;
if self.vertex_count > 0 {
queue.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&verts));
}
queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::bytes_of(&TextUniforms {
screen: [vw, vh],
_pad: [0.0; 2],
}),
);
}
fn render(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
clip: Rectangle<u32>,
) {
if self.vertex_count == 0 {
return;
}
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("vc.text_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_viewport(
clip.x as f32,
clip.y as f32,
clip.width as f32,
clip.height as f32,
0.0,
1.0,
);
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bind_group, &[]);
pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
pass.draw(0..self.vertex_count, 0..1);
}
}
// ── Geometry ──────────────────────────────────────────────────────────────
const F: f32 = 0.80;
const E: f32 = 1.00;
const C_TOP: [f32; 3] = [0.70, 0.80, 0.94];
const C_BOTTOM: [f32; 3] = [0.32, 0.32, 0.36];
const C_FRONT: [f32; 3] = [0.80, 0.83, 0.90];
const C_BACK: [f32; 3] = [0.46, 0.47, 0.52];
const C_RIGHT: [f32; 3] = [0.62, 0.60, 0.56];
const C_LEFT: [f32; 3] = [0.54, 0.55, 0.64];
const C_EDGE: [f32; 3] = [0.24, 0.25, 0.28];
const C_CORNER: [f32; 3] = [0.16, 0.17, 0.19];
fn push_quad(
corners: [[f32; 3]; 4],
rgb: [f32; 3],
region: usize,
vs: &mut Vec<CubeVertex>,
is: &mut Vec<u32>,
) {
let mut cs = corners;
let center = {
let s = Vec3::from(cs[0]) + Vec3::from(cs[1]) + Vec3::from(cs[2]) + Vec3::from(cs[3]);
(s * 0.25).normalize_or_zero()
};
let mut n = (Vec3::from(cs[1]) - Vec3::from(cs[0]))
.cross(Vec3::from(cs[3]) - Vec3::from(cs[0]))
.normalize_or_zero();
if n.dot(center) < 0.0 {
cs = [cs[0], cs[3], cs[2], cs[1]];
n = (Vec3::from(cs[1]) - Vec3::from(cs[0]))
.cross(Vec3::from(cs[3]) - Vec3::from(cs[0]))
.normalize_or_zero();
}
let n = n.to_array();
let rf = region as f32 / 25.0;
let base = vs.len() as u32;
for pos in cs {
vs.push(CubeVertex {
pos,
normal: n,
color: rgb,
region_f: rf,
});
}
is.extend_from_slice(&[base, base + 1, base + 2, base, base + 2, base + 3]);
}
fn push_tri(
a: [f32; 3],
b: [f32; 3],
c: [f32; 3],
rgb: [f32; 3],
region: usize,
vs: &mut Vec<CubeVertex>,
is: &mut Vec<u32>,
) {
let mut b = b;
let mut c = c;
let center = {
let s = Vec3::from(a) + Vec3::from(b) + Vec3::from(c);
(s / 3.0).normalize_or_zero()
};
let mut n = (Vec3::from(b) - Vec3::from(a))
.cross(Vec3::from(c) - Vec3::from(a))
.normalize_or_zero();
if n.dot(center) < 0.0 {
std::mem::swap(&mut b, &mut c);
n = (Vec3::from(b) - Vec3::from(a))
.cross(Vec3::from(c) - Vec3::from(a))
.normalize_or_zero();
}
let n = n.to_array();
let rf = region as f32 / 25.0;
let base = vs.len() as u32;
for pos in [a, b, c] {
vs.push(CubeVertex {
pos,
normal: n,
color: rgb,
region_f: rf,
});
}
is.extend_from_slice(&[base, base + 1, base + 2]);
}
pub fn build_geometry() -> (Vec<CubeVertex>, Vec<u32>) {
let (mut vs, mut is) = (Vec::<CubeVertex>::new(), Vec::<u32>::new());
push_quad(
[[-F, -F, E], [F, -F, E], [F, F, E], [-F, F, E]],
C_TOP,
FACE_TOP,
&mut vs,
&mut is,
);
push_quad(
[[-F, F, -E], [F, F, -E], [F, -F, -E], [-F, -F, -E]],
C_BOTTOM,
FACE_BOTTOM,
&mut vs,
&mut is,
);
push_quad(
[[F, -E, -F], [-F, -E, -F], [-F, -E, F], [F, -E, F]],
C_FRONT,
FACE_FRONT,
&mut vs,
&mut is,
);
push_quad(
[[-F, E, -F], [F, E, -F], [F, E, F], [-F, E, F]],
C_BACK,
FACE_BACK,
&mut vs,
&mut is,
);
push_quad(
[[E, F, -F], [E, -F, -F], [E, -F, F], [E, F, F]],
C_RIGHT,
FACE_RIGHT,
&mut vs,
&mut is,
);
push_quad(
[[-E, -F, -F], [-E, F, -F], [-E, F, F], [-E, -F, F]],
C_LEFT,
FACE_LEFT,
&mut vs,
&mut is,
);
push_quad(
[[F, -F, E], [-F, -F, E], [-F, -E, F], [F, -E, F]],
C_EDGE,
EDGE_TOP_FRONT,
&mut vs,
&mut is,
);
push_quad(
[[-F, F, E], [F, F, E], [F, E, F], [-F, E, F]],
C_EDGE,
EDGE_TOP_BACK,
&mut vs,
&mut is,
);
push_quad(
[[F, F, E], [F, -F, E], [E, -F, F], [E, F, F]],
C_EDGE,
EDGE_TOP_RIGHT,
&mut vs,
&mut is,
);
push_quad(
[[-F, -F, E], [-F, F, E], [-E, F, F], [-E, -F, F]],
C_EDGE,
EDGE_TOP_LEFT,
&mut vs,
&mut is,
);
push_quad(
[[F, -F, -E], [-F, -F, -E], [-F, -E, -F], [F, -E, -F]],
C_EDGE,
EDGE_BOT_FRONT,
&mut vs,
&mut is,
);
push_quad(
[[-F, F, -E], [F, F, -E], [F, E, -F], [-F, E, -F]],
C_EDGE,
EDGE_BOT_BACK,
&mut vs,
&mut is,
);
push_quad(
[[F, F, -E], [F, -F, -E], [E, -F, -F], [E, F, -F]],
C_EDGE,
EDGE_BOT_RIGHT,
&mut vs,
&mut is,
);
push_quad(
[[-F, -F, -E], [-F, F, -E], [-E, F, -F], [-E, -F, -F]],
C_EDGE,
EDGE_BOT_LEFT,
&mut vs,
&mut is,
);
// Side edges: diagonal chamfer strips connecting vertical face pairs.
// Each strip spans from one face edge to the adjacent face edge — not flat in one plane.
push_quad(
[[F, -E, -F], [F, -E, F], [E, -F, F], [E, -F, -F]],
C_EDGE,
EDGE_FRONT_RIGHT,
&mut vs,
&mut is,
);
push_quad(
[[-F, -E, F], [-F, -E, -F], [-E, -F, -F], [-E, -F, F]],
C_EDGE,
EDGE_FRONT_LEFT,
&mut vs,
&mut is,
);
push_quad(
[[F, E, F], [F, E, -F], [E, F, -F], [E, F, F]],
C_EDGE,
EDGE_BACK_RIGHT,
&mut vs,
&mut is,
);
push_quad(
[[-F, E, F], [-F, E, -F], [-E, F, -F], [-E, F, F]],
C_EDGE,
EDGE_BACK_LEFT,
&mut vs,
&mut is,
);
for &([sx, sy, sz], region) in &[
([1.0f32, 1.0, 1.0], CORNER_TBK_R), // sy=+1 → BACK direction
([-1.0, 1.0, 1.0], CORNER_TBK_L),
([1.0, 1.0, -1.0], CORNER_BBK_R),
([-1.0, 1.0, -1.0], CORNER_BBK_L),
([1.0, -1.0, 1.0], CORNER_TPF_R), // sy=-1 → FRONT direction
([-1.0, -1.0, 1.0], CORNER_TPF_L),
([1.0, -1.0, -1.0], CORNER_BTF_R),
([-1.0, -1.0, -1.0], CORNER_BTF_L),
] {
push_tri(
[sx * F, sy * F, sz * E],
[sx * F, sy * E, sz * F],
[sx * E, sy * F, sz * F],
C_CORNER,
region,
&mut vs,
&mut is,
);
}
(vs, is)
}
pub fn region_centroids() -> [[f32; 3]; NUM_REGIONS] {
let m = (F + E) * 0.5;
[
[0.0, 0.0, E], // FACE_TOP
[0.0, 0.0, -E], // FACE_BOTTOM
[0.0, -E, 0.0], // FACE_FRONT (geometry Y=-E)
[0.0, E, 0.0], // FACE_BACK (geometry Y=+E)
[E, 0.0, 0.0], // FACE_RIGHT
[-E, 0.0, 0.0], // FACE_LEFT
[0.0, -m, m], // EDGE_TOP_FRONT
[0.0, m, m], // EDGE_TOP_BACK
[m, 0.0, m], // EDGE_TOP_RIGHT
[-m, 0.0, m], // EDGE_TOP_LEFT
[0.0, -m, -m], // EDGE_BOT_FRONT
[0.0, m, -m], // EDGE_BOT_BACK
[m, 0.0, -m], // EDGE_BOT_RIGHT
[-m, 0.0, -m], // EDGE_BOT_LEFT
[m, -m, 0.0], // EDGE_FRONT_RIGHT
[-m, -m, 0.0], // EDGE_FRONT_LEFT
[m, m, 0.0], // EDGE_BACK_RIGHT
[-m, m, 0.0], // EDGE_BACK_LEFT
[m, -m, m], // CORNER_TPF_R (geometry sy=-1 = FRONT)
[-m, -m, m], // CORNER_TPF_L
[m, m, m], // CORNER_TBK_R (geometry sy=+1 = BACK)
[-m, m, m], // CORNER_TBK_L
[m, -m, -m], // CORNER_BTF_R (geometry sy=-1 = FRONT)
[-m, -m, -m], // CORNER_BTF_L
[m, m, -m], // CORNER_BBK_R (geometry sy=+1 = BACK)
[-m, m, -m], // CORNER_BBK_L
]
}
fn threshold_sq(id: usize, cube_half_px: f32) -> f32 {
let r = if id < 6 {
cube_half_px * 0.92
} else if id < 18 {
cube_half_px * 0.38
} else {
cube_half_px * 0.28
};
r * r
}
// ── Pipeline ──────────────────────────────────────────────────────────────
pub struct ViewCubePipeline {
pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
index_count: u32,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
depth_texture_size: Size<u32>,
depth_view: wgpu::TextureView,
pub cube_px: u32,
text: ViewCubeText,
}
impl ViewCubePipeline {
pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
use wgpu::util::DeviceExt;
let (verts, idxs) = build_geometry();
let cube_px = VIEWCUBE_PX;
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vc.vb"),
contents: bytemuck::cast_slice(&verts),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vc.ib"),
contents: bytemuck::cast_slice(&idxs),
usage: wgpu::BufferUsages::INDEX,
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("vc.ub"),
size: std::mem::size_of::<CubeUniforms>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("vc.bgl"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("vc.bg"),
layout: &bgl,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("vc.layout"),
bind_group_layouts: &[&bgl],
push_constant_ranges: &[],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("vc.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/viewcube.wgsl"
))),
});
let depth_tex = create_depth_texture(device, Size::new(1, 1));
let depth_view = depth_tex.create_view(&wgpu::TextureViewDescriptor::default());
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("vc.pipe"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[CubeVertex::desc()],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
multiview: None,
cache: None,
});
let text = ViewCubeText::new(device, queue, format);
Self {
pipeline,
vertex_buffer,
index_buffer,
index_count: idxs.len() as u32,
uniform_buffer,
uniform_bind_group,
depth_texture_size: Size::new(1, 1),
depth_view,
cube_px,
text,
}
}
/// Upload using the quaternion rotation matrix.
/// `cam_rotation` = `camera.view_rotation_mat()` = `Mat4::from_quat(camera.rotation)`.
pub fn upload(
&mut self,
queue: &wgpu::Queue,
cam_rotation: Mat4,
vp_w: u32,
vp_h: u32,
hover: Option<usize>,
) {
queue.write_buffer(
&self.uniform_buffer,
0,
bytemuck::bytes_of(&CubeUniforms::new(
cam_rotation,
self.cube_px,
vp_w,
vp_h,
hover,
)),
);
self.text
.update(queue, cam_rotation, vp_w, vp_h, self.cube_px);
}
pub fn ensure_depth_texture(&mut self, device: &wgpu::Device, size: Size<u32>) {
if self.depth_texture_size != size {
let tex = create_depth_texture(device, size);
self.depth_view = tex.create_view(&wgpu::TextureViewDescriptor::default());
self.depth_texture_size = size;
}
}
pub fn render(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
clip: Rectangle<u32>,
) {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("vc.pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: target,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
});
pass.set_viewport(
clip.x as f32,
clip.y as f32,
clip.width as f32,
clip.height as f32,
0.0,
1.0,
);
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
pass.draw_indexed(0..self.index_count, 0, 0..1);
drop(pass);
self.text.render(encoder, target, clip);
}
}
impl iced::widget::shader::Pipeline for ViewCubePipeline {
fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
Self::new(device, queue, format)
}
}
fn create_depth_texture(device: &wgpu::Device, size: Size<u32>) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: Some("vc.depth_texture"),
size: wgpu::Extent3d {
width: size.width.max(1),
height: size.height.max(1),
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
}
// ── Hit test ──────────────────────────────────────────────────────────────
//
// hit_test and hover_id now take cam_rotation: Mat4 (same matrix the shader
// uses) so click regions always match what is drawn — including after free
// arcball orbit from any angle.
/// Returns the ViewCube region under screen position (mx, my), or None.
/// `cam_rotation` must be `camera.view_rotation_mat()`.
pub fn hit_test(
mx: f32,
my: f32,
vp_w: f32,
vp_h: f32,
cam_rotation: Mat4,
cube_px: u32,
) -> Option<CubeRegion> {
let half = cube_px as f32 * VIEWCUBE_SCALE;
let cx = vp_w - half - VIEWCUBE_PAD;
let cy = half + VIEWCUBE_PAD;
if (mx - cx).abs() > half || (my - cy).abs() > half {
return None;
}
let (hw, hh) = (vp_w * 0.5, vp_h * 0.5);
let vp = Mat4::orthographic_rh(-hw, hw, -hh, hh, -2000.0, 2000.0)
* Mat4::from_translation(Vec3::new(
hw - half - VIEWCUBE_PAD,
hh - half - VIEWCUBE_PAD,
0.0,
))
* Mat4::from_scale(Vec3::splat(cube_px as f32 * VIEWCUBE_SCALE));
let view_dir = Vec3::Z;
let centroids = region_centroids();
let (mut best, mut best_d) = (None, f32::MAX);
for (id, &c) in centroids.iter().enumerate() {
let world = cam_rotation.transform_point3(Vec3::from(c));
if world.normalize().dot(view_dir) < 0.05 {
continue;
}
let clip = vp * Vec4::new(world.x, world.y, world.z, 1.0);
if clip.w.abs() < 1e-6 {
continue;
}
let sx = (clip.x / clip.w + 1.0) * 0.5 * vp_w;
let sy = (1.0 - clip.y / clip.w) * 0.5 * vp_h;
let d = (sx - mx).powi(2) + (sy - my).powi(2);
if d < threshold_sq(id, half) && d < best_d {
best_d = d;
best = Some(if id < 6 {
CubeRegion::Face(id)
} else if id < 18 {
CubeRegion::Edge(id)
} else {
CubeRegion::Corner(id)
});
}
}
best
}
/// Returns the hovered region id (0-25), or None.
pub fn hover_id(
mx: f32,
my: f32,
vp_w: f32,
vp_h: f32,
cam_rotation: Mat4,
cube_px: u32,
) -> Option<usize> {
hit_test(mx, my, vp_w, vp_h, cam_rotation, cube_px).map(|r| r.id())
}