2026-03-22 23:07:43 +03:00
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// GPU rendering primitives, shader::Program / shader::Primitive impls,
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// and entity render-style helpers for the Scene.
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use acadrust::tables::LineType;
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use acadrust::types::{Color as AcadColor, LineWeight};
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2026-04-26 02:36:34 +03:00
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use acadrust::{CadDocument, EntityType, Handle};
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2026-03-22 23:07:43 +03:00
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use glam::Mat4;
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use iced::mouse;
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use iced::widget::shader::{self, Viewport};
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2026-04-23 02:18:41 +03:00
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use iced::{Rectangle, Size};
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2026-03-22 23:07:43 +03:00
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perf: eliminate per-frame re-tessellation and GPU re-upload in large files
Add two complementary render caches that make mouse navigation essentially
free regardless of file size:
Option A – Wire tessellation cache: entity_wires_arc() caches the
tessellated Vec<WireModel> keyed by geometry_epoch and returns an Arc,
so navigation frames (no preview wires) incur zero Vec clones and zero
tessellation work. Primitive::wires changed to Arc<Vec<WireModel>>.
Option B – GPU buffer cache: Pipeline stores cached_epoch; prepare()
skips all upload_wires/hatches/images/meshes calls when the epoch is
unchanged, writing only the 192-byte camera uniform instead.
geometry_epoch is a process-wide AtomicU64 incremented by every Scene
mutation (add/erase entity, selection, layer visibility, layout switch,
populate_*, grip, transform, copy, clear, preview wires). Using a global
counter rather than a per-scene counter prevents two tabs that happen to
have the same local bump count from sharing a cached_epoch value, which
was causing the first file's geometry to remain on screen after opening a
second file.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 02:13:31 +03:00
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use std::sync::Arc;
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2026-03-22 23:07:43 +03:00
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use super::pipeline::viewcube::{hover_id, VIEWCUBE_PX};
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2026-05-27 19:47:42 +03:00
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use super::pipeline::MultiPipeline;
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refactor(tess): move per-entity tessellation into entities/
Each entity's tessellation now lives alongside its definition in
entities/*.rs, attached to the entity type via a local trait:
LegacyTess — Viewport / Insert / Hatch / Ole2Frame
(fallback path for entities not on the truck pipeline)
LeaderTess — Leader
MultiLeaderTess — MultiLeader
DimensionTess — Dimension (carries its dim-only helpers too:
~1700 lines of dim_geometry, dim_text_*, format_*,
tolerance, suppression, etc.)
scene/tessellate.rs keeps only the cross-entity dispatcher plus the
shared dim machinery reused by leader/multileader/dimension
(ArrowKind, DimGeom, append_arrow, arrow_from_block, add_segment,
add_polyline, normalized_or, push_tri, color_or_inherit, entity_z,
offset_snap_pts). Cross-entity arc helpers + aci_to_rgba moved to
scene/tess_util.rs.
scene/tessellate.rs shrinks from ~3300 to 809 lines. Compile clean,
all 9 tests pass.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 23:12:27 +03:00
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use super::tess_util;
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2026-05-27 19:55:49 +03:00
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use super::{HatchModel, ImageModel, MeshLodSet, Scene, Uniforms, ViewportInstance, WireModel};
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2026-03-22 23:07:43 +03:00
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// ── Camera hover state (shader::Program::State) ───────────────────────────
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#[derive(Clone, Default)]
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pub struct CameraState {
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pub hover_region: Option<usize>,
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}
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// ── GPU primitive ─────────────────────────────────────────────────────────
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2026-05-27 19:47:42 +03:00
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/// Everything needed to render one viewport: its geometry, camera, render
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/// mode, and the screen rectangle it occupies. The unified renderer carries
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/// a `Vec<ViewportData>` (one per tiled / floating viewport); each gets its
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/// own inner `Pipeline` instance drawn into its own rectangle.
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2026-03-22 23:07:43 +03:00
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#[derive(Debug)]
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2026-05-27 19:47:42 +03:00
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pub struct ViewportData {
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perf: eliminate per-frame re-tessellation and GPU re-upload in large files
Add two complementary render caches that make mouse navigation essentially
free regardless of file size:
Option A – Wire tessellation cache: entity_wires_arc() caches the
tessellated Vec<WireModel> keyed by geometry_epoch and returns an Arc,
so navigation frames (no preview wires) incur zero Vec clones and zero
tessellation work. Primitive::wires changed to Arc<Vec<WireModel>>.
Option B – GPU buffer cache: Pipeline stores cached_epoch; prepare()
skips all upload_wires/hatches/images/meshes calls when the epoch is
unchanged, writing only the 192-byte camera uniform instead.
geometry_epoch is a process-wide AtomicU64 incremented by every Scene
mutation (add/erase entity, selection, layer visibility, layout switch,
populate_*, grip, transform, copy, clear, preview wires). Using a global
counter rather than a per-scene counter prevents two tabs that happen to
have the same local bump count from sharing a cached_epoch value, which
was causing the first file's geometry to remain on screen after opening a
second file.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 02:13:31 +03:00
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pub(super) wires: Arc<Vec<WireModel>>,
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2026-04-28 21:53:31 +03:00
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/// 3DFACE entity wires — separated so they are uploaded to the dedicated
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/// face3d pipeline (fill + batched edges) instead of N individual WireGpu.
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pub(super) face3d_wires: Arc<Vec<WireModel>>,
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feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.
Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.
Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-30 21:29:01 +03:00
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/// Per-entity normalized draw-order depth (handle.value() → (0,1)), used
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/// by the wire / face3d pipelines as a clip-z bias. WireModels carry no
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/// depth field (84 construction sites); the bias is looked up by handle
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/// at GPU-upload time from this map instead.
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pub(super) draw_depths: Arc<std::collections::HashMap<u64, f32>>,
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2026-04-26 11:34:52 +03:00
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pub(super) hatches: Arc<Vec<HatchModel>>,
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2026-04-06 23:44:36 +03:00
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/// Wipeout fills — rendered in a separate pass AFTER wires.
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2026-04-26 11:34:52 +03:00
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pub(super) wipeout_hatches: Arc<Vec<HatchModel>>,
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pub(super) images: Arc<Vec<ImageModel>>,
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2026-05-15 23:30:13 +03:00
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pub(super) meshes: Arc<Vec<MeshLodSet>>,
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2026-03-22 23:07:43 +03:00
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pub(super) uniforms: Uniforms,
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/// Camera rotation matrix derived from the quaternion.
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/// Used by the ViewCube pipeline — no gimbal lock.
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pub(super) cam_rotation: Mat4,
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pub(super) hover_region: Option<usize>,
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2026-04-24 01:31:52 +03:00
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pub(super) show_viewcube: bool,
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2026-05-20 04:44:07 +03:00
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/// Header.fill_mode (FILLMODE): when false, hatch / wipeout / face3d-fill
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/// uploads short-circuit so the renderer draws only wireframe.
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pub(super) fill_mode: bool,
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2026-05-27 00:08:37 +03:00
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/// Per-view "Wireframe vs Solid" toggle. When `true`, 3D face fills
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/// are dropped on the upload path so 3D faces draw as edges only.
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/// Hatch / wipeout uploads are deliberately *not* gated by this flag —
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/// the user toggle should only affect 3D solids, not 2D fills.
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pub(super) view_wireframe: bool,
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/// Whether the active render mode wants 3D mesh fills uploaded. Off
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/// in `Wireframe2D` / `Wireframe3D`; on for every shaded variant. Set
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/// at the same point `view_wireframe` is computed so the two stay in
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/// lock-step for the gating logic in `prepare()`.
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pub(super) mesh_fill: bool,
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/// Whether the active render mode wants 3D mesh / face edges
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/// rendered on top of fills. Most shaded modes turn this off; the
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/// `*WithEdges` variants and the pure wireframes leave it on.
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pub(super) show_3d_edges: bool,
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2026-05-27 05:40:39 +03:00
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/// HiddenLine routes 3D fills through a depth-only prepass so edges
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/// occluded by closer geometry are culled by the LessEqual depth
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/// test on the wire passes that follow.
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pub(super) hidden_line: bool,
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perf: eliminate per-frame re-tessellation and GPU re-upload in large files
Add two complementary render caches that make mouse navigation essentially
free regardless of file size:
Option A – Wire tessellation cache: entity_wires_arc() caches the
tessellated Vec<WireModel> keyed by geometry_epoch and returns an Arc,
so navigation frames (no preview wires) incur zero Vec clones and zero
tessellation work. Primitive::wires changed to Arc<Vec<WireModel>>.
Option B – GPU buffer cache: Pipeline stores cached_epoch; prepare()
skips all upload_wires/hatches/images/meshes calls when the epoch is
unchanged, writing only the 192-byte camera uniform instead.
geometry_epoch is a process-wide AtomicU64 incremented by every Scene
mutation (add/erase entity, selection, layer visibility, layout switch,
populate_*, grip, transform, copy, clear, preview wires). Using a global
counter rather than a per-scene counter prevents two tabs that happen to
have the same local bump count from sharing a cached_epoch value, which
was causing the first file's geometry to remain on screen after opening a
second file.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 02:13:31 +03:00
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pub(super) geometry_epoch: u64,
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2026-05-14 13:52:04 +03:00
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/// Camera generation captured when this Primitive was assembled. Paired
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/// with `geometry_epoch` so the wire buffers re-upload when the view
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/// changes (frustum culling produces a different wire list).
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pub(super) camera_generation: u64,
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2026-05-27 19:47:42 +03:00
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/// Screen rectangle this viewport fills, **normalized** to the widget
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/// bounds (each component in 0..1). A single full-widget view is
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/// `(0, 0, 1, 1)`; tiled / floating viewports are sub-rectangles.
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/// Normalized form lets `render()` derive the physical sub-clip from
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/// the surface clip without needing the scale factor.
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pub(super) screen_rect: Rectangle,
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}
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#[derive(Debug)]
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pub struct Primitive {
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/// One entry per viewport drawn this frame (≥1).
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pub(super) viewports: Vec<ViewportData>,
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/// Background color used to clear each viewport's MSAA buffer.
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pub(super) bg_color: [f32; 4],
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2026-03-22 23:07:43 +03:00
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}
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2026-05-27 00:08:37 +03:00
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/// Flags the render pipeline consumes, derived from
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/// [`acadrust::entities::ViewportRenderMode`]. Each shaded variant fills
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/// 3D faces and meshes; the pure wireframes drop the fill and keep only
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2026-05-27 05:40:39 +03:00
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/// edges. `*WithEdges` variants render both. HiddenLine uses a depth
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/// prepass: face/mesh fills are uploaded but routed through depth-only
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/// pipelines so hidden edges drop out. `FlatShaded` vs `GouraudShaded`
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/// differ in shader uniform only and produce identical fill flags here.
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2026-05-27 00:08:37 +03:00
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#[derive(Clone, Copy, Debug)]
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pub struct RenderModeFlags {
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pub face3d_fill: bool,
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pub mesh_fill: bool,
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pub show_3d_edges: bool,
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2026-05-27 05:40:39 +03:00
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pub hidden_line: bool,
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2026-05-27 05:57:19 +03:00
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/// `true` for FlatShaded / FlatShadedWithEdges. The mesh shader
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/// reads `Uniforms.flat_shade` and replaces the smooth per-vertex
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/// normal with a per-triangle face normal so each triangle reads
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/// as a single tone.
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pub flat_shade: bool,
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2026-05-27 00:08:37 +03:00
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}
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pub fn render_mode_flags(
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mode: acadrust::entities::ViewportRenderMode,
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) -> RenderModeFlags {
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use acadrust::entities::ViewportRenderMode as M;
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match mode {
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M::Wireframe2D | M::Wireframe3D => RenderModeFlags {
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face3d_fill: false,
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mesh_fill: false,
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show_3d_edges: true,
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2026-05-27 05:40:39 +03:00
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hidden_line: false,
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2026-05-27 05:57:19 +03:00
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flat_shade: false,
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2026-05-27 00:08:37 +03:00
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},
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M::HiddenLine => RenderModeFlags {
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face3d_fill: true,
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mesh_fill: true,
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show_3d_edges: true,
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2026-05-27 05:40:39 +03:00
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hidden_line: true,
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2026-05-27 05:57:19 +03:00
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flat_shade: false,
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2026-05-27 00:08:37 +03:00
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},
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2026-05-27 05:57:19 +03:00
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M::FlatShaded => RenderModeFlags {
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2026-05-27 00:08:37 +03:00
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face3d_fill: true,
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mesh_fill: true,
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show_3d_edges: false,
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2026-05-27 05:40:39 +03:00
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hidden_line: false,
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2026-05-27 05:57:19 +03:00
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flat_shade: true,
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2026-05-27 00:08:37 +03:00
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},
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2026-05-27 05:57:19 +03:00
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M::GouraudShaded => RenderModeFlags {
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face3d_fill: true,
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mesh_fill: true,
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show_3d_edges: false,
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hidden_line: false,
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flat_shade: false,
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},
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M::FlatShadedWithEdges => RenderModeFlags {
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2026-05-27 00:08:37 +03:00
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face3d_fill: true,
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mesh_fill: true,
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show_3d_edges: true,
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2026-05-27 05:40:39 +03:00
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hidden_line: false,
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2026-05-27 05:57:19 +03:00
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flat_shade: true,
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},
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M::GouraudShadedWithEdges => RenderModeFlags {
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face3d_fill: true,
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mesh_fill: true,
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show_3d_edges: true,
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hidden_line: false,
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flat_shade: false,
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2026-05-27 00:08:37 +03:00
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},
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}
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}
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2026-03-22 23:07:43 +03:00
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// ── shader::Primitive impl ────────────────────────────────────────────────
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impl shader::Primitive for Primitive {
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2026-05-27 19:47:42 +03:00
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type Pipeline = MultiPipeline;
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2026-03-22 23:07:43 +03:00
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fn prepare(
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&self,
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2026-05-27 19:47:42 +03:00
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pipeline: &mut MultiPipeline,
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2026-03-22 23:07:43 +03:00
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device: &iced::wgpu::Device,
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queue: &iced::wgpu::Queue,
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2026-04-23 21:39:43 +03:00
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bounds: &Rectangle,
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2026-03-22 23:07:43 +03:00
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viewport: &Viewport,
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) {
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let phys = viewport.physical_size();
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2026-04-08 12:20:47 +03:00
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let full_size = Size::new(phys.width, phys.height);
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let scale = viewport.scale_factor() as f32;
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2026-05-27 19:47:42 +03:00
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pipeline.ensure_len(device, queue, self.viewports.len());
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for (i, vp) in self.viewports.iter().enumerate() {
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let inner = &mut pipeline.inners[i];
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2026-05-28 12:15:00 +03:00
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// The MSAA / depth / resolve textures are always sized to the
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// FULL viewport rectangle (not the on-canvas-visible portion)
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// so the camera matrices render at consistent aspect / scale.
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// The blit step picks the visible sub-rectangle out via the
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|
|
|
|
|
// shader's UV crop uniform, which lets partially off-canvas
|
|
|
|
|
|
// viewports composite to their visible surface area without
|
|
|
|
|
|
// drift.
|
2026-05-27 19:47:42 +03:00
|
|
|
|
let clip_size = Size::new(
|
|
|
|
|
|
(vp.screen_rect.width * bounds.width * scale).ceil().max(1.0) as u32,
|
|
|
|
|
|
(vp.screen_rect.height * bounds.height * scale).ceil().max(1.0) as u32,
|
|
|
|
|
|
);
|
|
|
|
|
|
inner.ensure_depth_texture(device, clip_size);
|
|
|
|
|
|
inner.viewcube.ensure_depth_texture(device, full_size);
|
2026-05-28 12:15:00 +03:00
|
|
|
|
// Compute the UV crop for this viewport. `screen_rect` is in
|
|
|
|
|
|
// normalized canvas units (0..1) but may extend negative or
|
|
|
|
|
|
// beyond 1 when the viewport hangs off the canvas. The on-
|
|
|
|
|
|
// canvas portion in viewport-local UV is straightforward to
|
|
|
|
|
|
// derive from how much sticks out on each side.
|
|
|
|
|
|
let sr = vp.screen_rect;
|
|
|
|
|
|
let (uo_x, us_x) = uv_crop_axis(sr.x, sr.width);
|
|
|
|
|
|
let (uo_y, us_y) = uv_crop_axis(sr.y, sr.height);
|
|
|
|
|
|
inner.upload_blit_uv(queue, [uo_x, uo_y], [us_x, us_y]);
|
2026-05-27 19:47:42 +03:00
|
|
|
|
inner.upload_uniforms(queue, &vp.uniforms);
|
|
|
|
|
|
let cur_key = (vp.geometry_epoch, vp.camera_generation);
|
|
|
|
|
|
let fill_mode = vp.fill_mode;
|
|
|
|
|
|
// 3D face fill requires *both* the doc-level FILLMODE *and* the
|
|
|
|
|
|
// per-view Solid toggle. Hatches / wipeouts deliberately ignore
|
|
|
|
|
|
// the view toggle so 2D fills stay on even when the user picks
|
|
|
|
|
|
// the Wireframe overlay style.
|
|
|
|
|
|
let face3d_fill_active = fill_mode && !vp.view_wireframe;
|
|
|
|
|
|
if cur_key != inner.cached_epoch {
|
|
|
|
|
|
// Static buffers (hatches/images/meshes) only need refresh on
|
|
|
|
|
|
// a real geometry change, not on every camera tick.
|
|
|
|
|
|
if vp.geometry_epoch != inner.cached_epoch.0 {
|
|
|
|
|
|
if fill_mode {
|
|
|
|
|
|
inner.upload_hatches(device, &vp.hatches[..]);
|
|
|
|
|
|
inner.upload_wipeouts(device, &vp.wipeout_hatches[..]);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
inner.upload_hatches(device, &[]);
|
|
|
|
|
|
inner.upload_wipeouts(device, &[]);
|
|
|
|
|
|
}
|
|
|
|
|
|
inner.upload_images(device, queue, &vp.images[..]);
|
|
|
|
|
|
inner.upload_meshes(device, &vp.meshes[..]);
|
2026-05-20 04:44:07 +03:00
|
|
|
|
}
|
2026-05-27 19:47:42 +03:00
|
|
|
|
// Wires re-upload on every camera change because the visible
|
|
|
|
|
|
// subset shifts under frustum culling.
|
feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.
Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.
Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-30 21:29:01 +03:00
|
|
|
|
inner.upload_wires(device, &vp.wires[..], &vp.draw_depths);
|
2026-05-27 19:47:42 +03:00
|
|
|
|
inner.upload_face3d(
|
|
|
|
|
|
device,
|
|
|
|
|
|
&vp.face3d_wires[..],
|
|
|
|
|
|
&vp.wires[..],
|
|
|
|
|
|
!face3d_fill_active,
|
feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.
Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.
Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-30 21:29:01 +03:00
|
|
|
|
&vp.draw_depths,
|
2026-05-27 19:47:42 +03:00
|
|
|
|
);
|
|
|
|
|
|
inner.cached_epoch = cur_key;
|
|
|
|
|
|
}
|
|
|
|
|
|
let vproj = vp.uniforms.view_proj;
|
|
|
|
|
|
inner.compute_wire_scissors(vproj, clip_size.width, clip_size.height);
|
|
|
|
|
|
inner.compute_wipeout_scissors(vproj, clip_size.width, clip_size.height);
|
|
|
|
|
|
inner.compute_image_scissors(vproj, clip_size.width, clip_size.height);
|
|
|
|
|
|
inner.compute_hatch_lod(queue, vproj, clip_size.width, clip_size.height);
|
|
|
|
|
|
inner.compute_wipeout_lod(vproj, clip_size.width, clip_size.height);
|
|
|
|
|
|
inner.compute_mesh_lod(vproj, clip_size.width, clip_size.height);
|
|
|
|
|
|
if vp.show_viewcube {
|
|
|
|
|
|
inner.viewcube.upload(
|
|
|
|
|
|
queue,
|
|
|
|
|
|
vp.cam_rotation,
|
|
|
|
|
|
(vp.screen_rect.width * bounds.width) as u32,
|
|
|
|
|
|
(vp.screen_rect.height * bounds.height) as u32,
|
|
|
|
|
|
vp.hover_region,
|
|
|
|
|
|
);
|
2026-05-14 13:52:04 +03:00
|
|
|
|
}
|
2026-04-24 01:31:52 +03:00
|
|
|
|
}
|
2026-03-22 23:07:43 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
fn render(
|
|
|
|
|
|
&self,
|
2026-05-27 19:47:42 +03:00
|
|
|
|
pipeline: &MultiPipeline,
|
2026-03-22 23:07:43 +03:00
|
|
|
|
encoder: &mut iced::wgpu::CommandEncoder,
|
|
|
|
|
|
target: &iced::wgpu::TextureView,
|
|
|
|
|
|
clip: &Rectangle<u32>,
|
|
|
|
|
|
) {
|
2026-05-28 12:15:00 +03:00
|
|
|
|
let cw = clip.width as f32;
|
|
|
|
|
|
let ch = clip.height as f32;
|
|
|
|
|
|
let clip_right = clip.x + clip.width;
|
|
|
|
|
|
let clip_bottom = clip.y + clip.height;
|
2026-05-27 19:47:42 +03:00
|
|
|
|
for (i, vp) in self.viewports.iter().enumerate() {
|
|
|
|
|
|
let Some(inner) = pipeline.inners.get(i) else {
|
|
|
|
|
|
break;
|
|
|
|
|
|
};
|
2026-05-28 12:15:00 +03:00
|
|
|
|
// Where the viewport would land on the surface in absolute
|
|
|
|
|
|
// pixels (i32 because either edge may stick off the canvas).
|
|
|
|
|
|
let vp_full_x = clip.x as i32 + (vp.screen_rect.x * cw) as i32;
|
|
|
|
|
|
let vp_full_y = clip.y as i32 + (vp.screen_rect.y * ch) as i32;
|
|
|
|
|
|
let vp_full_w = (vp.screen_rect.width * cw).max(1.0) as i32;
|
|
|
|
|
|
let vp_full_h = (vp.screen_rect.height * ch).max(1.0) as i32;
|
|
|
|
|
|
// Intersect with the surface clip — that's the slice we blit.
|
|
|
|
|
|
let dest_x = vp_full_x.max(clip.x as i32);
|
|
|
|
|
|
let dest_y = vp_full_y.max(clip.y as i32);
|
|
|
|
|
|
let dest_right = (vp_full_x + vp_full_w).min(clip_right as i32);
|
|
|
|
|
|
let dest_bottom = (vp_full_y + vp_full_h).min(clip_bottom as i32);
|
|
|
|
|
|
if dest_right <= dest_x || dest_bottom <= dest_y {
|
|
|
|
|
|
continue;
|
|
|
|
|
|
}
|
|
|
|
|
|
let surface_dest = Rectangle {
|
|
|
|
|
|
x: dest_x as u32,
|
|
|
|
|
|
y: dest_y as u32,
|
|
|
|
|
|
width: (dest_right - dest_x) as u32,
|
|
|
|
|
|
height: (dest_bottom - dest_y) as u32,
|
2026-05-27 19:47:42 +03:00
|
|
|
|
};
|
2026-05-28 12:15:00 +03:00
|
|
|
|
let vp_size = Size::new(vp_full_w.max(1) as u32, vp_full_h.max(1) as u32);
|
2026-05-27 19:47:42 +03:00
|
|
|
|
// `mesh_fill` is false for Wireframe 2D / Wireframe 3D — flip
|
|
|
|
|
|
// the draw path so meshes use the wireframe pipeline + the
|
|
|
|
|
|
// pre-built triangle-edge index buffer.
|
|
|
|
|
|
let mesh_wireframe = !vp.mesh_fill;
|
|
|
|
|
|
inner.render(
|
|
|
|
|
|
encoder,
|
|
|
|
|
|
target,
|
2026-05-28 12:15:00 +03:00
|
|
|
|
vp_size,
|
|
|
|
|
|
surface_dest,
|
2026-05-27 19:47:42 +03:00
|
|
|
|
self.bg_color,
|
|
|
|
|
|
mesh_wireframe,
|
|
|
|
|
|
vp.hidden_line,
|
|
|
|
|
|
vp.show_3d_edges,
|
|
|
|
|
|
);
|
2026-05-28 12:15:00 +03:00
|
|
|
|
// The ViewCube renders directly to the surface at the full
|
|
|
|
|
|
// viewport rect. Skip it when the viewport's top-right corner
|
|
|
|
|
|
// (where the cube sits) is off-canvas — wgpu's `set_viewport`
|
|
|
|
|
|
// rejects negative origins, and a clamped cube would scale
|
|
|
|
|
|
// distortedly. The active viewport is normally fully visible.
|
|
|
|
|
|
if vp.show_viewcube
|
|
|
|
|
|
&& vp_full_x >= clip.x as i32
|
|
|
|
|
|
&& vp_full_y >= clip.y as i32
|
|
|
|
|
|
&& vp_full_x + vp_full_w <= clip_right as i32
|
|
|
|
|
|
&& vp_full_y + vp_full_h <= clip_bottom as i32
|
|
|
|
|
|
{
|
|
|
|
|
|
let vp_clip = Rectangle {
|
|
|
|
|
|
x: vp_full_x as u32,
|
|
|
|
|
|
y: vp_full_y as u32,
|
|
|
|
|
|
width: vp_full_w as u32,
|
|
|
|
|
|
height: vp_full_h as u32,
|
|
|
|
|
|
};
|
2026-05-27 19:47:42 +03:00
|
|
|
|
inner.viewcube.render(encoder, target, vp_clip);
|
|
|
|
|
|
}
|
2026-04-24 01:31:52 +03:00
|
|
|
|
}
|
2026-03-22 23:07:43 +03:00
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-05-28 12:15:00 +03:00
|
|
|
|
/// On-canvas-visible UV crop on one axis. `pos` and `size` are in the
|
|
|
|
|
|
/// shader widget's normalized 0..1 coords. Returns `(uv_offset, uv_scale)`
|
|
|
|
|
|
/// applied as `actual_uv = quad_uv * uv_scale + uv_offset` in the blit
|
|
|
|
|
|
/// shader — identity `(0.0, 1.0)` for fully on-canvas viewports.
|
|
|
|
|
|
fn uv_crop_axis(pos: f32, size: f32) -> (f32, f32) {
|
|
|
|
|
|
if size <= 0.0 {
|
|
|
|
|
|
return (0.0, 1.0);
|
|
|
|
|
|
}
|
|
|
|
|
|
let left_off = (-pos).max(0.0);
|
|
|
|
|
|
let right_off = (pos + size - 1.0).max(0.0);
|
|
|
|
|
|
let visible = (size - left_off - right_off).max(0.0);
|
|
|
|
|
|
(left_off / size, visible / size)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-05-28 18:12:10 +03:00
|
|
|
|
/// Apply a clip-space crop to `view_proj` so the sub-rect of the original
|
|
|
|
|
|
/// view defined by UV offset `(uo, vo)` + scale `(us, vs)` is remapped to
|
|
|
|
|
|
/// NDC `[-1, 1]^2`. Identity transform when the sub-rect is the whole
|
|
|
|
|
|
/// view (`uo=vo=0`, `us=vs=1`). Used by viewports that hang off the
|
|
|
|
|
|
/// canvas — the camera frustum stays at full-vp aspect, but only the
|
|
|
|
|
|
/// visible portion lands in the MSAA target.
|
|
|
|
|
|
fn crop_view_proj(view_proj: glam::Mat4, uo: f32, vo: f32, us: f32, vs: f32) -> glam::Mat4 {
|
|
|
|
|
|
// Build the matrix that maps the visible clip-space sub-rect
|
|
|
|
|
|
// x ∈ [2uo - 1, 2(uo+us) - 1]
|
|
|
|
|
|
// y ∈ [1 - 2(vo+vs), 1 - 2vo]
|
|
|
|
|
|
// back to NDC [-1, 1]^2. (Texture v is top-down → camera y flips.)
|
|
|
|
|
|
let us = us.max(1e-6);
|
|
|
|
|
|
let vs = vs.max(1e-6);
|
|
|
|
|
|
let sx = 1.0 / us;
|
|
|
|
|
|
let sy = 1.0 / vs;
|
|
|
|
|
|
let tx = (1.0 - 2.0 * uo - us) / us;
|
|
|
|
|
|
let ty = -(1.0 - 2.0 * vo - vs) / vs;
|
|
|
|
|
|
let crop = glam::Mat4::from_cols_array(&[
|
|
|
|
|
|
sx, 0.0, 0.0, 0.0, // col 0
|
|
|
|
|
|
0.0, sy, 0.0, 0.0, // col 1
|
|
|
|
|
|
0.0, 0.0, 1.0, 0.0, // col 2
|
|
|
|
|
|
tx, ty, 0.0, 1.0, // col 3
|
|
|
|
|
|
]);
|
|
|
|
|
|
crop * view_proj
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-03-22 23:07:43 +03:00
|
|
|
|
// ── Render-style helpers (impl Scene) ────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
|
|
impl Scene {
|
2026-04-06 14:37:23 +03:00
|
|
|
|
/// Returns (entity_color, pattern_length, pattern, line_weight_px, aci).
|
|
|
|
|
|
pub(super) fn render_style(&self, e: &EntityType) -> ([f32; 4], f32, [f32; 8], f32, u8) {
|
2026-04-30 10:00:46 +03:00
|
|
|
|
let (color, pl, pat, lw, aci) = render_style_for(&self.document, e);
|
2026-05-12 10:36:15 +03:00
|
|
|
|
let bg = if self.current_layout == "Model" {
|
|
|
|
|
|
self.bg_color
|
|
|
|
|
|
} else {
|
|
|
|
|
|
self.paper_bg_color
|
|
|
|
|
|
};
|
2026-04-30 10:00:46 +03:00
|
|
|
|
(adapt_to_bg(color, bg), pl, pat, lw, aci)
|
2026-04-26 02:36:34 +03:00
|
|
|
|
}
|
|
|
|
|
|
}
|
2026-03-22 23:07:43 +03:00
|
|
|
|
|
2026-04-26 02:36:34 +03:00
|
|
|
|
// ── Document-only render-style helpers (no &self, safe to call from parallel contexts) ──
|
|
|
|
|
|
|
|
|
|
|
|
/// Resolves the effective linetype name for an entity, falling back to the
|
|
|
|
|
|
/// layer's linetype when the entity's own linetype is "ByLayer".
|
|
|
|
|
|
pub(super) fn linetype_name_for<'a>(document: &'a CadDocument, e: &'a EntityType) -> &'a str {
|
|
|
|
|
|
let elt = &e.common().linetype;
|
|
|
|
|
|
if elt.is_empty() || elt.eq_ignore_ascii_case("bylayer") {
|
|
|
|
|
|
document
|
|
|
|
|
|
.layers
|
|
|
|
|
|
.get(&e.common().layer)
|
|
|
|
|
|
.map(|l| l.line_type.as_str())
|
|
|
|
|
|
.unwrap_or("Continuous")
|
|
|
|
|
|
} else {
|
|
|
|
|
|
elt.as_str()
|
2026-03-22 23:07:43 +03:00
|
|
|
|
}
|
2026-04-26 02:36:34 +03:00
|
|
|
|
}
|
2026-03-22 23:07:43 +03:00
|
|
|
|
|
2026-04-26 02:36:34 +03:00
|
|
|
|
/// Returns `(entity_color, pattern_length, pattern, line_weight_px, aci)` for
|
2026-04-26 22:07:24 +03:00
|
|
|
|
/// an entity, resolving ByLayer color and linetype from the document.
|
2026-04-26 02:36:34 +03:00
|
|
|
|
pub(super) fn render_style_for(
|
|
|
|
|
|
document: &CadDocument,
|
|
|
|
|
|
e: &EntityType,
|
|
|
|
|
|
) -> ([f32; 4], f32, [f32; 8], f32, u8) {
|
|
|
|
|
|
let layer_name = &e.common().layer;
|
|
|
|
|
|
let (entity_color, aci) = {
|
|
|
|
|
|
let ec = &e.common().color;
|
|
|
|
|
|
let resolved = if *ec == AcadColor::ByLayer {
|
|
|
|
|
|
document
|
2026-03-22 23:07:43 +03:00
|
|
|
|
.layers
|
2026-04-26 02:36:34 +03:00
|
|
|
|
.get(layer_name)
|
|
|
|
|
|
.map(|l| &l.color)
|
|
|
|
|
|
.unwrap_or(&AcadColor::WHITE)
|
2026-03-22 23:07:43 +03:00
|
|
|
|
} else {
|
2026-04-26 02:36:34 +03:00
|
|
|
|
ec
|
|
|
|
|
|
};
|
|
|
|
|
|
let aci = match resolved {
|
|
|
|
|
|
AcadColor::Index(i) => *i,
|
|
|
|
|
|
_ => 0,
|
|
|
|
|
|
};
|
refactor(tess): move per-entity tessellation into entities/
Each entity's tessellation now lives alongside its definition in
entities/*.rs, attached to the entity type via a local trait:
LegacyTess — Viewport / Insert / Hatch / Ole2Frame
(fallback path for entities not on the truck pipeline)
LeaderTess — Leader
MultiLeaderTess — MultiLeader
DimensionTess — Dimension (carries its dim-only helpers too:
~1700 lines of dim_geometry, dim_text_*, format_*,
tolerance, suppression, etc.)
scene/tessellate.rs keeps only the cross-entity dispatcher plus the
shared dim machinery reused by leader/multileader/dimension
(ArrowKind, DimGeom, append_arrow, arrow_from_block, add_segment,
add_polyline, normalized_or, push_tri, color_or_inherit, entity_z,
offset_snap_pts). Cross-entity arc helpers + aci_to_rgba moved to
scene/tess_util.rs.
scene/tessellate.rs shrinks from ~3300 to 809 lines. Compile clean,
all 9 tests pass.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 23:12:27 +03:00
|
|
|
|
let [r, g, b, _] = tess_util::aci_to_rgba(resolved);
|
2026-04-26 02:36:34 +03:00
|
|
|
|
let alpha = 1.0 - e.common().transparency.as_percent() as f32;
|
|
|
|
|
|
([r, g, b, alpha], aci)
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
let lt_name = linetype_name_for(document, e);
|
2026-05-01 21:13:56 +03:00
|
|
|
|
// Effective scale = global LTSCALE × per-entity scale (both default to 1.0).
|
|
|
|
|
|
let lt_scale = document.header.linetype_scale as f32 * e.common().linetype_scale as f32;
|
2026-04-26 02:36:34 +03:00
|
|
|
|
let (pattern_length, pattern) = resolve_pattern(&document.line_types, lt_name, lt_scale);
|
|
|
|
|
|
|
|
|
|
|
|
let line_weight_px = {
|
2026-05-23 09:45:24 +03:00
|
|
|
|
// LWDISPLAY is no longer evaluated here — the toggle is now applied in
|
|
|
|
|
|
// the wire shader via `Uniforms.lwdisplay_enable`, so we always bake the
|
|
|
|
|
|
// entity's resolved (layer-inherited) weight. Toggling lineweight
|
|
|
|
|
|
// visibility costs only a uniform write, not a retessellate.
|
|
|
|
|
|
let ew = &e.common().line_weight;
|
|
|
|
|
|
let resolved = match ew {
|
|
|
|
|
|
LineWeight::ByLayer | LineWeight::ByBlock | LineWeight::Default => document
|
|
|
|
|
|
.layers
|
|
|
|
|
|
.get(layer_name)
|
|
|
|
|
|
.map(|l| &l.line_weight)
|
|
|
|
|
|
.unwrap_or(&LineWeight::Default),
|
|
|
|
|
|
_ => ew,
|
|
|
|
|
|
};
|
|
|
|
|
|
const MM_TO_PX: f32 = 96.0 / 25.4;
|
|
|
|
|
|
resolved
|
|
|
|
|
|
.millimeters()
|
|
|
|
|
|
.map(|mm| (mm as f32 * MM_TO_PX).max(1.0))
|
|
|
|
|
|
.unwrap_or(1.0)
|
2026-04-26 02:36:34 +03:00
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
(entity_color, pattern_length, pattern, line_weight_px, aci)
|
2026-03-22 23:07:43 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
2026-04-26 22:07:24 +03:00
|
|
|
|
/// Like `render_style_for` but resolves ByBlock properties by inheriting from
|
|
|
|
|
|
/// the INSERT entity's already-resolved style. Call this for exploded block
|
|
|
|
|
|
/// sub-entities so that ByBlock color/linetype/lineweight propagate correctly.
|
2026-05-23 23:26:14 +03:00
|
|
|
|
pub(crate) fn render_style_for_block_sub(
|
2026-04-26 22:07:24 +03:00
|
|
|
|
document: &CadDocument,
|
|
|
|
|
|
e: &EntityType,
|
|
|
|
|
|
insert_color: [f32; 4],
|
|
|
|
|
|
insert_pat_len: f32,
|
|
|
|
|
|
insert_pat: [f32; 8],
|
|
|
|
|
|
insert_lw_px: f32,
|
|
|
|
|
|
) -> ([f32; 4], f32, [f32; 8], f32, u8) {
|
|
|
|
|
|
let (color, pat_len, pat, lw_px, aci) = render_style_for(document, e);
|
|
|
|
|
|
let common = e.common();
|
|
|
|
|
|
|
|
|
|
|
|
let final_color = if common.color == AcadColor::ByBlock {
|
|
|
|
|
|
insert_color
|
|
|
|
|
|
} else {
|
|
|
|
|
|
color
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
let (final_pat_len, final_pat) = if common.linetype.eq_ignore_ascii_case("byblock") {
|
|
|
|
|
|
(insert_pat_len, insert_pat)
|
|
|
|
|
|
} else {
|
|
|
|
|
|
(pat_len, pat)
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
let final_lw = if matches!(common.line_weight, LineWeight::ByBlock) {
|
|
|
|
|
|
insert_lw_px
|
|
|
|
|
|
} else {
|
|
|
|
|
|
lw_px
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
(final_color, final_pat_len, final_pat, final_lw, aci)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-04-30 10:00:46 +03:00
|
|
|
|
/// Adapt white→black or black→white based on background luminance.
|
|
|
|
|
|
/// White entities on light backgrounds become black, black entities on dark
|
|
|
|
|
|
/// backgrounds become white. All other colors pass through unchanged.
|
2026-05-23 23:26:14 +03:00
|
|
|
|
pub(crate) fn adapt_to_bg(color: [f32; 4], bg: [f32; 4]) -> [f32; 4] {
|
2026-04-30 10:00:46 +03:00
|
|
|
|
let lum = 0.299 * bg[0] + 0.587 * bg[1] + 0.114 * bg[2];
|
|
|
|
|
|
let is_white = color[0] > 0.95 && color[1] > 0.95 && color[2] > 0.95;
|
|
|
|
|
|
let is_black = color[0] < 0.05 && color[1] < 0.05 && color[2] < 0.05;
|
|
|
|
|
|
if is_white && lum > 0.5 {
|
|
|
|
|
|
[0.0, 0.0, 0.0, color[3]]
|
|
|
|
|
|
} else if is_black && lum <= 0.5 {
|
|
|
|
|
|
[1.0, 1.0, 1.0, color[3]]
|
|
|
|
|
|
} else {
|
|
|
|
|
|
color
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-04-23 02:18:41 +03:00
|
|
|
|
// ── Primitive builder helpers (called by ViewportPane's shader::Program impl) ──
|
|
|
|
|
|
|
|
|
|
|
|
impl Scene {
|
2026-05-27 19:55:49 +03:00
|
|
|
|
/// Build the unified multi-viewport `Primitive` for the current layout.
|
|
|
|
|
|
/// Model layout → one full-window viewport (more once tiled); paper
|
|
|
|
|
|
/// layout → one viewport per floating content viewport. Each entry is
|
|
|
|
|
|
/// rendered into its own screen rectangle by its own inner pipeline.
|
|
|
|
|
|
pub(super) fn build_viewports(
|
|
|
|
|
|
&self,
|
|
|
|
|
|
bounds: Rectangle,
|
|
|
|
|
|
model_render_mode: acadrust::entities::ViewportRenderMode,
|
2026-05-28 09:45:19 +03:00
|
|
|
|
_hover_region: Option<usize>,
|
2026-05-27 19:55:49 +03:00
|
|
|
|
) -> Primitive {
|
2026-05-28 09:45:19 +03:00
|
|
|
|
// Hover comes from the scene cell driven by the app-level
|
|
|
|
|
|
// `CursorMoved` handler — the cube overlay sits above the shader
|
|
|
|
|
|
// and would otherwise mask the move event from `Program::update`.
|
|
|
|
|
|
let hover_region = self.viewcube_hover.get();
|
2026-05-27 19:55:49 +03:00
|
|
|
|
self.selection.borrow_mut().vp_size = (bounds.width, bounds.height);
|
|
|
|
|
|
if bounds.height > 0.0 {
|
|
|
|
|
|
self.set_render_aspect(bounds.width / bounds.height);
|
|
|
|
|
|
self.set_render_pixel_scale(bounds.width, bounds.height);
|
|
|
|
|
|
}
|
|
|
|
|
|
let canvas = (bounds.width.max(1.0), bounds.height.max(1.0));
|
|
|
|
|
|
let instances = self.active_viewports(canvas.0, canvas.1, model_render_mode);
|
2026-05-28 10:03:01 +03:00
|
|
|
|
// Transparent clear — outside drawn geometry the resolve texture
|
|
|
|
|
|
// stays at alpha=0, so the alpha-blended blit reveals whatever the
|
|
|
|
|
|
// underlying widget painted (model layout: container bg; paper
|
|
|
|
|
|
// layout: PaperCanvas sheet — including inside content viewport
|
|
|
|
|
|
// rectangles).
|
|
|
|
|
|
let bg_color = [0.0, 0.0, 0.0, 0.0];
|
2026-05-27 19:55:49 +03:00
|
|
|
|
let viewports: Vec<ViewportData> = instances
|
|
|
|
|
|
.iter()
|
2026-05-28 18:12:10 +03:00
|
|
|
|
.filter_map(|inst| self.viewport_data_for(inst, canvas, hover_region))
|
2026-05-27 19:55:49 +03:00
|
|
|
|
.collect();
|
2026-05-28 10:03:01 +03:00
|
|
|
|
// Empty viewports → blit nothing. The widget container's
|
|
|
|
|
|
// background (model bg or the PaperCanvas widget below) stays
|
|
|
|
|
|
// visible. This happens in paper layouts without content viewports.
|
|
|
|
|
|
Primitive { viewports, bg_color }
|
2026-05-27 19:55:49 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Build one `ViewportData` from a `ViewportInstance`: gathers the
|
|
|
|
|
|
/// viewport's geometry (full model for the Model view / `Handle::NULL`,
|
|
|
|
|
|
/// or the layer-frozen subset for a paper viewport), its camera
|
|
|
|
|
|
/// uniforms, and the normalized screen rectangle.
|
|
|
|
|
|
fn viewport_data_for(
|
|
|
|
|
|
&self,
|
|
|
|
|
|
inst: &ViewportInstance,
|
|
|
|
|
|
canvas: (f32, f32),
|
|
|
|
|
|
hover_region: Option<usize>,
|
2026-05-28 18:12:10 +03:00
|
|
|
|
) -> Option<ViewportData> {
|
2026-05-27 19:55:49 +03:00
|
|
|
|
let flags = render_mode_flags(inst.render_mode);
|
|
|
|
|
|
let view_wireframe = !flags.face3d_fill;
|
|
|
|
|
|
|
2026-05-28 18:12:10 +03:00
|
|
|
|
// Clip the viewport rect to the canvas; size the per-viewport MSAA
|
|
|
|
|
|
// / depth / resolve textures to that visible portion. Sizing them
|
|
|
|
|
|
// to the full vp rect would blow past wgpu's per-dimension texture
|
|
|
|
|
|
// limit (8192 on common GPUs) once paper-space zoom grows the rect
|
|
|
|
|
|
// far enough off the canvas.
|
|
|
|
|
|
let full = inst.screen_rect;
|
|
|
|
|
|
if full.width <= 0.0 || full.height <= 0.0 {
|
|
|
|
|
|
return None;
|
|
|
|
|
|
}
|
|
|
|
|
|
let visible_x = full.x.max(0.0);
|
|
|
|
|
|
let visible_y = full.y.max(0.0);
|
|
|
|
|
|
let visible_x_end = (full.x + full.width).min(canvas.0);
|
|
|
|
|
|
let visible_y_end = (full.y + full.height).min(canvas.1);
|
|
|
|
|
|
let visible_w = (visible_x_end - visible_x).max(0.0);
|
|
|
|
|
|
let visible_h = (visible_y_end - visible_y).max(0.0);
|
|
|
|
|
|
if visible_w < 1.0 || visible_h < 1.0 {
|
|
|
|
|
|
return None;
|
|
|
|
|
|
}
|
|
|
|
|
|
let uo = ((visible_x - full.x) / full.width).clamp(0.0, 1.0);
|
|
|
|
|
|
let vo = ((visible_y - full.y) / full.height).clamp(0.0, 1.0);
|
|
|
|
|
|
let us = (visible_w / full.width).clamp(0.0, 1.0);
|
|
|
|
|
|
let vs = (visible_h / full.height).clamp(0.0, 1.0);
|
|
|
|
|
|
|
2026-05-28 20:13:23 +03:00
|
|
|
|
// Model tiles each get their own tessellation cache keyed off the
|
|
|
|
|
|
// tile's camera — culling/LOD depend on per-tile zoom, not the
|
|
|
|
|
|
// active tile's. Paper-space content viewports already had a
|
|
|
|
|
|
// per-viewport cache.
|
|
|
|
|
|
let base_arc = if let Some(tile_idx) = inst.tile_idx {
|
|
|
|
|
|
let aspect = if full.height > 0.0 {
|
|
|
|
|
|
full.width / full.height
|
|
|
|
|
|
} else {
|
|
|
|
|
|
1.0
|
|
|
|
|
|
};
|
|
|
|
|
|
self.model_tile_wires_arc(tile_idx, &inst.camera, aspect, full.height)
|
2026-06-02 20:05:51 +03:00
|
|
|
|
} else if inst.paper_sheet {
|
|
|
|
|
|
// The sheet renders the paper block's own entities + viewport
|
|
|
|
|
|
// borders — NOT the projected viewport content (the GPU content
|
|
|
|
|
|
// viewports draw that themselves).
|
|
|
|
|
|
self.paper_sheet_wires_arc()
|
2026-05-28 20:13:23 +03:00
|
|
|
|
} else if inst.handle == acadrust::Handle::NULL {
|
2026-05-27 19:55:49 +03:00
|
|
|
|
self.entity_wires_arc()
|
|
|
|
|
|
} else {
|
2026-05-28 20:32:16 +03:00
|
|
|
|
self.model_wires_for_viewport_arc(inst.handle, full.height)
|
2026-05-27 19:55:49 +03:00
|
|
|
|
};
|
|
|
|
|
|
let (face3d_wires, other_wires) = split_face3d_wires(&base_arc, &self.document);
|
|
|
|
|
|
let all_wires = if self.interim_wire.is_none() && self.preview_wires.is_empty() {
|
|
|
|
|
|
Arc::new(other_wires)
|
|
|
|
|
|
} else {
|
|
|
|
|
|
let mut v = other_wires;
|
|
|
|
|
|
if let Some(iw) = &self.interim_wire {
|
|
|
|
|
|
v.push(iw.clone());
|
|
|
|
|
|
}
|
|
|
|
|
|
v.extend(self.preview_wires.iter().cloned());
|
|
|
|
|
|
Arc::new(v)
|
|
|
|
|
|
};
|
|
|
|
|
|
|
2026-05-28 18:12:10 +03:00
|
|
|
|
// Build the camera at the *full* viewport's aspect so the ortho
|
|
|
|
|
|
// frustum matches what the viewport entity stores, then post-
|
|
|
|
|
|
// multiply by a clip-space "zoom into the visible sub-rect" that
|
|
|
|
|
|
// maps the visible portion to NDC [-1, 1]. Geometry passes
|
|
|
|
|
|
// rasterize into a visible-sized MSAA, so `viewport_size` (used
|
|
|
|
|
|
// by the wire shader to extrude line thickness in screen pixels)
|
|
|
|
|
|
// must be the visible size — but `world_per_pixel` is invariant
|
|
|
|
|
|
// under cropping (full_h cancels with vs) so the value computed
|
|
|
|
|
|
// from the full bounds is the one we want.
|
|
|
|
|
|
let full_bounds = Rectangle {
|
2026-05-27 19:55:49 +03:00
|
|
|
|
x: 0.0,
|
|
|
|
|
|
y: 0.0,
|
2026-05-28 18:12:10 +03:00
|
|
|
|
width: full.width.max(1.0),
|
|
|
|
|
|
height: full.height.max(1.0),
|
2026-05-27 19:55:49 +03:00
|
|
|
|
};
|
|
|
|
|
|
let mut uniforms =
|
2026-05-28 18:12:10 +03:00
|
|
|
|
Uniforms::new(&inst.camera, full_bounds, self.document.header.lineweight_display);
|
|
|
|
|
|
uniforms.view_proj = crop_view_proj(uniforms.view_proj, uo, vo, us, vs);
|
|
|
|
|
|
uniforms.viewport_size = [visible_w, visible_h];
|
2026-05-27 19:55:49 +03:00
|
|
|
|
uniforms.flat_shade = if flags.flat_shade { 1.0 } else { 0.0 };
|
|
|
|
|
|
|
2026-05-28 18:12:10 +03:00
|
|
|
|
// `screen_rect` carries the *visible* sub-rectangle in normalized
|
|
|
|
|
|
// canvas coords — that's what `Pipeline::prepare` uses to size
|
|
|
|
|
|
// the per-viewport textures and what `Primitive::render` uses to
|
|
|
|
|
|
// pick the surface destination. The UV crop uniform reads as
|
|
|
|
|
|
// identity here, since the texture already covers exactly the
|
|
|
|
|
|
// visible portion.
|
2026-05-27 19:55:49 +03:00
|
|
|
|
let screen_rect = Rectangle {
|
2026-05-28 18:12:10 +03:00
|
|
|
|
x: visible_x / canvas.0,
|
|
|
|
|
|
y: visible_y / canvas.1,
|
|
|
|
|
|
width: visible_w / canvas.0,
|
|
|
|
|
|
height: visible_h / canvas.1,
|
2026-05-27 19:55:49 +03:00
|
|
|
|
};
|
|
|
|
|
|
|
2026-06-02 20:25:50 +03:00
|
|
|
|
// The paper sheet instance renders the same hatch / wipeout / image
|
|
|
|
|
|
// fills as everything else (wrong-camera fills fall outside its
|
|
|
|
|
|
// frustum and are culled), plus a synthetic white fill for the sheet's
|
|
|
|
|
|
// printable area — the GPU equivalent of the old PaperCanvas chrome.
|
|
|
|
|
|
let hatches = if inst.paper_sheet {
|
|
|
|
|
|
let mut v: Vec<HatchModel> = Vec::new();
|
|
|
|
|
|
if let Some(sheet) = self.paper_sheet_fill() {
|
|
|
|
|
|
v.push(sheet);
|
|
|
|
|
|
}
|
|
|
|
|
|
v.extend(self.hatch_models_arc().iter().cloned());
|
|
|
|
|
|
Arc::new(v)
|
2026-06-02 20:05:51 +03:00
|
|
|
|
} else {
|
2026-06-02 20:25:50 +03:00
|
|
|
|
self.hatch_models_arc()
|
2026-06-02 20:05:51 +03:00
|
|
|
|
};
|
2026-06-02 20:25:50 +03:00
|
|
|
|
let wipeout_hatches = self.wipeout_models_arc();
|
|
|
|
|
|
let images = self.images_arc();
|
2026-06-02 20:05:51 +03:00
|
|
|
|
|
2026-05-28 18:12:10 +03:00
|
|
|
|
Some(ViewportData {
|
2026-05-27 19:55:49 +03:00
|
|
|
|
wires: all_wires,
|
|
|
|
|
|
face3d_wires: Arc::new(face3d_wires),
|
feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.
Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.
Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-30 21:29:01 +03:00
|
|
|
|
draw_depths: self.draw_depth_map(),
|
2026-06-02 20:05:51 +03:00
|
|
|
|
hatches,
|
|
|
|
|
|
wipeout_hatches,
|
|
|
|
|
|
images,
|
2026-05-27 19:55:49 +03:00
|
|
|
|
meshes: self.meshes_arc(),
|
|
|
|
|
|
uniforms,
|
|
|
|
|
|
cam_rotation: inst.camera.view_rotation_mat(),
|
|
|
|
|
|
// Only the active viewport gets the hovered-region highlight.
|
|
|
|
|
|
hover_region: if inst.active { hover_region } else { None },
|
|
|
|
|
|
show_viewcube: inst.active,
|
|
|
|
|
|
fill_mode: self.document.header.fill_mode,
|
|
|
|
|
|
view_wireframe,
|
|
|
|
|
|
mesh_fill: flags.mesh_fill,
|
|
|
|
|
|
show_3d_edges: flags.show_3d_edges,
|
|
|
|
|
|
hidden_line: flags.hidden_line,
|
|
|
|
|
|
geometry_epoch: self.geometry_epoch,
|
|
|
|
|
|
camera_generation: self.camera_generation,
|
|
|
|
|
|
screen_rect,
|
2026-05-28 18:12:10 +03:00
|
|
|
|
})
|
2026-05-27 19:55:49 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
2026-04-23 02:18:41 +03:00
|
|
|
|
/// Update viewcube hover state from cursor position within `bounds`.
|
2026-05-28 09:45:19 +03:00
|
|
|
|
///
|
|
|
|
|
|
/// The cube draws in the top-right of the *active model tile* (which fills
|
|
|
|
|
|
/// the canvas when there is a single tile), so the hover hit-test maps the
|
|
|
|
|
|
/// cursor into that tile's local space and uses the tile's dimensions.
|
2026-04-23 02:18:41 +03:00
|
|
|
|
pub(super) fn update_viewcube_state(
|
|
|
|
|
|
&self,
|
|
|
|
|
|
state: &mut CameraState,
|
|
|
|
|
|
bounds: Rectangle,
|
|
|
|
|
|
cursor: mouse::Cursor,
|
|
|
|
|
|
) {
|
|
|
|
|
|
let pos = cursor.position_in(bounds);
|
|
|
|
|
|
let cam_rotation = self.camera.borrow().view_rotation_mat();
|
|
|
|
|
|
if let Some(p) = pos {
|
2026-05-28 09:45:19 +03:00
|
|
|
|
let tile = self.active_model_tile_bounds(bounds.width, bounds.height);
|
2026-04-23 02:18:41 +03:00
|
|
|
|
state.hover_region = hover_id(
|
2026-05-28 09:45:19 +03:00
|
|
|
|
p.x - tile.x,
|
|
|
|
|
|
p.y - tile.y,
|
|
|
|
|
|
tile.width,
|
|
|
|
|
|
tile.height,
|
2026-04-23 02:18:41 +03:00
|
|
|
|
cam_rotation,
|
|
|
|
|
|
VIEWCUBE_PX,
|
|
|
|
|
|
);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
state.hover_region = None;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-05-12 10:36:15 +03:00
|
|
|
|
pub(super) fn viewcube_mouse_interaction(&self, state: &CameraState) -> mouse::Interaction {
|
2026-04-23 02:18:41 +03:00
|
|
|
|
if state.hover_region.is_some() {
|
|
|
|
|
|
mouse::Interaction::Pointer
|
|
|
|
|
|
} else {
|
|
|
|
|
|
mouse::Interaction::default()
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-03-22 23:07:43 +03:00
|
|
|
|
// ── Linetype pattern helper ───────────────────────────────────────────────
|
|
|
|
|
|
|
refactor(tess): move per-entity tessellation into entities/
Each entity's tessellation now lives alongside its definition in
entities/*.rs, attached to the entity type via a local trait:
LegacyTess — Viewport / Insert / Hatch / Ole2Frame
(fallback path for entities not on the truck pipeline)
LeaderTess — Leader
MultiLeaderTess — MultiLeader
DimensionTess — Dimension (carries its dim-only helpers too:
~1700 lines of dim_geometry, dim_text_*, format_*,
tolerance, suppression, etc.)
scene/tessellate.rs keeps only the cross-entity dispatcher plus the
shared dim machinery reused by leader/multileader/dimension
(ArrowKind, DimGeom, append_arrow, arrow_from_block, add_segment,
add_polyline, normalized_or, push_tri, color_or_inherit, entity_z,
offset_snap_pts). Cross-entity arc helpers + aci_to_rgba moved to
scene/tess_util.rs.
scene/tessellate.rs shrinks from ~3300 to 809 lines. Compile clean,
all 9 tests pass.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 23:12:27 +03:00
|
|
|
|
pub(crate) fn resolve_pattern(
|
2026-03-22 23:07:43 +03:00
|
|
|
|
table: &acadrust::tables::Table<LineType>,
|
|
|
|
|
|
name: &str,
|
|
|
|
|
|
scale: f32,
|
|
|
|
|
|
) -> (f32, [f32; 8]) {
|
|
|
|
|
|
let solid = (0.0, [0.0f32; 8]);
|
|
|
|
|
|
if name.eq_ignore_ascii_case("continuous")
|
|
|
|
|
|
|| name.eq_ignore_ascii_case("bylayer")
|
|
|
|
|
|
|| name.eq_ignore_ascii_case("byblock")
|
|
|
|
|
|
|| name.is_empty()
|
|
|
|
|
|
{
|
|
|
|
|
|
return solid;
|
|
|
|
|
|
}
|
|
|
|
|
|
let lt = match table.get(name) {
|
|
|
|
|
|
Some(lt) => lt,
|
|
|
|
|
|
None => return solid,
|
|
|
|
|
|
};
|
|
|
|
|
|
if lt.is_continuous() || lt.elements.is_empty() {
|
|
|
|
|
|
return solid;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
let mut pat = [0.0f32; 8];
|
|
|
|
|
|
let mut pat_len = 0.0f32;
|
|
|
|
|
|
for (i, el) in lt.elements.iter().take(8).enumerate() {
|
|
|
|
|
|
let raw = el.length as f32 * scale;
|
|
|
|
|
|
let encoded = if raw == 0.0 {
|
|
|
|
|
|
0.01 * scale.max(0.01)
|
|
|
|
|
|
} else {
|
|
|
|
|
|
raw
|
|
|
|
|
|
};
|
|
|
|
|
|
pat[i] = encoded;
|
|
|
|
|
|
pat_len += encoded.abs();
|
|
|
|
|
|
}
|
|
|
|
|
|
if pat_len < 1e-6 {
|
|
|
|
|
|
return solid;
|
|
|
|
|
|
}
|
|
|
|
|
|
(pat_len, pat)
|
|
|
|
|
|
}
|
2026-04-28 21:53:31 +03:00
|
|
|
|
|
|
|
|
|
|
/// Partition a wire list into (face3d_wires, other_wires).
|
|
|
|
|
|
///
|
|
|
|
|
|
/// Uses a document handle lookup so no changes to WireModel are needed.
|
|
|
|
|
|
/// O(N) per geometry epoch — acceptable since it runs once per epoch.
|
|
|
|
|
|
fn split_face3d_wires(
|
|
|
|
|
|
wires: &[WireModel],
|
|
|
|
|
|
document: &acadrust::CadDocument,
|
|
|
|
|
|
) -> (Vec<WireModel>, Vec<WireModel>) {
|
|
|
|
|
|
let mut face3d = Vec::new();
|
|
|
|
|
|
let mut others = Vec::new();
|
|
|
|
|
|
for w in wires {
|
2026-05-12 10:36:15 +03:00
|
|
|
|
let is_face3d = w
|
|
|
|
|
|
.name
|
|
|
|
|
|
.parse::<u64>()
|
2026-04-28 21:53:31 +03:00
|
|
|
|
.ok()
|
|
|
|
|
|
.and_then(|v| document.get_entity(Handle::new(v)))
|
|
|
|
|
|
.map(|e| matches!(e, EntityType::Face3D(_)))
|
|
|
|
|
|
.unwrap_or(false);
|
|
|
|
|
|
if is_face3d {
|
|
|
|
|
|
face3d.push(w.clone());
|
|
|
|
|
|
} else {
|
|
|
|
|
|
others.push(w.clone());
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
(face3d, others)
|
|
|
|
|
|
}
|