wgpu: overlay points (sprite-style, quad-expanded with stroke halo)

Ports GL OverlayRenderer's setOverlayPoints API to WgpuOverlayRenderer.
Each point becomes a 6-vertex screen-space quad sized to inner_diameter
+ 2*stroke_extra; the fragment reads its per-vertex corner varying
instead of gl_PointCoord (WebGPU has no sized-point primitive). Sharp
inner/stroke transition + AA on the outer edge only, matching GL.

Single uniform slot per set — colors are global to the call, not per
point. Vertex buffer regrows 1.5× on demand so steady-state sets don't
re-allocate.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Dion Moult
2026-05-31 08:23:51 +10:00
parent 1d26e5fb92
commit 716dba2244
4 changed files with 326 additions and 1 deletions
+34
View File
@@ -122,6 +122,25 @@ public:
void encodeOverlayLines(WGPURenderPassEncoder pass,
const WgpuOverlayFrame& f);
// Replace the overlay-point set. World-space positions are CPU-
// expanded into screen-space quads at encode time. `pixel_size` is
// the inner-disc diameter (px); when `stroke_a > 0` each quad picks
// up a `stroke_extra`-pixel halo per side. Empty `world_xyz` clears
// the set. Mirrors GL OverlayRenderer::setOverlayPoints.
void setOverlayPoints(const std::vector<float>& world_xyz,
float r, float g, float b, float a,
float pixel_size,
float stroke_r, float stroke_g,
float stroke_b, float stroke_a,
float stroke_extra);
// Encode the most-recently set point list. Single draw covering all
// points; the shader does the sprite-distance pick + AA. Drawn
// inside the main MSAA pass so depth-test correctly hides points
// behind closer geometry.
void encodeOverlayPoints(WGPURenderPassEncoder pass,
const WgpuOverlayFrame& f);
// ---- After the edge silhouette pass, on the resolved surface ----
// Corner axis gizmo (bottom-left, 110×110 px). Independent ortho
@@ -149,6 +168,7 @@ private:
bool buildSectionVisualizer();
bool buildMarquee();
bool buildOverlayLines();
bool buildOverlayPoints();
WGPUInstance instance_ = nullptr;
WGPUDevice device_ = nullptr;
@@ -213,6 +233,20 @@ private:
uint32_t vertex_count = 0;
};
std::vector<OverlayLineDraw> overlay_line_draws_;
// ---- Overlay points (sprite-style, quad-expanded per point) ----
// Single draw per encode covering every point in the set. Vertex
// buffer holds 6 verts × 8 bytes per point (vec3 world + vec2 corner).
// Uniforms are global to the set (one inner + one stroke color).
WGPUShaderModule overlay_point_shader_module_ = nullptr;
WGPUBindGroupLayout overlay_point_bgl_ = nullptr;
WGPUPipelineLayout overlay_point_pipeline_layout_ = nullptr;
WGPURenderPipeline overlay_point_pipeline_ = nullptr;
WGPUBuffer overlay_point_vertex_buffer_ = nullptr;
uint64_t overlay_point_vertex_capacity_ = 0;
WGPUBuffer overlay_point_uniform_buffer_ = nullptr;
WGPUBindGroup overlay_point_bind_group_ = nullptr;
uint32_t overlay_point_vertex_count_ = 0;
};
#endif // WGPUOVERLAYRENDERER_H