Files
IfcOpenShell/src/ifcviewer-wgpu/WgpuOverlayRenderer.cpp
T
Dion Moult 814ae8304f wgpu: extract overlays (axis, pivot, section, marquee) into WgpuOverlayRenderer
WgpuViewportWindow.cpp had ~1100 lines of pipeline/shader/buffer plumbing
for the axis indicator, pivot gizmo, section visualizer, and marquee
drag rect. Mirroring the GL backend's split, that lives in its own class
now; the viewport keeps the camera/cull/draw loop and hands the renderer
a per-frame WgpuOverlayFrame snapshot for each encode call.

No behavioural change — pixel-identical screenshot on basic.ifcview.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 19:58:59 +10:00

1028 lines
46 KiB
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/********************************************************************************
* *
* 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 <http://www.gnu.org/licenses/>. *
* *
********************************************************************************/
#include "WgpuOverlayRenderer.h"
#include <QtMath>
#include <algorithm>
#include <array>
#include <cmath>
#include <cstring>
#include <vector>
// -----------------------------------------------------------------------------
// 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 QMatrix4x4& mvp, const QVector3D& origin,
float arm, float alpha, float line_width_px,
float viewport_w, float viewport_h) {
std::memset(dst, 0, 256);
std::memcpy(dst, mvp.constData(), 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 QMatrix4x4& mvp,
const QVector3D& origin, float half_size,
const QVector3D& tangent, float line_width_px,
const QVector3D& bitangent,
const QVector3D& normal,
float r, float g, float b, float a,
float viewport_w, float viewport_h) {
std::memset(dst, 0, 256);
std::memcpy(dst, mvp.constData(), 16 * sizeof(float));
auto put_vec3_pad = [&](size_t off, const QVector3D& 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
// -----------------------------------------------------------------------------
#define THICK_LINE_HELPERS_WGSL R"WGSL(
struct VsOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) side_t: f32,
};
fn thick_line_clip(p_start: vec4<f32>, p_end: vec4<f32>,
t: f32, side: f32,
viewport_size: vec2<f32>,
line_width_px: f32) -> vec4<f32> {
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<f32>(-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<f32>(p_here.xy + off_ndc * p_here.w, p_here.zw);
}
@fragment
fn fs_main(in: VsOut) -> @location(0) vec4<f32> {
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<f32>(in.color.xyz, in.color.w * coverage);
}
)WGSL"
static const char* AXIS_WGSL = THICK_LINE_HELPERS_WGSL R"WGSL(
struct AxisUniforms {
mvp: mat4x4<f32>,
origin: vec3<f32>,
arm: f32,
alpha: f32,
line_width_px: f32,
viewport_size: vec2<f32>,
};
@group(0) @binding(0) var<uniform> u: AxisUniforms;
@vertex
fn vs_main(@location(0) start: vec3<f32>,
@location(1) end: vec3<f32>,
@location(2) col: vec3<f32>,
@location(3) t: f32,
@location(4) side: f32) -> VsOut {
let p_start = u.mvp * vec4<f32>(u.origin + start * u.arm, 1.0);
let p_end = u.mvp * vec4<f32>(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<f32>(col, u.alpha);
out.side_t = side;
return out;
}
)WGSL";
static const char* SECTION_WGSL = THICK_LINE_HELPERS_WGSL R"WGSL(
struct SectionUniforms {
mvp: mat4x4<f32>,
origin: vec3<f32>,
half_size: f32,
tangent: vec3<f32>,
line_width_px: f32,
bitangent: vec3<f32>,
_pad1: f32,
normal: vec3<f32>,
_pad2: f32,
tint: vec4<f32>,
viewport_size: vec2<f32>,
_pad3: vec2<f32>,
};
@group(0) @binding(0) var<uniform> u: SectionUniforms;
fn plane_to_world(p: vec3<f32>) -> vec3<f32> {
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<f32>,
@location(1) end_local: vec3<f32>,
@location(2) col: vec3<f32>,
@location(3) t: f32,
@location(4) side: f32) -> VsOut {
let p_start = u.mvp * vec4<f32>(plane_to_world(start_local), 1.0);
let p_end = u.mvp * vec4<f32>(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<f32>(col * u.tint.xyz, u.tint.w);
out.side_t = side;
return out;
}
)WGSL";
static const char* MARQUEE_WGSL = THICK_LINE_HELPERS_WGSL R"WGSL(
struct MarqueeUniforms {
rect_min: vec2<f32>,
rect_max: vec2<f32>,
color: vec4<f32>,
viewport_size: vec2<f32>,
line_width_px: f32,
fill_alpha: f32,
};
@group(0) @binding(0) var<uniform> u: MarqueeUniforms;
@vertex
fn vs_main(@location(0) start_uv: vec2<f32>,
@location(1) end_uv: vec2<f32>,
@location(2) t: f32,
@location(3) side: f32) -> VsOut {
let p_start = vec4<f32>(mix(u.rect_min, u.rect_max, start_uv), 0.0, 1.0);
let p_end = vec4<f32>(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<f32>,
};
@vertex
fn vs_fill(@location(0) pos_uv: vec2<f32>) -> VsFillOut {
var out: VsFillOut;
let p = mix(u.rect_min, u.rect_max, pos_uv);
out.clip_pos = vec4<f32>(p, 0.0, 1.0);
return out;
}
@fragment
fn fs_fill() -> @location(0) vec4<f32> {
return vec4<f32>(u.color.xyz, u.color.w * u.fill_alpha);
}
)WGSL";
// -----------------------------------------------------------------------------
// Construction / destruction
// -----------------------------------------------------------------------------
WgpuOverlayRenderer::~WgpuOverlayRenderer() {
destroy();
}
bool WgpuOverlayRenderer::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;
return true;
}
void WgpuOverlayRenderer::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; }
}
// -----------------------------------------------------------------------------
// Axis indicator
// -----------------------------------------------------------------------------
bool WgpuOverlayRenderer::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);
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 WgpuOverlayRenderer::encodePivot(WGPURenderPassEncoder pass,
const WgpuOverlayFrame& 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 WgpuOverlayRenderer::encodeCornerAxis(WGPUCommandEncoder enc,
WGPUTextureView surface_view,
const WgpuOverlayFrame& 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 QVector3D eye_dir(std::cos(pitch_rad) * std::cos(yaw_rad),
std::cos(pitch_rad) * std::sin(yaw_rad),
std::sin(pitch_rad));
const QVector3D world_up = (std::abs(f.camera_pitch_deg) >= 89.0f)
? QVector3D(0.0f, 1.0f, 0.0f)
: QVector3D(0.0f, 0.0f, 1.0f);
QMatrix4x4 gv;
gv.lookAt(eye_dir * 3.0f, QVector3D(0, 0, 0), world_up);
QMatrix4x4 gp;
gp.ortho(-1.4f, 1.4f, -1.4f, 1.4f, 0.1f, 10.0f);
QMatrix4x4 z_remap;
z_remap(2, 2) = 0.5f;
z_remap(2, 3) = 0.5f;
const QMatrix4x4 mvp = z_remap * gp * gv;
uint8_t slot[256];
const float line_w = 2.5f * float(dpr);
packAxisUniform(slot, mvp, QVector3D(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 WgpuOverlayRenderer::buildSectionVisualizer() {
struct Seg {
std::array<float, 3> s, e;
std::array<float, 3> c;
};
static constexpr std::array<float, 3> 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<float> 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 = &section_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);
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 WgpuOverlayRenderer::encodeSectionGizmos(WGPURenderPassEncoder pass,
const WgpuOverlayFrame& f,
const std::vector<WgpuSectionPlane>& 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>(int(planes.size()), kMaxSectionPlanes);
for (int i = 0; i < n; ++i) {
const WgpuSectionPlane& 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.
QVector3D nn = p.n.normalized();
const float ax = std::abs(nn.x()), ay = std::abs(nn.y()), az = std::abs(nn.z());
QVector3D seed = (ax < ay && ax < az) ? QVector3D(1, 0, 0)
: (ay < az) ? QVector3D(0, 1, 0)
: QVector3D(0, 0, 1);
QVector3D tangent = QVector3D::crossProduct(nn, seed);
if (tangent.lengthSquared() < 1e-12f) tangent = QVector3D(1, 0, 0);
tangent.normalize();
QVector3D bitangent = QVector3D::crossProduct(nn, 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 WgpuOverlayRenderer::buildMarquee() {
struct Seg { std::array<float, 2> s, e; };
static const Seg segs[] = {
{ {0, 0}, {1, 0} },
{ {1, 0}, {1, 1} },
{ {1, 1}, {0, 1} },
{ {0, 1}, {0, 0} },
};
std::vector<float> 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);
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 WgpuOverlayRenderer::encodeMarquee(WGPUCommandEncoder enc,
WGPUTextureView surface_view,
const WgpuOverlayFrame& f,
QPoint start_logical_px,
QPoint 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);
}