feat: a plot can carry a phosphor density, one image for every acquisition
`Plot::set_density()` gives a plot a **phosphor density**: a screen-sized intensity image behind its traces, into which each acquisition is deposited and which fades by a time constant or by a per-acquisition factor. It is the library's and not a host's because the library is the side that knows a trace's device geometry -- a host would be re-rasterising traces the renderer has already staged, at a second derivation of the same mapping. It is an **image and not a set of retained traces**, and that is the whole of its cost: one `f32` cell per device pixel of the axes rect (`DensityGrid`), a cell's value a *number of sweeps*, so a display of a thousand acquisitions costs what one costs and there is no depth to get wrong. Measured on a 640x360 viewport's axes: **573x313 = 179 349 cells, 717 396 bytes** of grid, and one byte per cell uploaded on the frame the grid moved. - `Plot::accumulate_density()` deposits the acquisition on screen: every visible trace's window is mapped to sample indices and gathered exactly as `Renderer::draw_traces()` maps it, then walked column by column -- so the deposit is bounded by the axes' columns and not by the samples behind them -- and a cell takes **1.0 once per trace per sweep**, however many of that trace's own samples crossed it. Counting the hits instead put a single dense sweep at the ceiling of the brightness scale and hid the sweeps behind it, and it made a cell mean "how much the beam moved here" rather than "how many acquisitions were here"; the dedupe is a stamp per grid *row* (one `u64`, keyed by trace and column) so two sweeps agreeing on a cell still count twice. Dwell is a different question the library already answers (`Style::intensity_grading`). - `decay_density(dt_s)` fades by the clock, `clear_density()` and switching the density off drop the image at once. `DensityConfig` carries `full_scale` and `gamma`, applied on the CPU when the grid changed: the value a host reads back through `ink()`/`peak()` and the picture it sees are one derivation, and a frame whose grid did not move skips the conversion and the upload entirely (`FrameStats::density_cells`/`density_upload_bytes`, the latter the *frame's* total over every row, which one row's assignment used to overwrite). - The renderer draws it as one attribute-less quad over the axes rect (`kDensityVS`/`kDensityFS`, `DensityProgram`), over the grid and the invalid-span bands and **under the traces**, inside the axes' clip: it reserves no layout space and nothing on it can be picked, exactly as `Plot::set_invalid_spans()` does. `Style::density` is its tint. - The two fades are the two questions a persistence display can be asked -- "still visible a second later" and "the N-th back is gone" -- so the choice is the caller's. Six cases, all in the suite: four plot-level ones (the grid's resolution and memory, the per-acquisition schedule **584 -> 876 -> 1022** ink with `peak_steady=2.000`, `exp(-dt/tau)` off the ink, and the deposit's own geometry including a NaN as a gap) and one on the real driver (`a_phosphor_density_is_drawn_under_the_traces`: `cells=179349 uploaded=179349` on the moved frame and `uploaded=0` on the identical one after it, with the trace's stroke keeping its own colour over the ink). The suite is **396 cases, 0 failed** and all four ctest entries pass.
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@@ -68,4 +68,26 @@ extern const char* const kLineFS;
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extern const char* const kTextVS;
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extern const char* const kTextFS;
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/// GLSL source of the phosphor-density pipeline: one textured quad over the axes rect.
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///
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/// The vertex shader builds the quad from `gl_VertexID` -- a four-vertex `GL_TRIANGLE_STRIP`
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/// like the other two pipelines, and the only one with **no vertex attributes at all**: the
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/// image is one rectangle whose corners are uniform state, so there is no geometry to stage and
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/// nothing to upload (the density's own bytes go to a texture, not to a buffer).
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///
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/// Uniforms: `u_viewport` (vec2, pixels), `u_origin` (vec2, the quad's top-left corner in `Rect`
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/// pixels), `u_size` (vec2, its size in pixels -- the grid's own columns and rows, so one texel
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/// is one pixel on screen and no filtering is needed), `u_color` (vec4), `u_density` (sampler2D,
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/// unit 0).
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///
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/// The fragment shader multiplies the sampled single-channel image into `u_color`'s alpha, which
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/// is the whole of the brightness mapping: a cell's count was turned into a luminance byte on the
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/// CPU (`Plot`), where the count, the decay and the gamma live, so this stage has no scale of its
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/// own to get out of step with the numbers a host reads back.
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///
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/// `Rect` is top-left origin while GL is bottom-left, so the y axis is flipped exactly once,
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/// here, as in the line pipeline.
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extern const char* const kDensityVS;
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extern const char* const kDensityFS;
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} // namespace plot::render
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