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

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// 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],
}
impl MeshVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<MeshVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: 24,
shader_location: 2,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
// ── 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.
pub wire_index_buffer: wgpu::Buffer,
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>
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/// 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],
}
impl MeshLodGpu {
pub fn new(device: &wgpu::Device, set: &MeshLodSet) -> Self {
Self {
lods: set
.lods
.iter()
.filter(|m| !m.indices.is_empty())
.map(|m| MeshGpu::new(device, m))
.collect(),
world_aabb: set.world_aabb,
}
}
}
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impl MeshGpu {
pub fn new(device: &wgpu::Device, mesh: &MeshModel) -> Self {
let has_normals = mesh.normals.len() == mesh.verts.len();
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: mesh.color,
}
})
.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,
});
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Self {
vertex_buffer,
index_buffer,
index_count: mesh.indices.len() as u32,
wire_index_buffer,
wire_index_count: wire_indices.len() as u32,
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}
}
}