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>
This commit is contained in:
parent
e7675be0bc
commit
8c08ae104a
8 changed files with 321 additions and 59 deletions
|
|
@ -14,7 +14,7 @@ use std::sync::Arc;
|
|||
use super::pipeline::viewcube::{hover_id, VIEWCUBE_PX};
|
||||
use super::pipeline::Pipeline;
|
||||
use super::tessellate;
|
||||
use super::{HatchModel, ImageModel, MeshModel, Scene, Uniforms, WireModel};
|
||||
use super::{HatchModel, ImageModel, MeshLodSet, Scene, Uniforms, WireModel};
|
||||
|
||||
// ── PaperViewportPipeline / PaperViewportPrimitive ────────────────────────
|
||||
//
|
||||
|
|
@ -86,7 +86,7 @@ pub struct Primitive {
|
|||
/// Wipeout fills — rendered in a separate pass AFTER wires.
|
||||
pub(super) wipeout_hatches: Arc<Vec<HatchModel>>,
|
||||
pub(super) images: Arc<Vec<ImageModel>>,
|
||||
pub(super) meshes: Arc<Vec<MeshModel>>,
|
||||
pub(super) meshes: Arc<Vec<MeshLodSet>>,
|
||||
pub(super) uniforms: Uniforms,
|
||||
/// Camera rotation matrix derived from the quaternion.
|
||||
/// Used by the ViewCube pipeline — no gimbal lock.
|
||||
|
|
@ -148,6 +148,7 @@ impl shader::Primitive for Primitive {
|
|||
pipeline.compute_wipeout_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
pipeline.compute_image_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
pipeline.compute_hatch_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
pipeline.compute_mesh_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
|
||||
if self.show_viewcube {
|
||||
pipeline.viewcube.upload(
|
||||
queue,
|
||||
|
|
|
|||
Loading…
Reference in a new issue