feat(render): Flat/Gouraud shading, WithEdges overlay, paper-viewport mode

Faz 3 — FlatShaded vs GouraudShaded
- Uniforms.flat_shade (f32, 0/1) + mesh shader fragment derivative
  bazlı per-triangle face normal hesabı; GouraudShaded ise interpolate
  edilen vertex normalini kullanıyor.

Faz 4 — *WithEdges varyantları
- Pipeline::render.show_3d_edges parametresi:
  - FlatShaded / GouraudShaded → 3DFACE edge pass'i atlanıyor
  - *WithEdges varyantları → shaded fill'in üstüne mesh_wireframe
    pipeline ile triangle-edge overlay (LessEqual depth test ile)
  - face3d_edges pass'i show_3d_edges ile gate'lendi

Faz 5 — Paper-space viewport entity round-trip
- build_viewport_primitive / build_active_viewport_primitive artık
  render_mode parametresi almıyor; viewport entity'sinin kendi
  render_mode alanından okuyor. PaperViewportPane'dan render_mode
  field'i kaldırıldı. Model layout'taki tab.render_mode hala
  pick_list ile yönetiliyor.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-05-27 05:57:19 +03:00
commit 132efe6574
6 changed files with 141 additions and 56 deletions

View file

@ -1028,6 +1028,7 @@ impl Pipeline {
bg_color: [f32; 4],
mesh_wireframe: bool,
hidden_line: bool,
show_3d_edges: bool,
) {
let vp = clip_bounds;
let msaa = &self.msaa_view;
@ -1156,15 +1157,17 @@ impl Pipeline {
});
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
// Three draw modes share this pass:
// - Solid: `mesh_pipeline` + the triangle index buffer.
// - Wireframe: `mesh_wireframe_pipeline` + the pre-built
// `wire_index_buffer` (each triangle edge expanded to a
// line segment at upload).
// - HiddenLine: depth prepass with `mesh_depth_pipeline`
// (writes Z, no colour), then wire-edge draw on top.
// The wire draw's LessEqual depth test naturally hides
// edges occluded by the prepass.
// Four draw paths share this pass:
// - Solid: `mesh_pipeline` + triangle index buf.
// - Wireframe: `mesh_wireframe_pipeline` + the
// pre-built `wire_index_buffer`.
// - HiddenLine: depth prepass (`mesh_depth_pipeline`,
// writes Z, no colour) → wire overlay.
// - Solid+Edges: `mesh_pipeline` shaded fill → wire
// overlay; LessEqual depth test on the
// wire pass keeps the edges crisp on
// top of the shaded surface.
let want_solid_with_edges = !hidden_line && !mesh_wireframe && show_3d_edges;
if hidden_line {
pass.set_pipeline(&self.mesh_depth_pipeline);
for (i, set) in self.gpu_meshes.iter().enumerate() {
@ -1242,6 +1245,36 @@ impl Pipeline {
pass.set_index_buffer(ibuf.slice(..), wgpu::IndexFormat::Uint32);
pass.draw_indexed(0..icount, 0, 0..1);
}
// *WithEdges variants: overlay wire-edge segments on top
// of the shaded fill. The LessEqual depth test on the
// wireframe pipeline keeps the edges visible at the
// fragments that just got written by the solid pass.
if want_solid_with_edges {
pass.set_pipeline(&self.mesh_wireframe_pipeline);
for (i, set) in self.gpu_meshes.iter().enumerate() {
if !self.mesh_visible.get(i).copied().unwrap_or(true) {
continue;
}
let level = self
.mesh_lod_levels
.get(i)
.copied()
.unwrap_or(0)
.min(set.lods.len().saturating_sub(1));
let Some(mesh) = set.lods.get(level) else {
continue;
};
if mesh.wire_index_count == 0 {
continue;
}
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.set_index_buffer(
mesh.wire_index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
pass.draw_indexed(0..mesh.wire_index_count, 0, 0..1);
}
}
}
}
@ -1293,7 +1326,9 @@ impl Pipeline {
}
// ── Pass 5b: 3DFACE edges (batched, possibly multiple chunks) ────
if !self.gpu_face3d_edges.is_empty() {
// FlatShaded / GouraudShaded hide the 3DFACE outline (the user
// chose a clean shaded look); every other mode keeps it.
if show_3d_edges && !self.gpu_face3d_edges.is_empty() {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("face3d_edges.render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {

View file

@ -14,6 +14,14 @@ pub struct Uniforms {
/// LWDISPLAY toggle (1.0 = show lineweights, 0.0 = force 1 px).
/// Read by the wire shader so the toggle does not require a retessellate.
pub lwdisplay_enable: f32,
/// 1.0 → mesh fragment shader replaces the interpolated vertex
/// normal with `normalize(cross(dpdx(pos), dpdy(pos)))` so each
/// triangle gets a uniform shade (FlatShaded mode); 0.0 → keeps the
/// per-vertex normal interpolation (GouraudShaded-style).
pub flat_shade: f32,
/// Pads the struct to 112 B (next multiple of 16) so wgpu's uniform
/// alignment rules are satisfied.
pub _pad: [f32; 3],
}
impl Uniforms {
@ -30,6 +38,8 @@ impl Uniforms {
viewport_size: [bounds.width, bounds.height],
world_per_pixel,
lwdisplay_enable: if lwdisplay_enable { 1.0 } else { 0.0 },
flat_shade: 0.0,
_pad: [0.0; 3],
}
}
}