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>
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6 changed files with 141 additions and 56 deletions
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@ -14,6 +14,14 @@ pub struct Uniforms {
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/// LWDISPLAY toggle (1.0 = show lineweights, 0.0 = force 1 px).
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/// Read by the wire shader so the toggle does not require a retessellate.
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pub lwdisplay_enable: f32,
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/// 1.0 → mesh fragment shader replaces the interpolated vertex
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/// normal with `normalize(cross(dpdx(pos), dpdy(pos)))` so each
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/// triangle gets a uniform shade (FlatShaded mode); 0.0 → keeps the
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/// per-vertex normal interpolation (GouraudShaded-style).
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pub flat_shade: f32,
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/// Pads the struct to 112 B (next multiple of 16) so wgpu's uniform
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/// alignment rules are satisfied.
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pub _pad: [f32; 3],
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}
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impl Uniforms {
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@ -30,6 +38,8 @@ impl Uniforms {
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viewport_size: [bounds.width, bounds.height],
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world_per_pixel,
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lwdisplay_enable: if lwdisplay_enable { 1.0 } else { 0.0 },
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flat_shade: 0.0,
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_pad: [0.0; 3],
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}
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}
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}
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