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OneCAD/crates/ui-egui/src/gpu.rs
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//! GPU viewport: shaded triangles and screen-space wide lines with a depth buffer, drawn in an
//! `egui_wgpu` paint callback. Geometry is uploaded when the scene changes; each frame only the
//! camera uniform changes.
use std::sync::{Arc, Mutex};
use egui_wgpu::wgpu;
use egui_wgpu::wgpu::util::DeviceExt;
/// Triangle vertex: position (3 × f32), normal (3 × f32), sRGB colour (4 × u8).
pub const TRI_SIZE: usize = 28;
/// Line instance: a, b (3 × f32 each), colour (4 × u8), width in pixels (f32).
pub const LINE_SIZE: usize = 32;
const UNIFORM_SIZE: u64 = 192;
/// CPU-side geometry waiting to be uploaded. The model scene changes with the design; the
/// highlight scene (hover, selection, the origin widget) changes often and is small.
#[derive(Default, Clone)]
pub struct GpuScene {
/// Opaque triangles. A zero normal draws the colour flat (unlit).
pub tris: Vec<u8>,
/// Translucent triangles (alpha from the colour), drawn after the opaque ones without
/// writing depth.
pub trans: Vec<u8>,
/// Depth-tested lines.
pub lines: Vec<u8>,
/// Lines drawn over everything (active sketch, highlights).
pub overlay: Vec<u8>,
/// Translucent triangles pushed slightly back in depth, so they only show where nothing
/// coincides with them (removed material in a preview).
pub ghost: Vec<u8>,
/// Translucent triangles drawn through everything (a cut's tool body).
pub xray: Vec<u8>,
/// Lines drawn first, under everything (the ground grid: the model hides it, it never
/// hides the model).
pub under: Vec<u8>,
}
impl GpuScene {
pub fn tri(&mut self, p: [f32; 3], n: [f32; 3], c: [u8; 4]) {
for v in p.iter().chain(&n) {
self.tris.extend_from_slice(&v.to_le_bytes());
}
self.tris.extend_from_slice(&c);
}
pub fn trans_tri(&mut self, p: [f32; 3], n: [f32; 3], c: [u8; 4]) {
for v in p.iter().chain(&n) {
self.trans.extend_from_slice(&v.to_le_bytes());
}
self.trans.extend_from_slice(&c);
}
pub fn ghost_tri(&mut self, p: [f32; 3], n: [f32; 3], c: [u8; 4]) {
for v in p.iter().chain(&n) {
self.ghost.extend_from_slice(&v.to_le_bytes());
}
self.ghost.extend_from_slice(&c);
}
pub fn xray_tri(&mut self, p: [f32; 3], n: [f32; 3], c: [u8; 4]) {
for v in p.iter().chain(&n) {
self.xray.extend_from_slice(&v.to_le_bytes());
}
self.xray.extend_from_slice(&c);
}
/// A line under everything (see [`GpuScene::under`]).
pub fn under_line(&mut self, a: [f32; 3], b: [f32; 3], c: [u8; 4], width: f32) {
for v in a.iter().chain(&b) {
self.under.extend_from_slice(&v.to_le_bytes());
}
self.under.extend_from_slice(&c);
self.under.extend_from_slice(&width.to_le_bytes());
}
pub fn line(&mut self, a: [f32; 3], b: [f32; 3], c: [u8; 4], width: f32, on_top: bool) {
let out = if on_top { &mut self.overlay } else { &mut self.lines };
for v in a.iter().chain(&b) {
out.extend_from_slice(&v.to_le_bytes());
}
out.extend_from_slice(&c);
out.extend_from_slice(&width.to_le_bytes());
}
}
pub type SceneSlot = Arc<Mutex<Option<GpuScene>>>;
/// A reference image (canvas or decal): a textured quad, depth-tested against the model.
#[derive(Clone)]
pub struct GpuImage {
pub id: u64,
/// Changes when the pixels change (the texture is re-uploaded).
pub version: u64,
pub size: [u32; 2],
/// Straight RGBA8, `size[0] * size[1] * 4` bytes.
pub rgba: Arc<Vec<u8>>,
/// Bottom-left, bottom-right, top-right, top-left of the image.
pub corners: [[f32; 3]; 4],
pub opacity: f32,
}
/// Image vertex: position (3 × f32), uv (2 × f32), opacity (f32).
const IMG_SIZE: usize = 24;
/// Per-frame parameters.
pub struct ViewportCallback {
pub key: u64,
pub slot: SceneSlot,
/// The highlight scene and its key.
pub hl_key: u64,
pub hl_slot: SceneSlot,
/// The live preview scene and its key.
pub pv_key: u64,
pub pv_slot: SceneSlot,
/// Column-major view-projection.
pub view_proj: [[f32; 4]; 4],
/// Direction toward the eye (for lighting).
pub back: [f32; 3],
/// Viewport size in physical pixels.
pub size_px: [f32; 2],
/// Section cut: (normal, d); fragments with normal·p > d are hidden. A zero normal: none.
pub clip: [f32; 4],
/// Colour of the inside of cut bodies (straight sRGBA, 0..1).
pub cap: [f32; 4],
/// Canvases and decals.
pub images: Vec<GpuImage>,
/// Surface analysis: (mode: 0 none, 1 zebra, 2 draft, 3 curvature, 4 environment,
/// 5 accessibility; parameter; scale; size) and the pull / access direction.
pub analysis: [f32; 8],
/// Accessibility: the depth map seen from the access direction.
pub access: Option<AccessMap>,
}
/// Heights of the model seen from a direction (an orthographic depth map): a point is reachable
/// from that direction when nothing lies above it.
#[derive(Clone)]
pub struct AccessMap {
pub version: u64,
pub size: u32,
/// Row-major heights along the direction (−∞ where nothing is).
pub depth: Arc<Vec<f32>>,
/// Map axes: pixel = (p·u + u.w, p·v + v.w) × scale.
pub u: [f32; 4],
pub v: [f32; 4],
pub scale: f32,
}
struct Batch {
buffer: wgpu::Buffer,
count: u32,
}
#[derive(Default)]
struct Batches {
key: Option<u64>,
tris: Option<Batch>,
trans: Option<Batch>,
lines: Option<Batch>,
overlays: Option<Batch>,
ghost: Option<Batch>,
xray: Option<Batch>,
under: Option<Batch>,
}
impl Batches {
fn take(&mut self, device: &wgpu::Device, key: u64, slot: &SceneSlot) {
if self.key == Some(key) {
return;
}
if let Some(sc) = slot.lock().ok().and_then(|mut s| s.take()) {
self.tris = upload(device, "sc_tris", &sc.tris, TRI_SIZE);
self.trans = upload(device, "sc_trans", &sc.trans, TRI_SIZE);
self.lines = upload(device, "sc_lines", &sc.lines, LINE_SIZE);
self.overlays = upload(device, "sc_overlay", &sc.overlay, LINE_SIZE);
self.ghost = upload(device, "sc_ghost", &sc.ghost, TRI_SIZE);
self.xray = upload(device, "sc_xray", &sc.xray, TRI_SIZE);
self.under = upload(device, "sc_under", &sc.under, LINE_SIZE);
self.key = Some(key);
}
}
}
struct Resources {
tri: wgpu::RenderPipeline,
/// Highlight triangles over the model (depth test ≤, no depth write).
tri_hl: wgpu::RenderPipeline,
trans: wgpu::RenderPipeline,
ghost: wgpu::RenderPipeline,
xray: wgpu::RenderPipeline,
line: wgpu::RenderPipeline,
overlay: wgpu::RenderPipeline,
uniform: wgpu::Buffer,
bind: wgpu::BindGroup,
linear_out: bool,
model: Batches,
highlight: Batches,
preview: Batches,
image: wgpu::RenderPipeline,
image_bgl: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
/// Textures by image id: (version, bind group).
textures: std::collections::HashMap<u64, (u64, wgpu::BindGroup)>,
/// This frame's quads: (image id, vertices).
quads: Vec<(u64, Batch)>,
access_bgl: wgpu::BindGroupLayout,
/// The accessibility depth map (a 1 × 1 stand-in when there is none) and its version.
access_bind: wgpu::BindGroup,
access_version: u64,
}
fn access_texture(device: &wgpu::Device, queue: Option<&wgpu::Queue>, bgl: &wgpu::BindGroupLayout, size: u32, depth: &[f32]) -> wgpu::BindGroup {
let extent = wgpu::Extent3d { width: size.max(1), height: size.max(1), depth_or_array_layers: 1 };
let tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("sc_access"),
size: extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R32Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
if let Some(q) = queue
&& depth.len() == (size as usize) * (size as usize)
{
let bytes: Vec<u8> = depth.iter().flat_map(|x| x.to_le_bytes()).collect();
q.write_texture(
wgpu::TexelCopyTextureInfo { texture: &tex, mip_level: 0, origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All },
&bytes,
wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(4 * size), rows_per_image: Some(size) },
extent,
);
}
let view = tex.create_view(&Default::default());
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("sc_access"),
layout: bgl,
entries: &[wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(&view) }],
})
}
const SHADER: &str = r#"
struct U {
vp: mat4x4<f32>,
back: vec4<f32>, // xyz = toward the eye, w = 1 for linear output
screen: vec4<f32>, // viewport width, height (px), depth bias
clip: vec4<f32>, // section plane: normal, d (zero normal: no section)
cap: vec4<f32>, // colour of the inside of cut bodies
ana: vec4<f32>, // surface analysis: mode (1 zebra, 2 draft, 3 curvature), parameter
pull: vec4<f32>, // draft pull direction
acc_u: vec4<f32>, // accessibility map axes (xyz, offset)
acc_v: vec4<f32>,
};
@group(1) @binding(2) var acc_t: texture_2d<f32>;
fn clipped(p: vec3<f32>) -> bool {
return length(u.clip.xyz) > 0.5 && dot(u.clip.xyz, p) > u.clip.w;
}
@group(0) @binding(0) var<uniform> u: U;
fn to_linear(c: vec3<f32>) -> vec3<f32> {
return select(c, pow((c + vec3<f32>(0.055)) / vec3<f32>(1.055), vec3<f32>(2.4)), c > vec3<f32>(0.04045));
}
fn out_color(c: vec4<f32>) -> vec4<f32> {
if (u.back.w > 0.5) {
return vec4<f32>(to_linear(c.rgb), c.a);
}
return c;
}
struct TOut {
@builtin(position) pos: vec4<f32>,
@location(0) n: vec3<f32>,
@location(1) c: vec4<f32>,
@location(2) wp: vec3<f32>,
};
@vertex
fn vs_tri(@location(0) p: vec3<f32>, @location(1) n: vec3<f32>, @location(2) c: vec4<f32>) -> TOut {
var o: TOut;
o.pos = u.vp * vec4<f32>(p, 1.0);
o.n = n;
o.c = c;
o.wp = p;
return o;
}
/// Opaque model surfaces: cut by the section plane, the inside shows as a flat cap colour.
@fragment
fn fs_solid(i: TOut, @builtin(front_facing) front: bool) -> @location(0) vec4<f32> {
if (clipped(i.wp)) { discard; }
if (!front && length(u.clip.xyz) > 0.5) {
return out_color(u.cap);
}
if (u.ana.x > 0.5 && length(i.n) > 0.5) {
return analysis(i);
}
return shade(i);
}
/// Surface analysis colours: zebra stripes, draft angle bands, curvature map.
fn analysis(i: TOut) -> vec4<f32> {
let v = normalize(u.back.xyz);
var n = normalize(i.n);
if (dot(n, v) < 0.0) { n = -n; }
let lit = 0.55 + 0.45 * max(dot(n, v), 0.0);
if (u.ana.x < 1.5) {
// Reflections of upright light bars standing around the viewer: the stripe follows
// the reflected ray's sideways direction (horizontal on screen).
let r = reflect(-v, n);
var side = cross(v, vec3<f32>(0.0, 0.0, 1.0));
if (length(side) < 1e-3) { side = vec3<f32>(1.0, 0.0, 0.0); }
let s = sin(dot(r, normalize(side)) * u.ana.y * 3.14159265);
let c = select(0.08, 0.95, s > 0.0);
return out_color(vec4<f32>(vec3<f32>(c), 1.0));
}
if (u.ana.x > 4.5) {
// Reachable from the access direction: facing it and nothing above.
let d = normalize(u.pull.xyz);
let size = i32(u.ana.w);
let px = vec2<i32>(floor(vec2<f32>(dot(i.wp, u.acc_u.xyz) + u.acc_u.w, dot(i.wp, u.acc_v.xyz) + u.acc_v.w) * u.ana.z));
var top = -1e30;
if (px.x >= 0 && px.y >= 0 && px.x < size && px.y < size) {
top = textureLoad(acc_t, px, 0).x;
}
let cn = dot(normalize(i.n), d);
let facing = cn > 0.02;
// Slack of a pixel and a half, more on slopes (the map holds the pixel's highest point).
let slack = u.ana.y * (1.0 + sqrt(max(1.0 - cn * cn, 0.0)) / max(cn, 0.05));
let clear = dot(i.wp, d) >= top - slack;
var c = vec3<f32>(0.85, 0.22, 0.20);
if (facing && clear) { c = vec3<f32>(0.20, 0.75, 0.30); }
return out_color(vec4<f32>(c * lit, 1.0));
}
if (u.ana.x > 3.5) {
// A studio around the model: sky above, a dark floor below, a bright horizon band and
// two soft light panels, seen in a mirror.
let r = reflect(-v, n);
var c = mix(vec3<f32>(0.32, 0.34, 0.38), vec3<f32>(0.80, 0.86, 0.95), smoothstep(-0.05, 0.6, r.z));
c = c + vec3<f32>(0.6) * exp(-abs(r.z) * 40.0);
let side = atan2(r.y, r.x);
c = c + vec3<f32>(0.9) * smoothstep(0.92, 0.98, cos(side * 2.0)) * smoothstep(0.1, 0.3, r.z) * smoothstep(0.8, 0.6, r.z);
if (r.z < -0.02) {
// The floor: lighter toward the horizon, with light-panel streaks along it.
c = mix(vec3<f32>(0.55, 0.56, 0.60), vec3<f32>(0.20, 0.20, 0.22), clamp(-r.z * 1.6, 0.0, 1.0));
c = c + vec3<f32>(0.35) * smoothstep(0.95, 0.99, cos(side * 3.0));
}
return out_color(vec4<f32>(min(c, vec3<f32>(1.0)), 1.0));
}
if (u.ana.x < 2.5) {
let a = degrees(asin(clamp(dot(normalize(i.n), normalize(u.pull.xyz)), -1.0, 1.0)));
var c = vec3<f32>(0.95, 0.80, 0.15);
if (a >= u.ana.y) { c = vec3<f32>(0.20, 0.75, 0.30); }
if (a <= -u.ana.y) { c = vec3<f32>(0.85, 0.22, 0.20); }
return out_color(vec4<f32>(c * lit, 1.0));
}
// Curvature from how fast the normal turns across the pixel.
let nn = normalize(i.n);
let kx = length(dpdx(nn)) / max(length(dpdx(i.wp)), 1e-6);
let ky = length(dpdy(nn)) / max(length(dpdy(i.wp)), 1e-6);
let t = clamp(max(kx, ky) * u.ana.y, 0.0, 1.0);
let c = select(mix(vec3<f32>(0.10, 0.80, 0.25), vec3<f32>(0.90, 0.15, 0.10), t * 2.0 - 1.0),
mix(vec3<f32>(0.15, 0.35, 0.95), vec3<f32>(0.10, 0.80, 0.25), t * 2.0), t < 0.5);
return out_color(vec4<f32>(c * lit, 1.0));
}
@fragment
fn fs_tri(i: TOut) -> @location(0) vec4<f32> {
if (clipped(i.wp)) { discard; }
return shade(i);
}
fn shade(i: TOut) -> vec4<f32> {
// A zero normal marks flat colour (selection fills, translucent planes).
if (length(i.n) < 0.5) {
return out_color(i.c);
}
let v = normalize(u.back.xyz);
var n = normalize(i.n);
if (dot(n, v) < 0.0) { n = -n; }
let key = normalize(v * 0.8 + vec3<f32>(-0.3, 0.2, 0.6));
let diff = max(dot(n, key), 0.0);
let fill = max(dot(n, v), 0.0);
let h = normalize(key + v);
let spec = pow(max(dot(n, h), 0.0), 40.0) * 0.25;
let k = 0.42 + 0.38 * diff + 0.25 * fill;
return out_color(vec4<f32>(min(i.c.rgb * k + vec3<f32>(spec), vec3<f32>(1.0)), i.c.a));
}
@vertex
fn vs_ghost(@location(0) p: vec3<f32>, @location(1) n: vec3<f32>, @location(2) c: vec4<f32>) -> TOut {
var o: TOut;
o.pos = u.vp * vec4<f32>(p, 1.0);
o.pos.z = o.pos.z + u.screen.z * 4.0 * o.pos.w;
o.n = n;
o.c = c;
o.wp = p;
return o;
}
struct LOut {
@builtin(position) pos: vec4<f32>,
@location(0) c: vec4<f32>,
@location(1) wp: vec3<f32>,
};
@vertex
fn vs_line(@builtin(vertex_index) vi: u32, @location(0) a: vec3<f32>, @location(1) b: vec3<f32>, @location(2) c: vec4<f32>, @location(3) w: f32) -> LOut {
let ca = u.vp * vec4<f32>(a, 1.0);
let cb = u.vp * vec4<f32>(b, 1.0);
let half = u.screen.xy * 0.5;
let sa = ca.xy / max(ca.w, 1e-6) * half;
let sb = cb.xy / max(cb.w, 1e-6) * half;
var dir = sb - sa;
let len = length(dir);
if (len < 1e-6) { dir = vec2<f32>(1.0, 0.0); } else { dir = dir / len; }
let nrm = vec2<f32>(-dir.y, dir.x);
// Two triangles: corners (t, side).
var ts = array<f32, 6>(0.0, 1.0, 1.0, 0.0, 1.0, 0.0);
var ss = array<f32, 6>(-1.0, -1.0, 1.0, -1.0, 1.0, 1.0);
let t = ts[vi];
let s = ss[vi];
let base = select(ca, cb, t > 0.5);
let off = nrm * s * w * 0.5 + dir * (t * 2.0 - 1.0) * w * 0.5;
var o: LOut;
o.pos = vec4<f32>(base.xy + off / half * base.w, base.z - u.screen.z * base.w, base.w);
o.c = c;
o.wp = select(a, b, t > 0.5);
return o;
}
@fragment
fn fs_line(i: LOut) -> @location(0) vec4<f32> {
if (clipped(i.wp)) { discard; }
return out_color(i.c);
}
struct IOut {
@builtin(position) pos: vec4<f32>,
@location(0) uv: vec2<f32>,
@location(1) a: f32,
@location(2) wp: vec3<f32>,
};
@group(1) @binding(0) var img_t: texture_2d<f32>;
@group(1) @binding(1) var img_s: sampler;
@vertex
fn vs_img(@location(0) p: vec3<f32>, @location(1) uv: vec2<f32>, @location(2) a: f32) -> IOut {
var o: IOut;
o.pos = u.vp * vec4<f32>(p, 1.0);
// Pulled toward the eye like lines, so a decal on a face is not lost in it.
o.pos.z = o.pos.z - u.screen.z * o.pos.w;
o.uv = uv;
o.a = a;
o.wp = p;
return o;
}
@fragment
fn fs_img(i: IOut) -> @location(0) vec4<f32> {
if (clipped(i.wp)) { discard; }
let c = textureSample(img_t, img_s, i.uv);
return out_color(vec4<f32>(c.rgb, c.a * i.a));
}
/// Lines the section never cuts (the grid, highlights drawn on top).
@fragment
fn fs_line_all(i: LOut) -> @location(0) vec4<f32> {
return out_color(i.c);
}
"#;
fn tri_layout() -> wgpu::VertexBufferLayout<'static> {
const A: [wgpu::VertexAttribute; 3] = wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3, 2 => Unorm8x4];
wgpu::VertexBufferLayout { array_stride: TRI_SIZE as u64, step_mode: wgpu::VertexStepMode::Vertex, attributes: &A }
}
fn line_layout() -> wgpu::VertexBufferLayout<'static> {
const A: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3, 2 => Unorm8x4, 3 => Float32];
wgpu::VertexBufferLayout { array_stride: LINE_SIZE as u64, step_mode: wgpu::VertexStepMode::Instance, attributes: &A }
}
/// The target configuration: colour format, depth format and MSAA sample count of the app.
#[derive(Clone, Copy, Debug)]
pub struct GpuTarget {
pub format: wgpu::TextureFormat,
pub depth: Option<wgpu::TextureFormat>,
pub samples: u32,
}
impl Resources {
fn new(device: &wgpu::Device, t: GpuTarget) -> Self {
let module =
device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("sc_viewport"), source: wgpu::ShaderSource::Wgsl(SHADER.into()) });
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("sc_viewport"),
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 layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("sc_viewport"),
bind_group_layouts: &[Some(&bgl)],
immediate_size: 0,
});
let uniform = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("sc_viewport_u"),
size: UNIFORM_SIZE,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("sc_viewport"),
layout: &bgl,
entries: &[wgpu::BindGroupEntry { binding: 0, resource: uniform.as_entire_binding() }],
});
let depth = |compare: wgpu::CompareFunction, write: bool| -> Option<wgpu::DepthStencilState> {
t.depth.map(|format| wgpu::DepthStencilState {
format,
depth_write_enabled: Some(write),
depth_compare: Some(compare),
stencil: Default::default(),
bias: Default::default(),
})
};
let pipeline = |label: &str,
vs: &str,
fs: &str,
buf: wgpu::VertexBufferLayout<'static>,
ds: Option<wgpu::DepthStencilState>,
blend: Option<wgpu::BlendState>| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&layout),
vertex: wgpu::VertexState { module: &module, entry_point: Some(vs), buffers: &[Some(buf)], compilation_options: Default::default() },
primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, ..Default::default() },
depth_stencil: ds,
multisample: wgpu::MultisampleState { count: t.samples.max(1), mask: !0, alpha_to_coverage_enabled: false },
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some(fs),
targets: &[Some(wgpu::ColorTargetState { format: t.format, blend, write_mask: wgpu::ColorWrites::ALL })],
compilation_options: Default::default(),
}),
multiview_mask: None,
cache: None,
})
};
let alpha = Some(wgpu::BlendState::ALPHA_BLENDING);
let image_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("sc_image"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let image_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("sc_image"),
bind_group_layouts: &[Some(&bgl), Some(&image_bgl)],
immediate_size: 0,
});
const IA: [wgpu::VertexAttribute; 3] = wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32];
let image = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("sc_image"),
layout: Some(&image_layout),
vertex: wgpu::VertexState {
module: &module,
entry_point: Some("vs_img"),
buffers: &[Some(wgpu::VertexBufferLayout {
array_stride: IMG_SIZE as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &IA,
})],
compilation_options: Default::default(),
},
primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, ..Default::default() },
depth_stencil: depth(wgpu::CompareFunction::LessEqual, false),
multisample: wgpu::MultisampleState { count: t.samples.max(1), mask: !0, alpha_to_coverage_enabled: false },
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some("fs_img"),
targets: &[Some(wgpu::ColorTargetState { format: t.format, blend: alpha, write_mask: wgpu::ColorWrites::ALL })],
compilation_options: Default::default(),
}),
multiview_mask: None,
cache: None,
});
let access_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("sc_access"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
}],
});
let solid_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("sc_solid"),
bind_group_layouts: &[Some(&bgl), Some(&access_bgl)],
immediate_size: 0,
});
let solid = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("sc_tris"),
layout: Some(&solid_layout),
vertex: wgpu::VertexState {
module: &module,
entry_point: Some("vs_tri"),
buffers: &[Some(tri_layout())],
compilation_options: Default::default(),
},
primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, ..Default::default() },
depth_stencil: depth(wgpu::CompareFunction::Less, true),
multisample: wgpu::MultisampleState { count: t.samples.max(1), mask: !0, alpha_to_coverage_enabled: false },
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some("fs_solid"),
targets: &[Some(wgpu::ColorTargetState { format: t.format, blend: None, write_mask: wgpu::ColorWrites::ALL })],
compilation_options: Default::default(),
}),
multiview_mask: None,
cache: None,
});
let access_bind = access_texture(device, None, &access_bgl, 1, &[]);
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("sc_image"),
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
Resources {
image,
image_bgl,
sampler,
textures: Default::default(),
quads: Vec::new(),
tri: solid,
access_bgl,
access_bind,
access_version: 0,
tri_hl: pipeline("sc_tris_hl", "vs_tri", "fs_tri", tri_layout(), depth(wgpu::CompareFunction::LessEqual, false), alpha),
trans: pipeline("sc_trans", "vs_tri", "fs_tri", tri_layout(), depth(wgpu::CompareFunction::LessEqual, false), alpha),
ghost: pipeline("sc_ghost", "vs_ghost", "fs_tri", tri_layout(), depth(wgpu::CompareFunction::LessEqual, false), alpha),
xray: pipeline("sc_xray", "vs_tri", "fs_tri", tri_layout(), depth(wgpu::CompareFunction::Always, false), alpha),
line: pipeline("sc_lines", "vs_line", "fs_line", line_layout(), depth(wgpu::CompareFunction::LessEqual, false), alpha),
overlay: pipeline("sc_overlay", "vs_line", "fs_line_all", line_layout(), depth(wgpu::CompareFunction::Always, false), alpha),
uniform,
bind,
linear_out: t.format.is_srgb(),
model: Batches::default(),
highlight: Batches::default(),
preview: Batches::default(),
}
}
}
fn upload(device: &wgpu::Device, label: &str, bytes: &[u8], stride: usize) -> Option<Batch> {
if bytes.len() < stride {
return None;
}
Some(Batch {
buffer: device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(label),
contents: bytes,
usage: wgpu::BufferUsages::VERTEX,
}),
count: u32::try_from(bytes.len() / stride).unwrap_or(0),
})
}
/// Create the pipelines. Call once with the app's render state and its depth/MSAA settings.
pub fn install(rs: &egui_wgpu::RenderState, depth_bits: u8, samples: u32) -> GpuTarget {
let t = GpuTarget { format: rs.target_format, depth: egui_wgpu::depth_format_from_bits(depth_bits, 0), samples };
let res = Resources::new(&rs.device, t);
rs.renderer.write().callback_resources.insert(res);
t
}
impl egui_wgpu::CallbackTrait for ViewportCallback {
fn prepare(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
_screen: &egui_wgpu::ScreenDescriptor,
_encoder: &mut wgpu::CommandEncoder,
resources: &mut egui_wgpu::CallbackResources,
) -> Vec<wgpu::CommandBuffer> {
let Some(res) = resources.get_mut::<Resources>() else { return Vec::new() };
res.model.take(device, self.key, &self.slot);
res.highlight.take(device, self.hl_key, &self.hl_slot);
res.preview.take(device, self.pv_key, &self.pv_slot);
queue.write_buffer(&res.uniform, 0, &uniform_bytes(self, self.size_px[0], self.size_px[1], res.linear_out));
if let Some(a) = &self.access
&& a.version != res.access_version
{
res.access_bind = access_texture(device, Some(queue), &res.access_bgl, a.size, &a.depth);
res.access_version = a.version;
}
// Images: upload new or changed textures, drop removed ones, rebuild the quads.
res.textures.retain(|id, _| self.images.iter().any(|i| i.id == *id));
res.quads.clear();
for img in &self.images {
let [w, h] = img.size;
if w == 0 || h == 0 || img.rgba.len() != (w as usize) * (h as usize) * 4 {
continue;
}
if res.textures.get(&img.id).is_none_or(|t| t.0 != img.version) {
let size = wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1 };
let tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("sc_image"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
wgpu::TexelCopyTextureInfo { texture: &tex, mip_level: 0, origin: wgpu::Origin3d::ZERO, aspect: wgpu::TextureAspect::All },
&img.rgba,
wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(4 * w), rows_per_image: Some(h) },
size,
);
let view = tex.create_view(&Default::default());
let bind = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("sc_image"),
layout: &res.image_bgl,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&view) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&res.sampler) },
],
});
res.textures.insert(img.id, (img.version, bind));
}
let c = img.corners;
let uv = [[0.0_f32, 1.0], [1.0, 1.0], [1.0, 0.0], [0.0, 0.0]];
let mut bytes = Vec::with_capacity(6 * IMG_SIZE);
for k in [0, 1, 2, 0, 2, 3] {
for v in c[k].iter().chain(&uv[k]).chain(std::iter::once(&img.opacity)) {
bytes.extend_from_slice(&v.to_le_bytes());
}
}
if let Some(b) = upload(device, "sc_image_quad", &bytes, IMG_SIZE) {
res.quads.push((img.id, b));
}
}
Vec::new()
}
fn paint(&self, info: egui::PaintCallbackInfo, pass: &mut wgpu::RenderPass<'static>, resources: &egui_wgpu::CallbackResources) {
let Some(res) = resources.get::<Resources>() else { return };
let vp = info.viewport_in_pixels();
if vp.width_px <= 0 || vp.height_px <= 0 {
return;
}
pass.set_viewport(vp.left_px as f32, vp.top_px as f32, vp.width_px as f32, vp.height_px as f32, 0.0, 1.0);
pass.set_bind_group(0, &res.bind, &[]);
let tris = |pass: &mut wgpu::RenderPass<'static>, p: &wgpu::RenderPipeline, b: &Option<Batch>| {
if let Some(b) = b {
pass.set_pipeline(p);
pass.set_vertex_buffer(0, b.buffer.slice(..));
pass.draw(0..b.count, 0..1);
}
};
let lines = |pass: &mut wgpu::RenderPass<'static>, p: &wgpu::RenderPipeline, b: &Option<Batch>| {
if let Some(b) = b {
pass.set_pipeline(p);
pass.set_vertex_buffer(0, b.buffer.slice(..));
pass.draw(0..6, 0..b.count);
}
};
let (m, h, pv) = (&res.model, &res.highlight, &res.preview);
lines(pass, &res.overlay, &m.under);
pass.set_bind_group(1, &res.access_bind, &[]);
tris(pass, &res.tri, &m.tris);
tris(pass, &res.tri, &pv.tris);
tris(pass, &res.tri_hl, &h.tris);
lines(pass, &res.line, &m.lines);
lines(pass, &res.line, &pv.lines);
lines(pass, &res.line, &h.lines);
for (id, q) in &res.quads {
if let Some((_, bind)) = res.textures.get(id) {
pass.set_pipeline(&res.image);
pass.set_bind_group(1, bind, &[]);
pass.set_vertex_buffer(0, q.buffer.slice(..));
pass.draw(0..q.count, 0..1);
}
}
tris(pass, &res.ghost, &pv.ghost);
tris(pass, &res.trans, &m.trans);
tris(pass, &res.trans, &h.trans);
tris(pass, &res.xray, &pv.xray);
lines(pass, &res.overlay, &m.overlays);
lines(pass, &res.overlay, &h.overlays);
}
}
/// Uniform bytes for a frame.
pub fn uniform_bytes(cb: &ViewportCallback, w: f32, h: f32, linear: bool) -> Vec<u8> {
let mut v: Vec<f32> = cb.view_proj.iter().flatten().copied().collect();
v.extend([cb.back[0], cb.back[1], cb.back[2], if linear { 1.0 } else { 0.0 }]);
v.extend([w.max(1.0), h.max(1.0), 2e-4, 0.0]);
v.extend(cb.clip);
v.extend(cb.cap);
v.extend(cb.analysis);
match &cb.access {
Some(a) => {
v.extend(a.u);
v.extend(a.v);
}
None => v.extend([0.0; 8]),
}
v.iter().flat_map(|x| x.to_le_bytes()).collect()
}
#[cfg(test)]
mod tests {
use egui_wgpu::wgpu::naga;
/// The viewport shader parses and validates (a bad shader would only fail at run time).
#[test]
fn shader_is_valid() {
let module = naga::front::wgsl::parse_str(super::SHADER).unwrap_or_else(|e| panic!("{}", e.emit_to_string(super::SHADER)));
naga::valid::Validator::new(naga::valid::ValidationFlags::all(), naga::valid::Capabilities::empty()).validate(&module).unwrap();
}
}