/********************************************************************************
* *
* This file is part of IfcOpenShell. *
* *
* IfcOpenShell is free software: you can redistribute it and/or modify *
* it under the terms of the Lesser GNU General Public License as published by *
* the Free Software Foundation, either version 3.0 of the License, or *
* (at your option) any later version. *
* *
* IfcOpenShell is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* Lesser GNU General Public License for more details. *
* *
* You should have received a copy of the Lesser GNU General Public License *
* along with this program. If not, see . *
* *
********************************************************************************/
#include "OverlayRenderer.h"
#include "CameraMath.h"
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
// -----------------------------------------------------------------------------
// Local helpers
// -----------------------------------------------------------------------------
namespace {
WGPUStringView svFromCStr(const char* s) {
WGPUStringView v{};
v.data = s;
v.length = std::strlen(s);
return v;
}
// Populate `attribs[5]` with the standard thick-line vertex layout:
// loc 0: start (vec3 @ 0) loc 1: end (vec3 @ 12)
// loc 2: col (vec3 @ 24) loc 3: t (f32 @ 36)
// loc 4: side (f32 @ 40)
// Returns a WGPUVertexBufferLayout aliasing the caller-owned `attribs`.
WGPUVertexBufferLayout thickLineVertexLayout(WGPUVertexAttribute attribs[5]) {
attribs[0].format = WGPUVertexFormat_Float32x3; attribs[0].offset = 0; attribs[0].shaderLocation = 0;
attribs[1].format = WGPUVertexFormat_Float32x3; attribs[1].offset = 12; attribs[1].shaderLocation = 1;
attribs[2].format = WGPUVertexFormat_Float32x3; attribs[2].offset = 24; attribs[2].shaderLocation = 2;
attribs[3].format = WGPUVertexFormat_Float32; attribs[3].offset = 36; attribs[3].shaderLocation = 3;
attribs[4].format = WGPUVertexFormat_Float32; attribs[4].offset = 40; attribs[4].shaderLocation = 4;
WGPUVertexBufferLayout vbl = {};
vbl.arrayStride = 44;
vbl.stepMode = WGPUVertexStepMode_Vertex;
vbl.attributeCount = 5;
vbl.attributes = attribs;
return vbl;
}
// Pack the axis uniform's 256-byte slot. Layout matches WGSL AxisUniforms:
// mat4 + vec3 + f32 + f32 + f32 + vec2 = 96 B used, padded to 256.
void packAxisUniform(uint8_t* dst,
const Eigen::Matrix4f& mvp, const Eigen::Vector3f& origin,
float arm, float alpha, float line_width_px,
float viewport_w, float viewport_h) {
std::memset(dst, 0, 256);
std::memcpy(dst, mvp.data(), 16 * sizeof(float));
float ox = origin.x(), oy = origin.y(), oz = origin.z();
std::memcpy(dst + 64, &ox, sizeof(float));
std::memcpy(dst + 68, &oy, sizeof(float));
std::memcpy(dst + 72, &oz, sizeof(float));
std::memcpy(dst + 76, &arm, sizeof(float));
std::memcpy(dst + 80, &alpha, sizeof(float));
std::memcpy(dst + 84, &line_width_px, sizeof(float));
std::memcpy(dst + 88, &viewport_w, sizeof(float));
std::memcpy(dst + 92, &viewport_h, sizeof(float));
}
// Pack the section uniform's 256-byte slot. Layout matches WGSL
// SectionUniforms: mat4 + 4×(vec3 + scalar pad) + vec4 + vec2 + 8 B pad
// = 160 B used, padded to 256.
void packSectionUniform(uint8_t* dst,
const Eigen::Matrix4f& mvp,
const Eigen::Vector3f& origin, float half_size,
const Eigen::Vector3f& tangent, float line_width_px,
const Eigen::Vector3f& bitangent,
const Eigen::Vector3f& normal,
float r, float g, float b, float a,
float viewport_w, float viewport_h) {
std::memset(dst, 0, 256);
std::memcpy(dst, mvp.data(), 16 * sizeof(float));
auto put_vec3_pad = [&](size_t off, const Eigen::Vector3f& v, float pad_val) {
float vx = v.x(), vy = v.y(), vz = v.z();
std::memcpy(dst + off + 0, &vx, sizeof(float));
std::memcpy(dst + off + 4, &vy, sizeof(float));
std::memcpy(dst + off + 8, &vz, sizeof(float));
std::memcpy(dst + off + 12, &pad_val, sizeof(float));
};
put_vec3_pad(64, origin, half_size);
put_vec3_pad(80, tangent, line_width_px);
put_vec3_pad(96, bitangent, 0.0f);
put_vec3_pad(112, normal, 0.0f);
float tint[4] = { r, g, b, a };
std::memcpy(dst + 128, tint, sizeof(tint));
std::memcpy(dst + 144, &viewport_w, sizeof(float));
std::memcpy(dst + 148, &viewport_h, sizeof(float));
}
} // namespace
// -----------------------------------------------------------------------------
// Shared WGSL — VsOut + thick_line_clip helper + fs_main AA fragment
// -----------------------------------------------------------------------------
// NB: defined as a `static const char* const` (not a `#define`) because GCC 11
// (Rocky Linux manylinux runner) does not parse a multi-line raw string inside
// a `#define` body — newer GCC and Clang handle it fine.
static const char* const THICK_LINE_HELPERS_WGSL = R"WGSL(
struct VsOut {
@builtin(position) clip_pos: vec4,
@location(0) color: vec4,
@location(1) side_t: f32,
};
fn thick_line_clip(p_start: vec4, p_end: vec4,
t: f32, side: f32,
viewport_size: vec2,
line_width_px: f32) -> vec4 {
let p_here = mix(p_start, p_end, t);
let s_start = (p_start.xy / p_start.w) * viewport_size * 0.5;
let s_end = (p_end.xy / p_end.w ) * viewport_size * 0.5;
let dir = normalize(s_end - s_start);
let perp = vec2(-dir.y, dir.x);
let off_pixels = perp * (line_width_px * 0.5) * side;
let off_ndc = off_pixels * 2.0 / viewport_size;
return vec4(p_here.xy + off_ndc * p_here.w, p_here.zw);
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4 {
let d = abs(in.side_t);
let aa = fwidth(in.side_t);
let coverage = 1.0 - smoothstep(1.0 - aa, 1.0, d);
return vec4(in.color.xyz, in.color.w * coverage);
}
)WGSL";
static const std::string AXIS_WGSL = std::string(THICK_LINE_HELPERS_WGSL) + R"WGSL(
struct AxisUniforms {
mvp: mat4x4,
origin: vec3,
arm: f32,
alpha: f32,
line_width_px: f32,
viewport_size: vec2,
};
@group(0) @binding(0) var u: AxisUniforms;
@vertex
fn vs_main(@location(0) start: vec3,
@location(1) end: vec3,
@location(2) col: vec3,
@location(3) t: f32,
@location(4) side: f32) -> VsOut {
let p_start = u.mvp * vec4(u.origin + start * u.arm, 1.0);
let p_end = u.mvp * vec4(u.origin + end * u.arm, 1.0);
var out: VsOut;
out.clip_pos = thick_line_clip(p_start, p_end, t, side,
u.viewport_size, u.line_width_px);
out.color = vec4(col, u.alpha);
out.side_t = side;
return out;
}
)WGSL";
static const std::string SECTION_WGSL = std::string(THICK_LINE_HELPERS_WGSL) + R"WGSL(
struct SectionUniforms {
mvp: mat4x4,
origin: vec3,
half_size: f32,
tangent: vec3,
line_width_px: f32,
bitangent: vec3,
_pad1: f32,
normal: vec3,
_pad2: f32,
tint: vec4,
viewport_size: vec2,
_pad3: vec2,
};
@group(0) @binding(0) var u: SectionUniforms;
fn plane_to_world(p: vec3) -> vec3 {
return u.origin + (u.tangent * p.x + u.bitangent * p.y + u.normal * p.z)
* u.half_size;
}
@vertex
fn vs_main(@location(0) start_local: vec3,
@location(1) end_local: vec3,
@location(2) col: vec3,
@location(3) t: f32,
@location(4) side: f32) -> VsOut {
let p_start = u.mvp * vec4(plane_to_world(start_local), 1.0);
let p_end = u.mvp * vec4(plane_to_world(end_local), 1.0);
var out: VsOut;
out.clip_pos = thick_line_clip(p_start, p_end, t, side,
u.viewport_size, u.line_width_px);
out.color = vec4(col * u.tint.xyz, u.tint.w);
out.side_t = side;
return out;
}
)WGSL";
static const std::string MARQUEE_WGSL = std::string(THICK_LINE_HELPERS_WGSL) + R"WGSL(
struct MarqueeUniforms {
rect_min: vec2,
rect_max: vec2,
color: vec4,
viewport_size: vec2,
line_width_px: f32,
fill_alpha: f32,
};
@group(0) @binding(0) var u: MarqueeUniforms;
@vertex
fn vs_main(@location(0) start_uv: vec2,
@location(1) end_uv: vec2,
@location(2) t: f32,
@location(3) side: f32) -> VsOut {
let p_start = vec4(mix(u.rect_min, u.rect_max, start_uv), 0.0, 1.0);
let p_end = vec4(mix(u.rect_min, u.rect_max, end_uv), 0.0, 1.0);
var out: VsOut;
out.clip_pos = thick_line_clip(p_start, p_end, t, side,
u.viewport_size, u.line_width_px);
out.color = u.color;
out.side_t = side;
return out;
}
struct VsFillOut {
@builtin(position) clip_pos: vec4,
};
@vertex
fn vs_fill(@location(0) pos_uv: vec2) -> VsFillOut {
var out: VsFillOut;
let p = mix(u.rect_min, u.rect_max, pos_uv);
out.clip_pos = vec4(p, 0.0, 1.0);
return out;
}
@fragment
fn fs_fill() -> @location(0) vec4 {
return vec4(u.color.xyz, u.color.w * u.fill_alpha);
}
)WGSL";
// Overlay-line shader: world-space segments expanded into screen-space
// quads. Same expansion strategy as the GL OverlayRenderer LINE_VS/FS pair —
// per-vertex (a, b, side, along), per-fragment signed-perpendicular distance
// for stroke pick and arc length for dash. Lives in its own module because
// the FS needs the dash/stroke logic that the shared thick-line helper
// doesn't carry (axis / section / marquee never dash).
static const char* OVERLAY_LINES_WGSL = R"WGSL(
struct LineUniforms {
view_proj: mat4x4,
inner_color: vec4,
stroke_color: vec4,
viewport_size: vec2,
line_width_px: f32, // inner full-width (px)
stroke_extra: f32, // halo per side (px)
dash_period_px: f32, // 0 = solid
dash_on_ratio: f32,
};
@group(0) @binding(0) var u: LineUniforms;
struct VsOut {
@builtin(position) clip_pos: vec4,
@location(0) dist_px: f32, // signed perpendicular distance (px)
@location(1) along_px: f32, // arc length from segment start (px)
};
@vertex
fn vs_main(@location(0) a: vec3,
@location(1) b: vec3,
@location(2) side: f32,
@location(3) along: f32) -> VsOut {
let clip_a = u.view_proj * vec4(a, 1.0);
let clip_b = u.view_proj * vec4(b, 1.0);
let s_a = (clip_a.xy / clip_a.w) * 0.5 * u.viewport_size;
let s_b = (clip_b.xy / clip_b.w) * 0.5 * u.viewport_size;
let delta = s_b - s_a;
let len = length(delta);
var dir = vec2(1.0, 0.0);
if (len > 1e-6) { dir = delta / len; }
let perp = vec2(-dir.y, dir.x);
let clip_self = mix(clip_a, clip_b, along);
var s_self = (clip_self.xy / clip_self.w) * 0.5 * u.viewport_size;
let half_total = u.line_width_px * 0.5 + u.stroke_extra;
s_self = s_self + perp * side * half_total;
let ndc_out = s_self / (u.viewport_size * 0.5);
var out: VsOut;
out.clip_pos = vec4(ndc_out * clip_self.w, clip_self.z, clip_self.w);
out.dist_px = side * half_total;
out.along_px = along * len;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4 {
if (u.dash_period_px > 0.0) {
let t = in.along_px - floor(in.along_px / u.dash_period_px) * u.dash_period_px;
if (t > u.dash_period_px * u.dash_on_ratio) { discard; }
}
let ad = abs(in.dist_px);
let half_inner = u.line_width_px * 0.5;
let total = half_inner + u.stroke_extra;
if (ad > total) { discard; }
var col = u.inner_color;
if (ad > half_inner) { col = u.stroke_color; }
let outer_a = smoothstep(total, total - 1.0, ad);
return vec4(col.xyz, col.w * outer_a);
}
)WGSL";
// Overlay-point shader: world-space positions expanded into screen-space
// quads (sprite size = inner_diameter + 2*stroke_extra). The FS does the
// sprite-distance pick + AA — same shape as GL OverlayRenderer's POINT_FS
// but reads `corner` from a vertex varying instead of gl_PointCoord
// because WebGPU has no point primitive with a sized sprite.
static const char* OVERLAY_POINTS_WGSL = R"WGSL(
struct PointUniforms {
view_proj: mat4x4,
inner_color: vec4,
stroke_color: vec4,
viewport_size: vec2,
total_half_px: f32, // (inner_diameter + 2*stroke_extra) * 0.5
inner_radius_norm: f32, // inner_radius / total_half ∈ (0, 1]
};
@group(0) @binding(0) var u: PointUniforms;
struct VsOut {
@builtin(position) clip_pos: vec4,
@location(0) corner: vec2,
};
@vertex
fn vs_main(@location(0) world_pos: vec3,
@location(1) corner: vec2) -> VsOut {
let clip = u.view_proj * vec4(world_pos, 1.0);
let ndc = clip.xy / clip.w;
let s = ndc * 0.5 * u.viewport_size;
let s_off = s + corner * u.total_half_px;
let ndc_out = s_off / (u.viewport_size * 0.5);
var out: VsOut;
out.clip_pos = vec4(ndc_out * clip.w, clip.z, clip.w);
out.corner = corner;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4 {
let d = length(in.corner);
if (d > 1.0) { discard; }
var col = u.inner_color;
if (d > u.inner_radius_norm) { col = u.stroke_color; }
let aa = fwidth(d);
let outer = 1.0 - smoothstep(1.0 - aa, 1.0, d);
return vec4(col.xyz, col.w * outer);
}
)WGSL";
// Highlight-triangle shader: world-space triangle list, translucent
// uniform fill. view_proj projects to clip; fragment outputs the
// per-set RGBA tint. Depth-test honours occlusion against geometry;
// depth-write off so subsequent overlays can still draw on top.
static const char* HIGHLIGHT_TRIANGLES_WGSL = R"WGSL(
struct HiUniforms {
view_proj: mat4x4,
color: vec4,
};
@group(0) @binding(0) var u: HiUniforms;
@vertex
fn vs_main(@location(0) pos: vec3) -> @builtin(position) vec4 {
return u.view_proj * vec4(pos, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4 {
return u.color;
}
)WGSL";
// Label shader: textured quads in screen space. Each visible label/HUD
// item contributes 6 vertices (NDC position + uv); a pre-rasterised
// QImage carrying both the dark-grey background fill and the white
// text occupies the bound texture. Standard alpha blend.
static const char* LABELS_WGSL = R"WGSL(
@group(0) @binding(0) var samp: sampler;
@group(0) @binding(1) var tex: texture_2d;
struct VsOut {
@builtin(position) clip_pos: vec4,
@location(0) uv: vec2,
};
@vertex
fn vs_main(@location(0) ndc: vec2,
@location(1) uv: vec2) -> VsOut {
var out: VsOut;
out.clip_pos = vec4(ndc, 0.0, 1.0);
out.uv = uv;
return out;
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4 {
return textureSample(tex, samp, in.uv);
}
)WGSL";
// -----------------------------------------------------------------------------
// Construction / destruction
// -----------------------------------------------------------------------------
OverlayRenderer::~OverlayRenderer() {
destroy();
}
bool OverlayRenderer::init(WGPUInstance instance, WGPUDevice device,
WGPUQueue queue, WGPUTextureFormat surface_format,
int sample_count) {
instance_ = instance;
device_ = device;
queue_ = queue;
surface_format_ = surface_format;
sample_count_ = sample_count;
if (!buildAxisIndicator()) return false;
if (!buildSectionVisualizer()) return false;
if (!buildMarquee()) return false;
if (!buildOverlayLines()) return false;
if (!buildOverlayPoints()) return false;
if (!buildHighlightTriangles()) return false;
if (!buildLabels()) return false;
return true;
}
void OverlayRenderer::destroy() {
// Axis indicator
if (axis_bind_group_) { wgpuBindGroupRelease(axis_bind_group_); axis_bind_group_ = nullptr; }
if (axis_pivot_pipeline_) { wgpuRenderPipelineRelease(axis_pivot_pipeline_); axis_pivot_pipeline_ = nullptr; }
if (axis_pivot_xray_pipeline_){ wgpuRenderPipelineRelease(axis_pivot_xray_pipeline_); axis_pivot_xray_pipeline_ = nullptr; }
if (axis_corner_pipeline_) { wgpuRenderPipelineRelease(axis_corner_pipeline_); axis_corner_pipeline_ = nullptr; }
if (axis_shader_module_) { wgpuShaderModuleRelease(axis_shader_module_); axis_shader_module_ = nullptr; }
if (axis_pipeline_layout_) { wgpuPipelineLayoutRelease(axis_pipeline_layout_); axis_pipeline_layout_ = nullptr; }
if (axis_bgl_) { wgpuBindGroupLayoutRelease(axis_bgl_); axis_bgl_ = nullptr; }
if (axis_uniform_buffer_) { wgpuBufferRelease(axis_uniform_buffer_); axis_uniform_buffer_ = nullptr; }
if (axis_vertex_buffer_) { wgpuBufferRelease(axis_vertex_buffer_); axis_vertex_buffer_ = nullptr; }
// Section visualizer
if (section_bind_group_) { wgpuBindGroupRelease(section_bind_group_); section_bind_group_ = nullptr; }
if (section_pipeline_) { wgpuRenderPipelineRelease(section_pipeline_); section_pipeline_ = nullptr; }
if (section_shader_module_) { wgpuShaderModuleRelease(section_shader_module_); section_shader_module_ = nullptr; }
if (section_pipeline_layout_) { wgpuPipelineLayoutRelease(section_pipeline_layout_); section_pipeline_layout_ = nullptr; }
if (section_bgl_) { wgpuBindGroupLayoutRelease(section_bgl_); section_bgl_ = nullptr; }
if (section_uniform_buffer_) { wgpuBufferRelease(section_uniform_buffer_); section_uniform_buffer_ = nullptr; }
if (section_vertex_buffer_) { wgpuBufferRelease(section_vertex_buffer_); section_vertex_buffer_ = nullptr; }
// Marquee
if (marquee_bind_group_) { wgpuBindGroupRelease(marquee_bind_group_); marquee_bind_group_ = nullptr; }
if (marquee_pipeline_) { wgpuRenderPipelineRelease(marquee_pipeline_); marquee_pipeline_ = nullptr; }
if (marquee_fill_pipeline_) { wgpuRenderPipelineRelease(marquee_fill_pipeline_); marquee_fill_pipeline_ = nullptr; }
if (marquee_shader_module_) { wgpuShaderModuleRelease(marquee_shader_module_); marquee_shader_module_ = nullptr; }
if (marquee_pipeline_layout_) { wgpuPipelineLayoutRelease(marquee_pipeline_layout_); marquee_pipeline_layout_ = nullptr; }
if (marquee_bgl_) { wgpuBindGroupLayoutRelease(marquee_bgl_); marquee_bgl_ = nullptr; }
if (marquee_uniform_buffer_) { wgpuBufferRelease(marquee_uniform_buffer_); marquee_uniform_buffer_ = nullptr; }
if (marquee_vertex_buffer_) { wgpuBufferRelease(marquee_vertex_buffer_); marquee_vertex_buffer_ = nullptr; }
if (marquee_fill_vertex_buffer_) { wgpuBufferRelease(marquee_fill_vertex_buffer_); marquee_fill_vertex_buffer_ = nullptr; }
// Overlay lines
if (overlay_line_bind_group_) { wgpuBindGroupRelease(overlay_line_bind_group_); overlay_line_bind_group_ = nullptr; }
if (overlay_line_pipeline_) { wgpuRenderPipelineRelease(overlay_line_pipeline_); overlay_line_pipeline_ = nullptr; }
if (overlay_line_shader_module_) { wgpuShaderModuleRelease(overlay_line_shader_module_); overlay_line_shader_module_ = nullptr; }
if (overlay_line_pipeline_layout_) { wgpuPipelineLayoutRelease(overlay_line_pipeline_layout_); overlay_line_pipeline_layout_ = nullptr; }
if (overlay_line_bgl_) { wgpuBindGroupLayoutRelease(overlay_line_bgl_); overlay_line_bgl_ = nullptr; }
if (overlay_line_uniform_buffer_) { wgpuBufferRelease(overlay_line_uniform_buffer_); overlay_line_uniform_buffer_ = nullptr; }
if (overlay_line_vertex_buffer_) { wgpuBufferRelease(overlay_line_vertex_buffer_); overlay_line_vertex_buffer_ = nullptr; }
overlay_line_vertex_capacity_ = 0;
overlay_line_uniform_slots_ = 0;
overlay_line_draws_.clear();
// Overlay points
if (overlay_point_bind_group_) { wgpuBindGroupRelease(overlay_point_bind_group_); overlay_point_bind_group_ = nullptr; }
if (overlay_point_pipeline_) { wgpuRenderPipelineRelease(overlay_point_pipeline_); overlay_point_pipeline_ = nullptr; }
if (overlay_point_shader_module_) { wgpuShaderModuleRelease(overlay_point_shader_module_); overlay_point_shader_module_ = nullptr; }
if (overlay_point_pipeline_layout_) { wgpuPipelineLayoutRelease(overlay_point_pipeline_layout_); overlay_point_pipeline_layout_ = nullptr; }
if (overlay_point_bgl_) { wgpuBindGroupLayoutRelease(overlay_point_bgl_); overlay_point_bgl_ = nullptr; }
if (overlay_point_uniform_buffer_) { wgpuBufferRelease(overlay_point_uniform_buffer_); overlay_point_uniform_buffer_ = nullptr; }
if (overlay_point_vertex_buffer_) { wgpuBufferRelease(overlay_point_vertex_buffer_); overlay_point_vertex_buffer_ = nullptr; }
overlay_point_vertex_capacity_ = 0;
overlay_point_vertex_count_ = 0;
// Highlight triangles
if (highlight_bind_group_) { wgpuBindGroupRelease(highlight_bind_group_); highlight_bind_group_ = nullptr; }
if (highlight_pipeline_) { wgpuRenderPipelineRelease(highlight_pipeline_); highlight_pipeline_ = nullptr; }
if (highlight_shader_module_) { wgpuShaderModuleRelease(highlight_shader_module_); highlight_shader_module_ = nullptr; }
if (highlight_pipeline_layout_) { wgpuPipelineLayoutRelease(highlight_pipeline_layout_); highlight_pipeline_layout_ = nullptr; }
if (highlight_bgl_) { wgpuBindGroupLayoutRelease(highlight_bgl_); highlight_bgl_ = nullptr; }
if (highlight_uniform_buffer_) { wgpuBufferRelease(highlight_uniform_buffer_); highlight_uniform_buffer_ = nullptr; }
if (highlight_vertex_buffer_) { wgpuBufferRelease(highlight_vertex_buffer_); highlight_vertex_buffer_ = nullptr; }
highlight_vertex_capacity_ = 0;
highlight_vertex_count_ = 0;
highlight_color_[0] = highlight_color_[1] = highlight_color_[2] = highlight_color_[3] = 0.0f;
// Labels + HUD
releaseLabelTextures();
if (label_sampler_) { wgpuSamplerRelease(label_sampler_); label_sampler_ = nullptr; }
if (label_pipeline_) { wgpuRenderPipelineRelease(label_pipeline_); label_pipeline_ = nullptr; }
if (label_shader_module_) { wgpuShaderModuleRelease(label_shader_module_); label_shader_module_ = nullptr; }
if (label_pipeline_layout_) { wgpuPipelineLayoutRelease(label_pipeline_layout_); label_pipeline_layout_ = nullptr; }
if (label_bgl_) { wgpuBindGroupLayoutRelease(label_bgl_); label_bgl_ = nullptr; }
if (label_vertex_buffer_) { wgpuBufferRelease(label_vertex_buffer_); label_vertex_buffer_ = nullptr; }
label_vertex_capacity_ = 0;
labels_.clear();
hud_text_.clear();
}
// -----------------------------------------------------------------------------
// Axis indicator
// -----------------------------------------------------------------------------
bool OverlayRenderer::buildAxisIndicator() {
// Bonsai decorator palette (src/bonsai/bonsai/bim/ui.py:593+):
// decorator_color_error = (1.000, 0.200, 0.322) — red → +X
// decorator_color_selected = (0.545, 0.863, 0.000) — green → +Y
// decorator_color_special = (0.157, 0.565, 1.000) — blue → +Z
// Same palette is reused for the section gizmo + marquee so all overlay
// colours come from one canonical source.
static const float axis_verts[] = {
// start end color (RGB — Bonsai decorators) t side
// ---- +X red ----
0,0,0, 1,0,0, 1.000f, 0.200f, 0.322f, 0.f, -1.f,
0,0,0, 1,0,0, 1.000f, 0.200f, 0.322f, 0.f, +1.f,
0,0,0, 1,0,0, 1.000f, 0.200f, 0.322f, 1.f, -1.f,
0,0,0, 1,0,0, 1.000f, 0.200f, 0.322f, 1.f, -1.f,
0,0,0, 1,0,0, 1.000f, 0.200f, 0.322f, 0.f, +1.f,
0,0,0, 1,0,0, 1.000f, 0.200f, 0.322f, 1.f, +1.f,
// ---- +Y green ----
0,0,0, 0,1,0, 0.545f, 0.863f, 0.000f, 0.f, -1.f,
0,0,0, 0,1,0, 0.545f, 0.863f, 0.000f, 0.f, +1.f,
0,0,0, 0,1,0, 0.545f, 0.863f, 0.000f, 1.f, -1.f,
0,0,0, 0,1,0, 0.545f, 0.863f, 0.000f, 1.f, -1.f,
0,0,0, 0,1,0, 0.545f, 0.863f, 0.000f, 0.f, +1.f,
0,0,0, 0,1,0, 0.545f, 0.863f, 0.000f, 1.f, +1.f,
// ---- +Z blue ----
0,0,0, 0,0,1, 0.157f, 0.565f, 1.000f, 0.f, -1.f,
0,0,0, 0,0,1, 0.157f, 0.565f, 1.000f, 0.f, +1.f,
0,0,0, 0,0,1, 0.157f, 0.565f, 1.000f, 1.f, -1.f,
0,0,0, 0,0,1, 0.157f, 0.565f, 1.000f, 1.f, -1.f,
0,0,0, 0,0,1, 0.157f, 0.565f, 1.000f, 0.f, +1.f,
0,0,0, 0,0,1, 0.157f, 0.565f, 1.000f, 1.f, +1.f,
};
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = sizeof(axis_verts);
bdesc.label = svFromCStr("ifcviewer-wgpu.axis_vbo");
axis_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
wgpuQueueWriteBuffer(queue_, axis_vertex_buffer_, 0, axis_verts, sizeof(axis_verts));
}
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
bdesc.size = 3u * kAxisUniformSlotSize;
bdesc.label = svFromCStr("ifcviewer-wgpu.axis_uniforms");
axis_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
}
{
WGPUBindGroupLayoutEntry entry = {};
entry.binding = 0;
entry.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
entry.buffer.type = WGPUBufferBindingType_Uniform;
entry.buffer.hasDynamicOffset = 1;
entry.buffer.minBindingSize = 96;
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 1;
bgl_desc.entries = &entry;
bgl_desc.label = svFromCStr("ifcviewer-wgpu.axis_bgl");
axis_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
}
{
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &axis_bgl_;
pl_desc.label = svFromCStr("ifcviewer-wgpu.axis_pipeline_layout");
axis_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
}
{
WGPUBindGroupEntry entry = {};
entry.binding = 0;
entry.buffer = axis_uniform_buffer_;
entry.offset = 0;
entry.size = kAxisUniformSlotSize;
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = axis_bgl_;
bg_desc.entryCount = 1;
bg_desc.entries = &entry;
bg_desc.label = svFromCStr("ifcviewer-wgpu.axis_bind_group");
axis_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
}
{
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = svFromCStr(AXIS_WGSL.c_str());
WGPUShaderModuleDescriptor sm_desc = {};
sm_desc.nextInChain = &wgsl_src.chain;
sm_desc.label = svFromCStr("ifcviewer-wgpu.axis_wgsl");
axis_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
}
WGPUVertexAttribute attribs[5] = {};
WGPUVertexBufferLayout vbl = thickLineVertexLayout(attribs);
WGPUBlendState blend = {};
blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.color.operation = WGPUBlendOperation_Add;
blend.alpha.srcFactor = WGPUBlendFactor_One;
blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.alpha.operation = WGPUBlendOperation_Add;
auto build_pivot = [&](WGPUCompareFunction cmp, const char* label,
WGPURenderPipeline& out) {
WGPUColorTargetState ct = {};
ct.format = surface_format_;
ct.blend = &blend;
ct.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = axis_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &ct;
WGPUDepthStencilState depth = {};
depth.format = WGPUTextureFormat_Depth32Float;
depth.depthWriteEnabled = WGPUOptionalBool_False;
depth.depthCompare = cmp;
depth.stencilFront.compare = WGPUCompareFunction_Always;
depth.stencilBack.compare = WGPUCompareFunction_Always;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = axis_pipeline_layout_;
rp_desc.label = svFromCStr(label);
rp_desc.vertex.module = axis_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 1;
rp_desc.vertex.buffers = &vbl;
rp_desc.fragment = &frag;
rp_desc.depthStencil = &depth;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_None;
rp_desc.multisample.count = uint32_t(sample_count_);
rp_desc.multisample.mask = 0xFFFFFFFFu;
out = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
};
build_pivot(WGPUCompareFunction_LessEqual,
"ifcviewer-wgpu.axis_pivot_pipeline",
axis_pivot_pipeline_);
build_pivot(WGPUCompareFunction_GreaterEqual,
"ifcviewer-wgpu.axis_pivot_xray_pipeline",
axis_pivot_xray_pipeline_);
// Corner: resolved surface, no depth, sampleCount=1.
{
WGPUColorTargetState ct = {};
ct.format = surface_format_;
ct.blend = &blend;
ct.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = axis_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &ct;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = axis_pipeline_layout_;
rp_desc.label = svFromCStr("ifcviewer-wgpu.axis_corner_pipeline");
rp_desc.vertex.module = axis_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 1;
rp_desc.vertex.buffers = &vbl;
rp_desc.fragment = &frag;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_None;
rp_desc.multisample.count = 1;
rp_desc.multisample.mask = 0xFFFFFFFFu;
axis_corner_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
}
return axis_pivot_pipeline_ && axis_pivot_xray_pipeline_
&& axis_corner_pipeline_;
}
void OverlayRenderer::encodePivot(WGPURenderPassEncoder pass,
const OverlayFrame& f,
bool visible) {
if (!visible || !axis_pivot_pipeline_ || !axis_pivot_xray_pipeline_) return;
if (f.viewport_h_px <= 0) return;
// Arm length = 30 logical px projected into world at the pivot's distance.
const float fovy_rad = qDegreesToRadians(f.camera_fov_y_deg);
const float world_per_pixel = f.camera_distance * std::tan(fovy_rad * 0.5f)
* 2.0f / float(f.viewport_h_px);
const float arm_pixels = 30.0f * float(f.device_pixel_ratio);
const float arm_world = arm_pixels * world_per_pixel;
const float dpr = float(f.device_pixel_ratio);
const float line_w = 2.5f * dpr;
const float vw = float(f.viewport_w_px);
const float vh = float(f.viewport_h_px);
uint8_t slot_visible[256];
uint8_t slot_xray[256];
packAxisUniform(slot_visible, f.view_proj, f.camera_target, arm_world,
1.00f, line_w, vw, vh);
packAxisUniform(slot_xray, f.view_proj, f.camera_target, arm_world,
0.30f, line_w, vw, vh);
const uint32_t visible_off = 1u * kAxisUniformSlotSize;
const uint32_t xray_off = 2u * kAxisUniformSlotSize;
wgpuQueueWriteBuffer(queue_, axis_uniform_buffer_, visible_off,
slot_visible, sizeof(slot_visible));
wgpuQueueWriteBuffer(queue_, axis_uniform_buffer_, xray_off,
slot_xray, sizeof(slot_xray));
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, axis_vertex_buffer_, 0,
WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetPipeline(pass, axis_pivot_xray_pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, axis_bind_group_, 1, &xray_off);
wgpuRenderPassEncoderDraw(pass, 18, 1, 0, 0);
wgpuRenderPassEncoderSetPipeline(pass, axis_pivot_pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, axis_bind_group_, 1, &visible_off);
wgpuRenderPassEncoderDraw(pass, 18, 1, 0, 0);
}
void OverlayRenderer::encodeCornerAxis(WGPUCommandEncoder enc,
WGPUTextureView surface_view,
const OverlayFrame& f) {
if (!axis_corner_pipeline_ || !surface_view) return;
const int dpr = std::max(1, f.device_pixel_ratio);
const uint32_t gizmo_size = uint32_t(110 * dpr);
const uint32_t margin = uint32_t(10 * dpr);
if (gizmo_size == 0 || f.viewport_w_px <= 0 || f.viewport_h_px <= 0) return;
// Bottom-left in WebGPU framebuffer space (y down).
const uint32_t fb_h = uint32_t(f.viewport_h_px);
if (gizmo_size + margin > fb_h) return;
const uint32_t y = fb_h - margin - gizmo_size;
// Independent ortho projection from the camera's direction. Near the
// poles the up axis collapses against the look direction, so swap to
// Y-up there — mirrors buildViewProj's identical fix on the viewport.
const float yaw_rad = qDegreesToRadians(f.camera_yaw_deg);
const float pitch_rad = qDegreesToRadians(f.camera_pitch_deg);
const Eigen::Vector3f eye_dir(std::cos(pitch_rad) * std::cos(yaw_rad),
std::cos(pitch_rad) * std::sin(yaw_rad),
std::sin(pitch_rad));
const Eigen::Vector3f world_up = (std::abs(f.camera_pitch_deg) >= 89.0f)
? Eigen::Vector3f(0.0f, 1.0f, 0.0f)
: Eigen::Vector3f(0.0f, 0.0f, 1.0f);
const Eigen::Matrix4f gv = lookAtRH(eye_dir * 3.0f, Eigen::Vector3f::Zero(), world_up);
const Eigen::Matrix4f gp = orthoGL(-1.4f, 1.4f, -1.4f, 1.4f, 0.1f, 10.0f);
Eigen::Matrix4f z_remap = Eigen::Matrix4f::Identity();
z_remap(2, 2) = 0.5f;
z_remap(2, 3) = 0.5f;
const Eigen::Matrix4f mvp = z_remap * gp * gv;
uint8_t slot[256];
const float line_w = 2.5f * float(dpr);
packAxisUniform(slot, mvp, Eigen::Vector3f(0, 0, 0), 1.0f, 1.0f, line_w,
float(gizmo_size), float(gizmo_size));
const uint32_t slot_offset = 0u;
wgpuQueueWriteBuffer(queue_, axis_uniform_buffer_, slot_offset, slot, sizeof(slot));
WGPURenderPassColorAttachment color = {};
color.view = surface_view;
color.loadOp = WGPULoadOp_Load;
color.storeOp = WGPUStoreOp_Store;
color.clearValue = { 0.0, 0.0, 0.0, 1.0 };
color.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
WGPURenderPassDescriptor pass_desc = {};
pass_desc.colorAttachmentCount = 1;
pass_desc.colorAttachments = &color;
pass_desc.label = svFromCStr("ifcviewer-wgpu.corner_axis_pass");
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(enc, &pass_desc);
wgpuRenderPassEncoderSetViewport(pass, float(margin), float(y),
float(gizmo_size), float(gizmo_size),
0.0f, 1.0f);
wgpuRenderPassEncoderSetPipeline(pass, axis_corner_pipeline_);
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, axis_vertex_buffer_, 0,
WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderSetBindGroup(pass, 0, axis_bind_group_, 1, &slot_offset);
wgpuRenderPassEncoderDraw(pass, 18, 1, 0, 0);
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
// -----------------------------------------------------------------------------
// Section plane visualizer
// -----------------------------------------------------------------------------
bool OverlayRenderer::buildSectionVisualizer() {
struct Seg {
std::array s, e;
std::array c;
};
static constexpr std::array kSectionRed = {1.000f, 0.200f, 0.322f};
static const Seg segs[] = {
// ---- quad outline ----
{ {-1, -1, 0}, { 1, -1, 0}, kSectionRed },
{ { 1, -1, 0}, { 1, 1, 0}, kSectionRed },
{ { 1, 1, 0}, {-1, 1, 0}, kSectionRed },
{ {-1, 1, 0}, {-1, -1, 0}, kSectionRed },
// ---- arrow shaft along +n ----
{ { 0, 0, 0}, { 0, 0, 1}, kSectionRed },
// ---- arrow head: 4 diagonals from tip to ring at z = 0.78 ----
{ { 0, 0, 1}, {-0.18f, 0, 0.78f}, kSectionRed },
{ { 0, 0, 1}, { 0.18f, 0, 0.78f}, kSectionRed },
{ { 0, 0, 1}, { 0, -0.18f, 0.78f}, kSectionRed },
{ { 0, 0, 1}, { 0, 0.18f, 0.78f}, kSectionRed },
};
std::vector verts;
verts.reserve(std::size(segs) * 6 * 11);
auto push_v = [&](const Seg& s, float t, float side) {
verts.insert(verts.end(), { s.s[0], s.s[1], s.s[2],
s.e[0], s.e[1], s.e[2],
s.c[0], s.c[1], s.c[2],
t, side });
};
for (const auto& s : segs) {
push_v(s, 0.f, -1.f); push_v(s, 0.f, +1.f); push_v(s, 1.f, -1.f);
push_v(s, 1.f, -1.f); push_v(s, 0.f, +1.f); push_v(s, 1.f, +1.f);
}
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = verts.size() * sizeof(float);
bdesc.label = svFromCStr("ifcviewer-wgpu.section_gizmo_vbo");
section_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
wgpuQueueWriteBuffer(queue_, section_vertex_buffer_, 0,
verts.data(), verts.size() * sizeof(float));
}
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
bdesc.size = uint64_t(kMaxSectionPlanes) * kSectionUniformSlotSize;
bdesc.label = svFromCStr("ifcviewer-wgpu.section_uniforms");
section_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
}
{
WGPUBindGroupLayoutEntry entry = {};
entry.binding = 0;
entry.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
entry.buffer.type = WGPUBufferBindingType_Uniform;
entry.buffer.hasDynamicOffset = 1;
entry.buffer.minBindingSize = 160;
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 1;
bgl_desc.entries = &entry;
bgl_desc.label = svFromCStr("ifcviewer-wgpu.section_bgl");
section_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
}
{
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = §ion_bgl_;
pl_desc.label = svFromCStr("ifcviewer-wgpu.section_pipeline_layout");
section_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
}
{
WGPUBindGroupEntry entry = {};
entry.binding = 0;
entry.buffer = section_uniform_buffer_;
entry.offset = 0;
entry.size = kSectionUniformSlotSize;
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = section_bgl_;
bg_desc.entryCount = 1;
bg_desc.entries = &entry;
bg_desc.label = svFromCStr("ifcviewer-wgpu.section_bind_group");
section_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
}
{
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = svFromCStr(SECTION_WGSL.c_str());
WGPUShaderModuleDescriptor sm_desc = {};
sm_desc.nextInChain = &wgsl_src.chain;
sm_desc.label = svFromCStr("ifcviewer-wgpu.section_wgsl");
section_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
}
WGPUVertexAttribute attribs[5] = {};
WGPUVertexBufferLayout vbl = thickLineVertexLayout(attribs);
WGPUBlendState blend = {};
blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.color.operation = WGPUBlendOperation_Add;
blend.alpha.srcFactor = WGPUBlendFactor_One;
blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.alpha.operation = WGPUBlendOperation_Add;
WGPUColorTargetState ct = {};
ct.format = surface_format_;
ct.blend = &blend;
ct.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = section_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &ct;
WGPUDepthStencilState depth = {};
depth.format = WGPUTextureFormat_Depth32Float;
depth.depthWriteEnabled = WGPUOptionalBool_False;
depth.depthCompare = WGPUCompareFunction_LessEqual;
depth.stencilFront.compare = WGPUCompareFunction_Always;
depth.stencilBack.compare = WGPUCompareFunction_Always;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = section_pipeline_layout_;
rp_desc.label = svFromCStr("ifcviewer-wgpu.section_pipeline");
rp_desc.vertex.module = section_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 1;
rp_desc.vertex.buffers = &vbl;
rp_desc.fragment = &frag;
rp_desc.depthStencil = &depth;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_None;
rp_desc.multisample.count = uint32_t(sample_count_);
rp_desc.multisample.mask = 0xFFFFFFFFu;
section_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
return section_pipeline_ != nullptr;
}
void OverlayRenderer::encodeSectionGizmos(WGPURenderPassEncoder pass,
const OverlayFrame& f,
const std::vector& planes) {
if (!section_pipeline_ || planes.empty()) return;
wgpuRenderPassEncoderSetPipeline(pass, section_pipeline_);
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, section_vertex_buffer_, 0,
WGPU_WHOLE_SIZE);
const int n = std::min(int(planes.size()), kMaxSectionPlanes);
for (int i = 0; i < n; ++i) {
const SectionPlane& p = planes[i];
// Stable in-plane basis: pick the world axis least parallel to n
// so the cross-product stays well-conditioned at any orientation.
Eigen::Vector3f nn = p.n.normalized();
const float ax = std::abs(nn.x()), ay = std::abs(nn.y()), az = std::abs(nn.z());
Eigen::Vector3f seed = (ax < ay && ax < az) ? Eigen::Vector3f(1, 0, 0)
: (ay < az) ? Eigen::Vector3f(0, 1, 0)
: Eigen::Vector3f(0, 0, 1);
Eigen::Vector3f tangent = nn.cross(seed);
if (tangent.squaredNorm() < 1e-12f) tangent = Eigen::Vector3f(1, 0, 0);
tangent.normalize();
Eigen::Vector3f bitangent = nn.cross(tangent).normalized();
// Fixed 1 m half-size matches GL's renderSectionPlanes constant.
const float half_size = 1.0f;
const float dpr = float(std::max(1, f.device_pixel_ratio));
const float line_w = 5.0f * dpr;
const float vw = float(f.viewport_w_px);
const float vh = float(f.viewport_h_px);
uint8_t slot[256];
// Neutral tint — actual colours come from the per-vertex VBO
// (red quad outline + red arrow). Tint stays available for a
// future "selected" multiplier.
packSectionUniform(slot, f.view_proj, p.origin, half_size,
tangent, line_w, bitangent, nn,
1.0f, 1.0f, 1.0f, 1.0f,
vw, vh);
const uint32_t slot_offset = uint32_t(i) * kSectionUniformSlotSize;
wgpuQueueWriteBuffer(queue_, section_uniform_buffer_,
slot_offset, slot, sizeof(slot));
wgpuRenderPassEncoderSetBindGroup(pass, 0, section_bind_group_,
1, &slot_offset);
wgpuRenderPassEncoderDraw(pass, 54, 1, 0, 0);
}
}
// -----------------------------------------------------------------------------
// Marquee
// -----------------------------------------------------------------------------
bool OverlayRenderer::buildMarquee() {
struct Seg { std::array s, e; };
static const Seg segs[] = {
{ {0, 0}, {1, 0} },
{ {1, 0}, {1, 1} },
{ {1, 1}, {0, 1} },
{ {0, 1}, {0, 0} },
};
std::vector verts;
verts.reserve(std::size(segs) * 6 * 6);
auto push_v = [&](const Seg& s, float t, float side) {
verts.insert(verts.end(), { s.s[0], s.s[1], s.e[0], s.e[1], t, side });
};
for (const auto& s : segs) {
push_v(s, 0.f, -1.f); push_v(s, 0.f, +1.f); push_v(s, 1.f, -1.f);
push_v(s, 1.f, -1.f); push_v(s, 0.f, +1.f); push_v(s, 1.f, +1.f);
}
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = verts.size() * sizeof(float);
bdesc.label = svFromCStr("ifcviewer-wgpu.marquee_vbo");
marquee_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
wgpuQueueWriteBuffer(queue_, marquee_vertex_buffer_, 0,
verts.data(), verts.size() * sizeof(float));
}
static const float fill_verts[] = {
0, 0, 1, 0, 1, 1,
0, 0, 1, 1, 0, 1,
};
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = sizeof(fill_verts);
bdesc.label = svFromCStr("ifcviewer-wgpu.marquee_fill_vbo");
marquee_fill_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
wgpuQueueWriteBuffer(queue_, marquee_fill_vertex_buffer_, 0,
fill_verts, sizeof(fill_verts));
}
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
bdesc.size = 64;
bdesc.label = svFromCStr("ifcviewer-wgpu.marquee_uniforms");
marquee_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
}
{
WGPUBindGroupLayoutEntry entry = {};
entry.binding = 0;
entry.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
entry.buffer.type = WGPUBufferBindingType_Uniform;
entry.buffer.hasDynamicOffset = 0;
entry.buffer.minBindingSize = 48;
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 1;
bgl_desc.entries = &entry;
bgl_desc.label = svFromCStr("ifcviewer-wgpu.marquee_bgl");
marquee_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
}
{
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &marquee_bgl_;
pl_desc.label = svFromCStr("ifcviewer-wgpu.marquee_pipeline_layout");
marquee_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
}
{
WGPUBindGroupEntry entry = {};
entry.binding = 0;
entry.buffer = marquee_uniform_buffer_;
entry.offset = 0;
entry.size = 64;
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = marquee_bgl_;
bg_desc.entryCount = 1;
bg_desc.entries = &entry;
bg_desc.label = svFromCStr("ifcviewer-wgpu.marquee_bind_group");
marquee_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
}
{
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = svFromCStr(MARQUEE_WGSL.c_str());
WGPUShaderModuleDescriptor sm_desc = {};
sm_desc.nextInChain = &wgsl_src.chain;
sm_desc.label = svFromCStr("ifcviewer-wgpu.marquee_wgsl");
marquee_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
}
// Vertex layout: start_uv(vec2) + end_uv(vec2) + t(f32) + side(f32),
// stride 24.
WGPUVertexAttribute attribs[4] = {};
attribs[0].format = WGPUVertexFormat_Float32x2; attribs[0].offset = 0; attribs[0].shaderLocation = 0;
attribs[1].format = WGPUVertexFormat_Float32x2; attribs[1].offset = 8; attribs[1].shaderLocation = 1;
attribs[2].format = WGPUVertexFormat_Float32; attribs[2].offset = 16; attribs[2].shaderLocation = 2;
attribs[3].format = WGPUVertexFormat_Float32; attribs[3].offset = 20; attribs[3].shaderLocation = 3;
WGPUVertexBufferLayout vbl = {};
vbl.arrayStride = 24;
vbl.stepMode = WGPUVertexStepMode_Vertex;
vbl.attributeCount = 4;
vbl.attributes = attribs;
WGPUBlendState blend = {};
blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.color.operation = WGPUBlendOperation_Add;
blend.alpha.srcFactor = WGPUBlendFactor_One;
blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.alpha.operation = WGPUBlendOperation_Add;
WGPUColorTargetState ct = {};
ct.format = surface_format_;
ct.blend = &blend;
ct.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = marquee_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &ct;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = marquee_pipeline_layout_;
rp_desc.label = svFromCStr("ifcviewer-wgpu.marquee_pipeline");
rp_desc.vertex.module = marquee_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 1;
rp_desc.vertex.buffers = &vbl;
rp_desc.fragment = &frag;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_None;
rp_desc.multisample.count = 1;
rp_desc.multisample.mask = 0xFFFFFFFFu;
marquee_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
WGPUVertexAttribute fill_attribs[1] = {};
fill_attribs[0].format = WGPUVertexFormat_Float32x2;
fill_attribs[0].offset = 0;
fill_attribs[0].shaderLocation = 0;
WGPUVertexBufferLayout fill_vbl = {};
fill_vbl.arrayStride = 8;
fill_vbl.stepMode = WGPUVertexStepMode_Vertex;
fill_vbl.attributeCount = 1;
fill_vbl.attributes = fill_attribs;
WGPUFragmentState fill_frag = {};
fill_frag.module = marquee_shader_module_;
fill_frag.entryPoint = svFromCStr("fs_fill");
fill_frag.targetCount = 1;
fill_frag.targets = &ct;
WGPURenderPipelineDescriptor fill_rp_desc = rp_desc;
fill_rp_desc.label = svFromCStr("ifcviewer-wgpu.marquee_fill_pipeline");
fill_rp_desc.vertex.entryPoint = svFromCStr("vs_fill");
fill_rp_desc.vertex.bufferCount = 1;
fill_rp_desc.vertex.buffers = &fill_vbl;
fill_rp_desc.fragment = &fill_frag;
marquee_fill_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &fill_rp_desc);
return marquee_pipeline_ != nullptr && marquee_fill_pipeline_ != nullptr;
}
void OverlayRenderer::encodeMarquee(WGPUCommandEncoder enc,
WGPUTextureView surface_view,
const OverlayFrame& f,
Eigen::Vector2i start_logical_px,
Eigen::Vector2i current_logical_px,
bool active) {
if (!marquee_pipeline_ || !surface_view) return;
if (!active) return;
if (f.viewport_w_px <= 0 || f.viewport_h_px <= 0) return;
const float w = float(f.viewport_w_px);
const float h = float(f.viewport_h_px);
const float dpr = float(std::max(1, f.device_pixel_ratio));
const float lx0 = float(std::min(start_logical_px.x(),
current_logical_px.x())) * dpr;
const float ly0 = float(std::min(start_logical_px.y(),
current_logical_px.y())) * dpr;
const float lx1 = float(std::max(start_logical_px.x(),
current_logical_px.x())) * dpr;
const float ly1 = float(std::max(start_logical_px.y(),
current_logical_px.y())) * dpr;
if (lx1 <= lx0 || ly1 <= ly0) return;
const float nx0 = (lx0 / w) * 2.0f - 1.0f;
const float nx1 = (lx1 / w) * 2.0f - 1.0f;
const float ny_top = 1.0f - 2.0f * ly0 / h;
const float ny_bottom = 1.0f - 2.0f * ly1 / h;
// Bonsai decorator_color_special (axis +Z blue): 0.157, 0.565, 1.000.
// Outline alpha 0.95; fill_alpha (multiplied onto that) gives ~0.19
// alpha for the translucent fill.
float uniforms[16] = {};
uniforms[0] = nx0; uniforms[1] = ny_top;
uniforms[2] = nx1; uniforms[3] = ny_bottom;
uniforms[4] = 0.157f; uniforms[5] = 0.565f;
uniforms[6] = 1.000f; uniforms[7] = 0.95f;
uniforms[8] = w; uniforms[9] = h;
uniforms[10] = 3.0f * dpr;
uniforms[11] = 0.20f;
wgpuQueueWriteBuffer(queue_, marquee_uniform_buffer_, 0,
uniforms, 12 * sizeof(float));
WGPURenderPassColorAttachment color = {};
color.view = surface_view;
color.loadOp = WGPULoadOp_Load;
color.storeOp = WGPUStoreOp_Store;
color.clearValue = { 0, 0, 0, 1 };
color.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
WGPURenderPassDescriptor pass_desc = {};
pass_desc.colorAttachmentCount = 1;
pass_desc.colorAttachments = &color;
pass_desc.label = svFromCStr("ifcviewer-wgpu.marquee_pass");
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(enc, &pass_desc);
wgpuRenderPassEncoderSetBindGroup(pass, 0, marquee_bind_group_, 0, nullptr);
wgpuRenderPassEncoderSetPipeline(pass, marquee_fill_pipeline_);
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, marquee_fill_vertex_buffer_,
0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderDraw(pass, 6, 1, 0, 0);
wgpuRenderPassEncoderSetPipeline(pass, marquee_pipeline_);
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, marquee_vertex_buffer_, 0,
WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderDraw(pass, 24, 1, 0, 0);
wgpuRenderPassEncoderEnd(pass);
wgpuRenderPassEncoderRelease(pass);
}
// -----------------------------------------------------------------------------
// Overlay lines
// -----------------------------------------------------------------------------
bool OverlayRenderer::buildOverlayLines() {
// Empty initial buffers — both grow on demand inside setOverlayLines.
// Use a tiny starter capacity so the very first set call doesn't have
// to special-case "buffer is null."
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = 256;
bdesc.label = svFromCStr("ifcviewer-wgpu.overlay_line_vbo");
overlay_line_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
overlay_line_vertex_capacity_ = 256;
}
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
bdesc.size = kOverlayLineUniformSlotSize;
bdesc.label = svFromCStr("ifcviewer-wgpu.overlay_line_uniforms");
overlay_line_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
overlay_line_uniform_slots_ = 1;
}
{
WGPUBindGroupLayoutEntry entry = {};
entry.binding = 0;
entry.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
entry.buffer.type = WGPUBufferBindingType_Uniform;
entry.buffer.hasDynamicOffset = 1;
entry.buffer.minBindingSize = 128;
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 1;
bgl_desc.entries = &entry;
bgl_desc.label = svFromCStr("ifcviewer-wgpu.overlay_line_bgl");
overlay_line_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
}
{
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &overlay_line_bgl_;
pl_desc.label = svFromCStr("ifcviewer-wgpu.overlay_line_pipeline_layout");
overlay_line_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
}
{
WGPUBindGroupEntry entry = {};
entry.binding = 0;
entry.buffer = overlay_line_uniform_buffer_;
entry.offset = 0;
entry.size = 128;
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = overlay_line_bgl_;
bg_desc.entryCount = 1;
bg_desc.entries = &entry;
bg_desc.label = svFromCStr("ifcviewer-wgpu.overlay_line_bind_group");
overlay_line_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
}
{
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = svFromCStr(OVERLAY_LINES_WGSL);
WGPUShaderModuleDescriptor sm_desc = {};
sm_desc.nextInChain = &wgsl_src.chain;
sm_desc.label = svFromCStr("ifcviewer-wgpu.overlay_line_wgsl");
overlay_line_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
}
// Per-vertex layout: (a.xyz, b.xyz, side, along) = 8 floats = 32 bytes.
WGPUVertexAttribute attribs[4] = {};
attribs[0].format = WGPUVertexFormat_Float32x3; attribs[0].offset = 0; attribs[0].shaderLocation = 0;
attribs[1].format = WGPUVertexFormat_Float32x3; attribs[1].offset = 12; attribs[1].shaderLocation = 1;
attribs[2].format = WGPUVertexFormat_Float32; attribs[2].offset = 24; attribs[2].shaderLocation = 2;
attribs[3].format = WGPUVertexFormat_Float32; attribs[3].offset = 28; attribs[3].shaderLocation = 3;
WGPUVertexBufferLayout vbl = {};
vbl.arrayStride = 32;
vbl.stepMode = WGPUVertexStepMode_Vertex;
vbl.attributeCount = 4;
vbl.attributes = attribs;
WGPUBlendState blend = {};
blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.color.operation = WGPUBlendOperation_Add;
blend.alpha.srcFactor = WGPUBlendFactor_One;
blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.alpha.operation = WGPUBlendOperation_Add;
WGPUColorTargetState ct = {};
ct.format = surface_format_;
ct.blend = &blend;
ct.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = overlay_line_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &ct;
// Depth-tested against the main MSAA depth so lines correctly hide
// behind geometry; depth-write off so they don't occlude later
// overlays.
WGPUDepthStencilState depth = {};
depth.format = WGPUTextureFormat_Depth32Float;
depth.depthWriteEnabled = WGPUOptionalBool_False;
depth.depthCompare = WGPUCompareFunction_LessEqual;
depth.stencilFront.compare = WGPUCompareFunction_Always;
depth.stencilBack.compare = WGPUCompareFunction_Always;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = overlay_line_pipeline_layout_;
rp_desc.label = svFromCStr("ifcviewer-wgpu.overlay_line_pipeline");
rp_desc.vertex.module = overlay_line_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 1;
rp_desc.vertex.buffers = &vbl;
rp_desc.fragment = &frag;
rp_desc.depthStencil = &depth;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_None;
rp_desc.multisample.count = uint32_t(sample_count_);
rp_desc.multisample.mask = 0xFFFFFFFFu;
overlay_line_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
return overlay_line_pipeline_ != nullptr;
}
void OverlayRenderer::setOverlayLines(const std::vector& groups) {
overlay_line_draws_.clear();
if (groups.empty()) return;
// Per-segment expansion: 6 vertices × 8 floats = 48 floats per segment.
// Each vertex carries (a.xyz, b.xyz, side, along) where (side, along)
// selects one of six fixed corners of the screen-space quad.
static const float CORNERS[6][2] = {
{-1.0f, 0.0f}, {+1.0f, 0.0f}, {-1.0f, 1.0f},
{-1.0f, 1.0f}, {+1.0f, 0.0f}, {+1.0f, 1.0f},
};
std::vector verts;
uint32_t first_vertex = 0;
overlay_line_draws_.reserve(groups.size());
for (const auto& g : groups) {
if (g.world_xyz.size() < 6) {
overlay_line_draws_.push_back({first_vertex, 0});
continue;
}
const size_t n_segs = g.world_xyz.size() / 6;
const uint32_t group_vcount = uint32_t(n_segs) * 6;
verts.reserve(verts.size() + size_t(group_vcount) * 8);
for (size_t s = 0; s < n_segs; ++s) {
const float* a = &g.world_xyz[s * 6 + 0];
const float* b = &g.world_xyz[s * 6 + 3];
for (int c = 0; c < 6; ++c) {
verts.push_back(a[0]); verts.push_back(a[1]); verts.push_back(a[2]);
verts.push_back(b[0]); verts.push_back(b[1]); verts.push_back(b[2]);
verts.push_back(CORNERS[c][0]);
verts.push_back(CORNERS[c][1]);
}
}
overlay_line_draws_.push_back({first_vertex, group_vcount});
first_vertex += group_vcount;
}
// Grow vertex buffer if needed (1.5× headroom so steady-state setters
// don't re-allocate every frame).
const uint64_t bytes = uint64_t(verts.size()) * sizeof(float);
if (bytes > overlay_line_vertex_capacity_) {
const uint64_t new_cap = bytes + bytes / 2;
if (overlay_line_vertex_buffer_) {
wgpuBufferRelease(overlay_line_vertex_buffer_);
}
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = new_cap;
bdesc.label = svFromCStr("ifcviewer-wgpu.overlay_line_vbo");
overlay_line_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
overlay_line_vertex_capacity_ = new_cap;
}
if (bytes > 0) {
wgpuQueueWriteBuffer(queue_, overlay_line_vertex_buffer_, 0,
verts.data(), size_t(bytes));
}
// Grow uniform buffer to one 256-byte slot per group; re-create the
// bind group on each grow so the dynamic-offset stride still binds
// exactly 128 bytes per group (the WGSL struct size).
if (uint32_t(groups.size()) > overlay_line_uniform_slots_) {
const uint32_t new_slots = uint32_t(groups.size());
if (overlay_line_uniform_buffer_) {
wgpuBufferRelease(overlay_line_uniform_buffer_);
}
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
bdesc.size = uint64_t(new_slots) * kOverlayLineUniformSlotSize;
bdesc.label = svFromCStr("ifcviewer-wgpu.overlay_line_uniforms");
overlay_line_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
overlay_line_uniform_slots_ = new_slots;
if (overlay_line_bind_group_) {
wgpuBindGroupRelease(overlay_line_bind_group_);
}
WGPUBindGroupEntry entry = {};
entry.binding = 0;
entry.buffer = overlay_line_uniform_buffer_;
entry.offset = 0;
entry.size = 128;
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = overlay_line_bgl_;
bg_desc.entryCount = 1;
bg_desc.entries = &entry;
bg_desc.label = svFromCStr("ifcviewer-wgpu.overlay_line_bind_group");
overlay_line_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
}
// Pack each group's static slot tail (everything after the per-frame
// view_proj). Layout matches WGSL LineUniforms (see OVERLAY_LINES_WGSL):
// [ 0..64) view_proj (written per-frame)
// [ 64..80) inner_color
// [ 80..96) stroke_color
// [ 96..104) viewport_size (written per-frame)
// [104..108) line_width_px
// [108..112) stroke_extra
// [112..116) dash_period_px
// [116..120) dash_on_ratio
for (size_t i = 0; i < groups.size(); ++i) {
const auto& g = groups[i];
const uint64_t slot_off = uint64_t(i) * kOverlayLineUniformSlotSize;
uint8_t slot_tail[56] = {}; // bytes [64..120)
std::memcpy(slot_tail + 0, g.color, 16); // 64.. 80
std::memcpy(slot_tail + 16, g.stroke_color, 16); // 80.. 96
// viewport_size occupies [96..104) — written per-frame.
std::memcpy(slot_tail + 40, &g.line_width, 4); // 104..108
std::memcpy(slot_tail + 44, &g.stroke_extra, 4); // 108..112
std::memcpy(slot_tail + 48, &g.dash_period_px, 4); // 112..116
std::memcpy(slot_tail + 52, &g.dash_on_ratio, 4); // 116..120
wgpuQueueWriteBuffer(queue_, overlay_line_uniform_buffer_,
slot_off + 64, slot_tail, sizeof(slot_tail));
}
}
void OverlayRenderer::encodeOverlayLines(WGPURenderPassEncoder pass,
const OverlayFrame& f) {
if (!overlay_line_pipeline_ || overlay_line_draws_.empty()) return;
if (f.viewport_w_px <= 0 || f.viewport_h_px <= 0) return;
// Per-frame slot prefix: view_proj (64 B) into [0..64), viewport_size
// (8 B) into [96..104). The static [64..96) and [104..120) ranges were
// filled by setOverlayLines so we don't touch them again.
float vp[16];
std::memcpy(vp, f.view_proj.data(), sizeof(vp));
const float viewport[2] = { float(f.viewport_w_px),
float(f.viewport_h_px) };
wgpuRenderPassEncoderSetPipeline(pass, overlay_line_pipeline_);
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, overlay_line_vertex_buffer_,
0, WGPU_WHOLE_SIZE);
for (size_t i = 0; i < overlay_line_draws_.size(); ++i) {
const auto& d = overlay_line_draws_[i];
if (d.vertex_count == 0) continue;
const uint64_t slot_off = uint64_t(i) * kOverlayLineUniformSlotSize;
wgpuQueueWriteBuffer(queue_, overlay_line_uniform_buffer_,
slot_off + 0, vp, sizeof(vp));
wgpuQueueWriteBuffer(queue_, overlay_line_uniform_buffer_,
slot_off + 96, viewport, sizeof(viewport));
const uint32_t dynamic_offsets[1] = { uint32_t(slot_off) };
wgpuRenderPassEncoderSetBindGroup(pass, 0, overlay_line_bind_group_,
1, dynamic_offsets);
wgpuRenderPassEncoderDraw(pass, d.vertex_count, 1, d.first_vertex, 0);
}
}
// -----------------------------------------------------------------------------
// Overlay points
// -----------------------------------------------------------------------------
bool OverlayRenderer::buildOverlayPoints() {
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = 256;
bdesc.label = svFromCStr("ifcviewer-wgpu.overlay_point_vbo");
overlay_point_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
overlay_point_vertex_capacity_ = 256;
}
{
// WGSL PointUniforms struct size: mat4(64) + 2×vec4(32) + vec2(8) +
// 2×f32(8) = 112 B; struct rounds up to 128 (alignOf == 16).
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
bdesc.size = 128;
bdesc.label = svFromCStr("ifcviewer-wgpu.overlay_point_uniforms");
overlay_point_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
}
{
WGPUBindGroupLayoutEntry entry = {};
entry.binding = 0;
entry.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
entry.buffer.type = WGPUBufferBindingType_Uniform;
entry.buffer.minBindingSize = 128;
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 1;
bgl_desc.entries = &entry;
bgl_desc.label = svFromCStr("ifcviewer-wgpu.overlay_point_bgl");
overlay_point_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
}
{
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &overlay_point_bgl_;
pl_desc.label = svFromCStr("ifcviewer-wgpu.overlay_point_pipeline_layout");
overlay_point_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
}
{
WGPUBindGroupEntry entry = {};
entry.binding = 0;
entry.buffer = overlay_point_uniform_buffer_;
entry.offset = 0;
entry.size = 128;
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = overlay_point_bgl_;
bg_desc.entryCount = 1;
bg_desc.entries = &entry;
bg_desc.label = svFromCStr("ifcviewer-wgpu.overlay_point_bind_group");
overlay_point_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
}
{
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = svFromCStr(OVERLAY_POINTS_WGSL);
WGPUShaderModuleDescriptor sm_desc = {};
sm_desc.nextInChain = &wgsl_src.chain;
sm_desc.label = svFromCStr("ifcviewer-wgpu.overlay_point_wgsl");
overlay_point_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
}
// Per-vertex layout: (world_pos.xyz, corner.xy) = 5 floats = 20 bytes.
WGPUVertexAttribute attribs[2] = {};
attribs[0].format = WGPUVertexFormat_Float32x3; attribs[0].offset = 0; attribs[0].shaderLocation = 0;
attribs[1].format = WGPUVertexFormat_Float32x2; attribs[1].offset = 12; attribs[1].shaderLocation = 1;
WGPUVertexBufferLayout vbl = {};
vbl.arrayStride = 20;
vbl.stepMode = WGPUVertexStepMode_Vertex;
vbl.attributeCount = 2;
vbl.attributes = attribs;
WGPUBlendState blend = {};
blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.color.operation = WGPUBlendOperation_Add;
blend.alpha.srcFactor = WGPUBlendFactor_One;
blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.alpha.operation = WGPUBlendOperation_Add;
WGPUColorTargetState ct = {};
ct.format = surface_format_;
ct.blend = &blend;
ct.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = overlay_point_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &ct;
WGPUDepthStencilState depth = {};
depth.format = WGPUTextureFormat_Depth32Float;
depth.depthWriteEnabled = WGPUOptionalBool_False;
depth.depthCompare = WGPUCompareFunction_LessEqual;
depth.stencilFront.compare = WGPUCompareFunction_Always;
depth.stencilBack.compare = WGPUCompareFunction_Always;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = overlay_point_pipeline_layout_;
rp_desc.label = svFromCStr("ifcviewer-wgpu.overlay_point_pipeline");
rp_desc.vertex.module = overlay_point_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 1;
rp_desc.vertex.buffers = &vbl;
rp_desc.fragment = &frag;
rp_desc.depthStencil = &depth;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_None;
rp_desc.multisample.count = uint32_t(sample_count_);
rp_desc.multisample.mask = 0xFFFFFFFFu;
overlay_point_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
return overlay_point_pipeline_ != nullptr;
}
void OverlayRenderer::setOverlayPoints(const std::vector& 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) {
overlay_point_vertex_count_ = 0;
if (world_xyz.size() < 3 || pixel_size <= 0.0f) return;
const size_t n_pts = world_xyz.size() / 3;
// Six vertices per point (two triangles), 5 floats each.
static const float CORNERS[6][2] = {
{-1.0f, -1.0f}, {+1.0f, -1.0f}, {-1.0f, +1.0f},
{-1.0f, +1.0f}, {+1.0f, -1.0f}, {+1.0f, +1.0f},
};
std::vector verts;
verts.reserve(n_pts * 6 * 5);
for (size_t p = 0; p < n_pts; ++p) {
const float* w = &world_xyz[p * 3];
for (int c = 0; c < 6; ++c) {
verts.push_back(w[0]); verts.push_back(w[1]); verts.push_back(w[2]);
verts.push_back(CORNERS[c][0]);
verts.push_back(CORNERS[c][1]);
}
}
overlay_point_vertex_count_ = uint32_t(n_pts) * 6;
const uint64_t bytes = uint64_t(verts.size()) * sizeof(float);
if (bytes > overlay_point_vertex_capacity_) {
const uint64_t new_cap = bytes + bytes / 2;
if (overlay_point_vertex_buffer_) {
wgpuBufferRelease(overlay_point_vertex_buffer_);
}
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = new_cap;
bdesc.label = svFromCStr("ifcviewer-wgpu.overlay_point_vbo");
overlay_point_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
overlay_point_vertex_capacity_ = new_cap;
}
wgpuQueueWriteBuffer(queue_, overlay_point_vertex_buffer_, 0,
verts.data(), size_t(bytes));
// Pack the [64..120) tail of the uniform slot (inner/stroke + sprite
// geometry — view_proj and viewport_size are written per-frame in
// encodeOverlayPoints). Slot layout matches WGSL PointUniforms:
// [ 0..64) view_proj (per-frame)
// [ 64..80) inner_color
// [ 80..96) stroke_color
// [ 96..104) viewport_size (per-frame)
// [104..108) total_half_px
// [108..112) inner_radius_norm
// pixel_size is the inner full diameter; total diameter = pixel_size
// + 2*stroke_extra; inner_radius_norm = inner_radius / total_half.
const float total_diam = pixel_size + 2.0f * stroke_extra;
const float total_half = total_diam * 0.5f;
const float inner_radius = pixel_size * 0.5f;
const float inner_norm = (total_half > 1e-6f) ? (inner_radius / total_half)
: 1.0f;
uint8_t slot_tail[44] = {};
const float inner_rgba [4] = { r, g, b, a };
const float stroke_rgba[4] = { stroke_r, stroke_g, stroke_b, stroke_a };
std::memcpy(slot_tail + 0, inner_rgba, 16);
std::memcpy(slot_tail + 16, stroke_rgba, 16);
std::memcpy(slot_tail + 40, &total_half, 4);
// inner_radius_norm sits at slot offset 108 → tail offset 44, but the
// tail above only spans [64..108). The norm goes in its own write.
wgpuQueueWriteBuffer(queue_, overlay_point_uniform_buffer_, 64,
slot_tail, sizeof(slot_tail));
wgpuQueueWriteBuffer(queue_, overlay_point_uniform_buffer_, 108,
&inner_norm, sizeof(inner_norm));
}
void OverlayRenderer::encodeOverlayPoints(WGPURenderPassEncoder pass,
const OverlayFrame& f) {
if (!overlay_point_pipeline_ || overlay_point_vertex_count_ == 0) return;
if (f.viewport_w_px <= 0 || f.viewport_h_px <= 0) return;
float vp[16];
std::memcpy(vp, f.view_proj.data(), sizeof(vp));
const float viewport[2] = { float(f.viewport_w_px),
float(f.viewport_h_px) };
wgpuQueueWriteBuffer(queue_, overlay_point_uniform_buffer_, 0, vp, sizeof(vp));
wgpuQueueWriteBuffer(queue_, overlay_point_uniform_buffer_, 96, viewport, sizeof(viewport));
wgpuRenderPassEncoderSetPipeline(pass, overlay_point_pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, overlay_point_bind_group_, 0, nullptr);
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, overlay_point_vertex_buffer_,
0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderDraw(pass, overlay_point_vertex_count_, 1, 0, 0);
}
// -----------------------------------------------------------------------------
// Highlight triangles (translucent world-space triangle list)
// -----------------------------------------------------------------------------
bool OverlayRenderer::buildHighlightTriangles() {
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = 256; // grows in setHighlightTriangles
bdesc.label = svFromCStr("ifcviewer-wgpu.highlight_vbo");
highlight_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
highlight_vertex_capacity_ = 256;
}
{
// WGSL HiUniforms: mat4(64) + vec4(16) = 80 B; struct rounds up
// to 16-multiple = 80 B already. Allocate 256 for slack.
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst;
bdesc.size = 256;
bdesc.label = svFromCStr("ifcviewer-wgpu.highlight_uniforms");
highlight_uniform_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
}
{
WGPUBindGroupLayoutEntry entry = {};
entry.binding = 0;
entry.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
entry.buffer.type = WGPUBufferBindingType_Uniform;
entry.buffer.minBindingSize = 80;
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 1;
bgl_desc.entries = &entry;
bgl_desc.label = svFromCStr("ifcviewer-wgpu.highlight_bgl");
highlight_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
}
{
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &highlight_bgl_;
pl_desc.label = svFromCStr("ifcviewer-wgpu.highlight_pipeline_layout");
highlight_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
}
{
WGPUBindGroupEntry entry = {};
entry.binding = 0;
entry.buffer = highlight_uniform_buffer_;
entry.offset = 0;
entry.size = 80;
WGPUBindGroupDescriptor bg_desc = {};
bg_desc.layout = highlight_bgl_;
bg_desc.entryCount = 1;
bg_desc.entries = &entry;
bg_desc.label = svFromCStr("ifcviewer-wgpu.highlight_bind_group");
highlight_bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
}
{
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = svFromCStr(HIGHLIGHT_TRIANGLES_WGSL);
WGPUShaderModuleDescriptor sm_desc = {};
sm_desc.nextInChain = &wgsl_src.chain;
sm_desc.label = svFromCStr("ifcviewer-wgpu.highlight_wgsl");
highlight_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
}
WGPUVertexAttribute attribs[1] = {};
attribs[0].format = WGPUVertexFormat_Float32x3;
attribs[0].offset = 0;
attribs[0].shaderLocation = 0;
WGPUVertexBufferLayout vbl = {};
vbl.arrayStride = 12;
vbl.stepMode = WGPUVertexStepMode_Vertex;
vbl.attributeCount = 1;
vbl.attributes = attribs;
WGPUBlendState blend = {};
blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.color.operation = WGPUBlendOperation_Add;
blend.alpha.srcFactor = WGPUBlendFactor_One;
blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.alpha.operation = WGPUBlendOperation_Add;
WGPUColorTargetState ct = {};
ct.format = surface_format_;
ct.blend = &blend;
ct.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = highlight_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &ct;
// Depth-tested but no depth-write — patches sit behind closer
// geometry but later overlays (axis gizmo, labels) still draw over.
WGPUDepthStencilState depth = {};
depth.format = WGPUTextureFormat_Depth32Float;
depth.depthWriteEnabled = WGPUOptionalBool_False;
depth.depthCompare = WGPUCompareFunction_LessEqual;
depth.stencilFront.compare = WGPUCompareFunction_Always;
depth.stencilBack.compare = WGPUCompareFunction_Always;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = highlight_pipeline_layout_;
rp_desc.label = svFromCStr("ifcviewer-wgpu.highlight_pipeline");
rp_desc.vertex.module = highlight_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 1;
rp_desc.vertex.buffers = &vbl;
rp_desc.fragment = &frag;
rp_desc.depthStencil = &depth;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_None;
rp_desc.multisample.count = uint32_t(sample_count_);
rp_desc.multisample.mask = 0xFFFFFFFFu;
highlight_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
return highlight_pipeline_ != nullptr;
}
void OverlayRenderer::setHighlightTriangles(
const std::vector& world_xyz,
float r, float g, float b, float a) {
highlight_color_[0] = r;
highlight_color_[1] = g;
highlight_color_[2] = b;
highlight_color_[3] = a;
const size_t n_floats = world_xyz.size();
if (n_floats < 9 || (n_floats % 9) != 0 || a <= 0.0f) {
highlight_vertex_count_ = 0;
return;
}
const uint64_t bytes = uint64_t(n_floats) * sizeof(float);
if (bytes > highlight_vertex_capacity_) {
const uint64_t new_cap = bytes + bytes / 2;
if (highlight_vertex_buffer_) wgpuBufferRelease(highlight_vertex_buffer_);
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = new_cap;
bdesc.label = svFromCStr("ifcviewer-wgpu.highlight_vbo");
highlight_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
highlight_vertex_capacity_ = new_cap;
}
wgpuQueueWriteBuffer(queue_, highlight_vertex_buffer_, 0,
world_xyz.data(), size_t(bytes));
highlight_vertex_count_ = uint32_t(n_floats / 3);
}
void OverlayRenderer::encodeHighlightTriangles(WGPURenderPassEncoder pass,
const OverlayFrame& f) {
if (!highlight_pipeline_ || highlight_vertex_count_ == 0) return;
// Pack mat4 + vec4 into the slot. mat4 is column-major 16 floats.
uint8_t slot[80] = {};
std::memcpy(slot, f.view_proj.data(), 16 * sizeof(float));
std::memcpy(slot + 64, highlight_color_, 4 * sizeof(float));
wgpuQueueWriteBuffer(queue_, highlight_uniform_buffer_, 0, slot, sizeof(slot));
wgpuRenderPassEncoderSetPipeline(pass, highlight_pipeline_);
wgpuRenderPassEncoderSetBindGroup(pass, 0, highlight_bind_group_, 0, nullptr);
wgpuRenderPassEncoderSetVertexBuffer(pass, 0, highlight_vertex_buffer_,
0, WGPU_WHOLE_SIZE);
wgpuRenderPassEncoderDraw(pass, highlight_vertex_count_, 1, 0, 0);
}
// -----------------------------------------------------------------------------
// Labels + HUD text (textured quads, content-cached)
// -----------------------------------------------------------------------------
bool OverlayRenderer::buildLabels() {
{
WGPUSamplerDescriptor sd = {};
sd.minFilter = WGPUFilterMode_Linear;
sd.magFilter = WGPUFilterMode_Linear;
sd.mipmapFilter = WGPUMipmapFilterMode_Nearest;
sd.addressModeU = WGPUAddressMode_ClampToEdge;
sd.addressModeV = WGPUAddressMode_ClampToEdge;
sd.addressModeW = WGPUAddressMode_ClampToEdge;
sd.lodMinClamp = 0.0f;
sd.lodMaxClamp = 0.0f;
sd.maxAnisotropy = 1;
sd.label = svFromCStr("ifcviewer-wgpu.label_sampler");
label_sampler_ = wgpuDeviceCreateSampler(device_, &sd);
}
{
WGPUBindGroupLayoutEntry entries[2] = {};
entries[0].binding = 0;
entries[0].visibility = WGPUShaderStage_Fragment;
entries[0].sampler.type = WGPUSamplerBindingType_Filtering;
entries[1].binding = 1;
entries[1].visibility = WGPUShaderStage_Fragment;
entries[1].texture.sampleType = WGPUTextureSampleType_Float;
entries[1].texture.viewDimension = WGPUTextureViewDimension_2D;
WGPUBindGroupLayoutDescriptor bgl_desc = {};
bgl_desc.entryCount = 2;
bgl_desc.entries = entries;
bgl_desc.label = svFromCStr("ifcviewer-wgpu.label_bgl");
label_bgl_ = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
}
{
WGPUPipelineLayoutDescriptor pl_desc = {};
pl_desc.bindGroupLayoutCount = 1;
pl_desc.bindGroupLayouts = &label_bgl_;
pl_desc.label = svFromCStr("ifcviewer-wgpu.label_pipeline_layout");
label_pipeline_layout_ = wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
}
{
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
wgsl_src.code = svFromCStr(LABELS_WGSL);
WGPUShaderModuleDescriptor sm_desc = {};
sm_desc.nextInChain = &wgsl_src.chain;
sm_desc.label = svFromCStr("ifcviewer-wgpu.label_wgsl");
label_shader_module_ = wgpuDeviceCreateShaderModule(device_, &sm_desc);
}
{
WGPUBufferDescriptor bdesc = {};
bdesc.usage = WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst;
bdesc.size = 256;
bdesc.label = svFromCStr("ifcviewer-wgpu.label_vbo");
label_vertex_buffer_ = wgpuDeviceCreateBuffer(device_, &bdesc);
label_vertex_capacity_ = 256;
}
// Per-vertex: vec2 NDC + vec2 uv = 16 B stride.
WGPUVertexAttribute attribs[2] = {};
attribs[0].format = WGPUVertexFormat_Float32x2; attribs[0].offset = 0; attribs[0].shaderLocation = 0;
attribs[1].format = WGPUVertexFormat_Float32x2; attribs[1].offset = 8; attribs[1].shaderLocation = 1;
WGPUVertexBufferLayout vbl = {};
vbl.arrayStride = 16;
vbl.stepMode = WGPUVertexStepMode_Vertex;
vbl.attributeCount = 2;
vbl.attributes = attribs;
WGPUBlendState blend = {};
blend.color.srcFactor = WGPUBlendFactor_SrcAlpha;
blend.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.color.operation = WGPUBlendOperation_Add;
blend.alpha.srcFactor = WGPUBlendFactor_One;
blend.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha;
blend.alpha.operation = WGPUBlendOperation_Add;
WGPUColorTargetState ct = {};
ct.format = surface_format_;
ct.blend = &blend;
ct.writeMask = WGPUColorWriteMask_All;
WGPUFragmentState frag = {};
frag.module = label_shader_module_;
frag.entryPoint = svFromCStr("fs_main");
frag.targetCount = 1;
frag.targets = &ct;
WGPURenderPipelineDescriptor rp_desc = {};
rp_desc.layout = label_pipeline_layout_;
rp_desc.label = svFromCStr("ifcviewer-wgpu.label_pipeline");
rp_desc.vertex.module = label_shader_module_;
rp_desc.vertex.entryPoint = svFromCStr("vs_main");
rp_desc.vertex.bufferCount = 1;
rp_desc.vertex.buffers = &vbl;
rp_desc.fragment = &frag;
rp_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
rp_desc.primitive.cullMode = WGPUCullMode_None;
rp_desc.multisample.count = 1;
rp_desc.multisample.mask = 0xFFFFFFFFu;
label_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &rp_desc);
return label_pipeline_ != nullptr;
}
void OverlayRenderer::releaseLabelTextures() {
for (auto it = label_tex_cache_.begin(); it != label_tex_cache_.end(); ++it) {
if (it.value().bind_group) wgpuBindGroupRelease(it.value().bind_group);
if (it.value().view) wgpuTextureViewRelease(it.value().view);
if (it.value().texture) wgpuTextureRelease(it.value().texture);
}
label_tex_cache_.clear();
}
void OverlayRenderer::setOverlayLabels(const std::vector