cad-editor/src/scene/pipeline/mesh_gpu.rs

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2026-03-22 14:56:27 +03:00
// Mesh GPU buffers — TriangleList rendering for solid objects.
//
// Vertex layout (40 bytes):
// position [f32; 3] offset 0 12 B
// normal [f32; 3] offset 12 12 B
// color [f32; 4] offset 24 16 B
// ------
// 40 B / vertex
use crate::scene::model::mesh_model::{MeshLodSet, MeshModel};
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use iced::wgpu;
use iced::wgpu::util::DeviceExt;
// ── Vertex layout ─────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct MeshVertex {
pub position: [f32; 3],
pub normal: [f32; 3],
pub color: [f32; 4],
pub position_low: [f32; 3],
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}
impl MeshVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, position) as u64,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, normal) as u64,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, color) as u64,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, position_low) as u64,
shader_location: 3,
format: wgpu::VertexFormat::Float32x3,
},
];
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wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<MeshVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: ATTRS,
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}
}
}
// ── GPU handle ────────────────────────────────────────────────────────────
pub struct MeshGpu {
pub vertex_buffer: wgpu::Buffer,
pub index_buffer: wgpu::Buffer,
pub index_count: u32,
/// Line-list index buffer: every triangle `(a, b, c)` from the
/// solid index buffer is expanded into three segments
/// `(a,b)(b,c)(c,a)`. Used by the wireframe-mode render path so 3D
/// solids draw as their triangle edges without needing the
/// `POLYGON_MODE_LINE` device feature.
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
#[allow(dead_code)] // only the highlight overlay builds MeshGpu now (fill only)
pub wire_index_buffer: wgpu::Buffer,
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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#[allow(dead_code)]
pub wire_index_count: u32,
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}
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
/// GPU-side bundle of MeshLodSet — one MeshGpu per available LOD plus
/// the world-XY AABB needed to pick a level per frame.
pub struct MeshLodGpu {
pub lods: Vec<MeshGpu>,
pub world_aabb: [f32; 4],
}
/// How a solid mesh is highlighted this frame.
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Highlight {
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
#[allow(dead_code)] // the highlight overlay only builds Selected / Hover
None,
/// Hovered — light orange wash.
Hover,
/// Selected — stronger blue wash.
Selected,
}
impl Highlight {
/// Blend colour and mix factor, or `None` when the mesh keeps its colour.
fn tint(self) -> Option<([f32; 4], f32)> {
match self {
Highlight::None => None,
Highlight::Hover => Some(([0.95, 0.55, 0.10, 1.0], 0.35)),
Highlight::Selected => Some(([0.15, 0.55, 1.0, 1.0], 0.60)),
}
}
}
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
// ── Batched mesh buffers ──────────────────────────────────────────────────
//
// One MeshGpu per solid means one vertex/index bind + draw call per solid —
// ~10k draw calls a frame on a heavy 3D model, which strangles the GPU front
// end. The batch concatenates every solid's LOD0 geometry into a handful of
// large buffers (split only to stay under the 256 MB per-buffer cap), so the
// whole mesh set draws in a few calls. Vertices already carry their own colour,
// so no per-mesh state is needed between draws. Built once per geometry epoch —
// selection/hover no longer rebuild it (that tint is dropped in the batch path).
pub struct MeshBatchChunk {
pub vertex_buffer: wgpu::Buffer,
/// Opaque triangle indices (mesh colour alpha ≈ 1). Drawn with depth write.
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
pub index_buffer: wgpu::Buffer,
pub index_count: u32,
/// Transparent triangle indices (mesh colour alpha < 1). Drawn after the
/// opaque fills with depth write disabled so they blend over — rather than
/// erase — the geometry behind them.
pub transp_index_buffer: wgpu::Buffer,
pub transp_index_count: u32,
/// Triangle-edge line list (into `vertex_buffer`) for plain meshes that
/// carry no B-rep edges — the tessellation wireframe.
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
pub wire_index_buffer: wgpu::Buffer,
pub wire_index_count: u32,
/// B-rep feature edges of ACIS solids, as a standalone LineList vertex
/// buffer (pairs of endpoints), drawn non-indexed. Empty for plain meshes.
pub edge_vertex_buffer: wgpu::Buffer,
pub edge_vertex_count: u32,
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
}
fn make_chunk(
device: &wgpu::Device,
verts: &[MeshVertex],
indices: &[u32],
transp_indices: &[u32],
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
wire_indices: &[u32],
edge_verts: &[MeshVertex],
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
) -> MeshBatchChunk {
// `create_buffer_init` with an empty slice yields a zero-sized buffer that
// some backends reject for INDEX usage; a chunk can legitimately hold only
// opaque or only transparent tris, so fall back to a 1-index stub (count
// stays 0, so the draw loop skips it).
let mk_index = |data: &[u32], label: &'static str| {
let stub = [0u32];
let src = if data.is_empty() { &stub[..] } else { data };
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(label),
contents: bytemuck::cast_slice(src),
usage: wgpu::BufferUsages::INDEX,
})
};
let mk_vertex = |data: &[MeshVertex], label: &'static str| {
let stub = [MeshVertex {
position: [0.0; 3],
normal: [0.0, 1.0, 0.0],
color: [0.0; 4],
position_low: [0.0; 3],
}];
let src = if data.is_empty() { &stub[..] } else { data };
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(label),
contents: bytemuck::cast_slice(src),
usage: wgpu::BufferUsages::VERTEX,
})
};
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
MeshBatchChunk {
vertex_buffer: mk_vertex(verts, "mesh.batch.vbuf"),
index_buffer: mk_index(indices, "mesh.batch.ibuf"),
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
index_count: indices.len() as u32,
transp_index_buffer: mk_index(transp_indices, "mesh.batch.transp_ibuf"),
transp_index_count: transp_indices.len() as u32,
wire_index_buffer: mk_index(wire_indices, "mesh.batch.wire_ibuf"),
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
wire_index_count: wire_indices.len() as u32,
edge_vertex_buffer: mk_vertex(edge_verts, "mesh.batch.edge_vbuf"),
edge_vertex_count: edge_verts.len() as u32,
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
}
}
/// Concatenate every set's first non-empty LOD into a few large GPU buffers.
/// Returns the chunks plus the total triangle count drawn (for diagnostics).
///
/// Every emitted buffer stays under the device's `max_buffer_size` (default
/// 256 MB). Both the vertex buffer (`size_of::<MeshVertex>()` B/vert) and the
/// wire-index buffer (6 u32 = 24 B/triangle — the fattest index buffer) are
/// bounded; a single mesh too large for one chunk is split into triangle-soup
/// sub-chunks so an XREF-heavy model can never overflow a single buffer (#203).
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<MeshBatchChunk>, u64) {
// Derive the caps from the real device limit and vertex size. The previous
// fixed 6 M-vertex cap assumed 40 B/vertex, but `position_low` (RTE) grew
// MeshVertex to 52 B, so 6 M × 52 B = 312 MB blew past the 256 MB cap.
let budget = (device.limits().max_buffer_size as usize / 10) * 9; // 10% headroom
let vsize = std::mem::size_of::<MeshVertex>();
let max_verts = (budget / vsize).max(3);
let max_tris = (budget / (6 * 4)).max(1); // wire-index buffer: 6 u32 per tri
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
let mut chunks = Vec::new();
let mut verts: Vec<MeshVertex> = Vec::new();
let mut indices: Vec<u32> = Vec::new();
let mut transp_indices: Vec<u32> = Vec::new();
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
let mut wire_indices: Vec<u32> = Vec::new();
let mut edge_verts: Vec<MeshVertex> = Vec::new();
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
let mut total_tris = 0u64;
for set in sets {
let Some(mesh) = set.lods.iter().find(|m| !m.indices.is_empty()) else {
continue;
};
let has_normals = mesh.normals.len() == mesh.verts.len();
let vtx = |vi: usize| MeshVertex {
position: mesh.verts[vi],
normal: if has_normals { mesh.normals[vi] } else { [0.0, 1.0, 0.0] },
color: mesh.color,
position_low: mesh.verts_low.get(vi).copied().unwrap_or([0.0; 3]),
};
// A solid whose baked colour is not fully opaque routes into the
// transparent index stream so it is drawn last, without depth writes.
let is_transp = mesh.color[3] < 0.999;
let mesh_tris = mesh.indices.len() / 3;
total_tris += mesh_tris as u64;
// Feature edges present (ACIS solid) → emit the B-rep edges as a line
// list and skip the triangulation wireframe. Absent (plain mesh) → keep
// the triangle edges so the mesh still shows a wireframe.
let has_feat = !set.edge_verts.is_empty();
if has_feat {
for i in 0..set.edge_verts.len() {
edge_verts.push(MeshVertex {
position: set.edge_verts[i],
normal: [0.0, 1.0, 0.0],
color: mesh.color,
position_low: set.edge_verts_low.get(i).copied().unwrap_or([0.0; 3]),
});
}
}
// A single mesh larger than a whole chunk: emit as triangle-soup
// sub-chunks (corners expanded, no vertex sharing) so each buffer fits.
if mesh.verts.len() > max_verts || mesh_tris > max_tris {
if !verts.is_empty() || !edge_verts.is_empty() {
chunks.push(make_chunk(
device,
&verts,
&indices,
&transp_indices,
&wire_indices,
&edge_verts,
));
verts.clear();
indices.clear();
transp_indices.clear();
wire_indices.clear();
edge_verts.clear();
}
let tris_per = (max_verts / 3).min(max_tris).max(1);
let mut t = 0;
while t < mesh_tris {
let end = (t + tris_per).min(mesh_tris);
let (mut sv, mut si, mut swi) = (Vec::new(), Vec::new(), Vec::new());
for tri in t..end {
let ix = &mesh.indices[tri * 3..tri * 3 + 3];
let b = sv.len() as u32;
sv.push(vtx(ix[0] as usize));
sv.push(vtx(ix[1] as usize));
sv.push(vtx(ix[2] as usize));
si.extend_from_slice(&[b, b + 1, b + 2]);
if !has_feat {
swi.extend_from_slice(&[b, b + 1, b + 1, b + 2, b + 2, b]);
}
}
// The whole mesh shares one colour, so a sub-chunk is entirely
// opaque or entirely transparent.
if is_transp {
chunks.push(make_chunk(device, &sv, &[], &si, &swi, &[]));
} else {
chunks.push(make_chunk(device, &sv, &si, &[], &swi, &[]));
}
t = end;
}
continue;
}
// Flush when adding this mesh would overflow either the vertex buffer
// or the wire-index buffer.
if !verts.is_empty()
&& (verts.len() + mesh.verts.len() > max_verts
|| wire_indices.len() / 6 + mesh_tris > max_tris)
{
chunks.push(make_chunk(
device,
&verts,
&indices,
&transp_indices,
&wire_indices,
&edge_verts,
));
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
verts.clear();
indices.clear();
transp_indices.clear();
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
wire_indices.clear();
edge_verts.clear();
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
}
let base = verts.len() as u32;
for i in 0..mesh.verts.len() {
verts.push(vtx(i));
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
}
let fill = if is_transp { &mut transp_indices } else { &mut indices };
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
for &idx in &mesh.indices {
fill.push(base + idx);
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
}
if !has_feat {
for tri in mesh.indices.chunks_exact(3) {
let (a, b, c) = (base + tri[0], base + tri[1], base + tri[2]);
wire_indices.extend_from_slice(&[a, b, b, c, c, a]);
}
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
}
}
if !indices.is_empty() || !transp_indices.is_empty() || !edge_verts.is_empty() {
chunks.push(make_chunk(
device,
&verts,
&indices,
&transp_indices,
&wire_indices,
&edge_verts,
));
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
}
(chunks, total_tris)
}
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
impl MeshLodGpu {
perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids) was effectively frozen. Several independent costs, all addressed here: - Face3D edge/fill buffers were re-uploaded on every camera move (keyed on camera_generation). They are world-space and selection-independent, so gate them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every wire. - Solid meshes were drawn one buffer + one draw call per solid (~10k draws/ frame), which strangled the GPU front end. Concatenate every solid's LOD0 into a few large buffers (split only to stay under the 256 MB buffer cap) and draw the whole set in a handful of calls. Built once per geometry epoch, so selection / hover never re-pack it. - Selection / hover highlight is now a small tinted overlay of just the picked solids, drawn last with an Always-depth pipeline so it shows on top even when the solid is occluded — instead of re-tinting and re-uploading all meshes. - Hover / pick hit-testing scanned every triangle of every solid each move (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh set, so picking is O(solids) cheap projections plus the few solids actually under the cursor. - Block-internal hatch hit-testing exploded every INSERT on every hover. Cache the result per geometry epoch and skip blocks that contain no hatch. - Curved-surface (cone/sphere/torus) tessellation tolerance is now radius- relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and matches the circle/arc wire tessellation, instead of exploding on large radii. Also adds docs/tessellation.md mapping every EntityType to its tessellation path (truck B-rep vs truck curve topology vs direct). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:46:29 +03:00
#[allow(dead_code)] // built by the bypassed per-mesh upload_meshes path
pub fn new(device: &wgpu::Device, set: &MeshLodSet, highlight: Highlight) -> Self {
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
Self {
lods: set
.lods
.iter()
.filter(|m| !m.indices.is_empty())
.map(|m| MeshGpu::new(device, m, highlight))
perf(scene): multi-resolution mesh LOD (Phase 3.4) ACIS SAT entities (Solid3D / Region / Body) were tessellated at one fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless of how far they were from the camera. Distant solids paid the full triangle bill for fragments that mostly resolved to sub-pixel size. Generate three pre-built LODs per entity at load time: * LOD 0 (HIGH) — 48/32/16 segments. Use above 200 px projected diag. * LOD 1 (MID) — 24/16/8. Use 50–200 px. * LOD 2 (LOW) — 12/8/4. Use below 50 px. Tessellation cost is paid 3× on load (cheap — typical files have few solids). Render picks per-frame via `compute_mesh_lod` from each mesh's `world_aabb` projected diagonal. When a level is missing (e.g. a solid entity that only emits LOD 0), the selector walks down to the nearest available slot. API ripples: * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`, `tess_sphere_face`, `tess_torus_face`. * `tessellate_solid3d / _region / _body` now return `MeshLodSet`. * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single` constructor so interactive truck-based commands (BOX/CYLINDER/etc.) that only generate one tessellation stay one-line. * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and a `mesh_lod_levels` per-frame index vector. * STL/STEP export pulls slot 0 explicitly so the on-disk geometry isn't downgraded by the view-dependent ladder. Background-thread lazy generation (per the roadmap) is deferred — the synchronous eager build is fine for typical CAD files. Switch to a queue + background tessellator when files with hundreds of solids become a load-time bottleneck. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:30:13 +03:00
.collect(),
world_aabb: set.world_aabb,
}
}
}
2026-03-22 14:56:27 +03:00
impl MeshGpu {
pub fn new(device: &wgpu::Device, mesh: &MeshModel, highlight: Highlight) -> Self {
2026-03-22 14:56:27 +03:00
let has_normals = mesh.normals.len() == mesh.verts.len();
// Blend the base colour toward the highlight so a selected / hovered
// solid reads clearly while keeping some shape shading.
let color = match highlight.tint() {
Some((hl, t)) => {
let mut c = [0.0f32; 4];
for k in 0..4 {
c[k] = mesh.color[k] * (1.0 - t) + hl[k] * t;
}
c
}
None => mesh.color,
};
2026-03-22 14:56:27 +03:00
let vertices: Vec<MeshVertex> = mesh
.verts
.iter()
.enumerate()
.map(|(i, &pos)| {
let normal = if has_normals {
mesh.normals[i]
} else {
[0.0, 1.0, 0.0]
};
MeshVertex {
position: pos,
normal,
color,
position_low: mesh.verts_low.get(i).copied().unwrap_or([0.0; 3]),
2026-03-22 14:56:27 +03:00
}
})
.collect();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("mesh.vbuf.{}", mesh.name)),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("mesh.ibuf.{}", mesh.name)),
contents: bytemuck::cast_slice(&mesh.indices),
usage: wgpu::BufferUsages::INDEX,
});
// Wireframe-mode index buffer: expand each triangle into its
// three edge segments. Allocates ~2× the solid index count but
// is cheap compared to mesh tessellation and only happens when
// a new mesh is uploaded.
let mut wire_indices: Vec<u32> = Vec::with_capacity(mesh.indices.len() * 2);
for tri in mesh.indices.chunks_exact(3) {
let (a, b, c) = (tri[0], tri[1], tri[2]);
wire_indices.extend_from_slice(&[a, b, b, c, c, a]);
}
let wire_index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("mesh.wire_ibuf.{}", mesh.name)),
contents: bytemuck::cast_slice(&wire_indices),
usage: wgpu::BufferUsages::INDEX,
});
2026-03-22 14:56:27 +03:00
Self {
vertex_buffer,
index_buffer,
index_count: mesh.indices.len() as u32,
wire_index_buffer,
wire_index_count: wire_indices.len() as u32,
2026-03-22 14:56:27 +03:00
}
}
}