fix(render): draw transparent solids without depth writes
Once solids carried a real sub-1 alpha (after the ENC transparency fix), the single depth-writing mesh pass made a transparent solid occlude the geometry behind it: it wrote depth at its near surface, so anything farther failed the LessEqual test and was never drawn — the transparent fill looked like it erased what was behind it. The batched mesh builder now routes each solid's triangles into an opaque or a transparent index stream by its baked colour alpha (< 0.999). The opaque fills draw first and write depth; the transparent fills draw last through a new depth-write-disabled pipeline, so they blend over the geometry behind them instead of culling it. The hidden-line depth prepass still rasterises both streams so solid surfaces keep occluding hidden edges. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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2 changed files with 145 additions and 35 deletions
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@ -112,8 +112,14 @@ impl Highlight {
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pub struct MeshBatchChunk {
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pub vertex_buffer: wgpu::Buffer,
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/// Opaque triangle indices (mesh colour alpha ≈ 1). Drawn with depth write.
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pub index_buffer: wgpu::Buffer,
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pub index_count: u32,
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/// Transparent triangle indices (mesh colour alpha < 1). Drawn after the
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/// opaque fills with depth write disabled so they blend over — rather than
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/// erase — the geometry behind them.
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pub transp_index_buffer: wgpu::Buffer,
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pub transp_index_count: u32,
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pub wire_index_buffer: wgpu::Buffer,
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pub wire_index_count: u32,
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}
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@ -122,28 +128,34 @@ fn make_chunk(
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device: &wgpu::Device,
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verts: &[MeshVertex],
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indices: &[u32],
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transp_indices: &[u32],
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wire_indices: &[u32],
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) -> MeshBatchChunk {
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// `create_buffer_init` with an empty slice yields a zero-sized buffer that
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// some backends reject for INDEX usage; a chunk can legitimately hold only
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// opaque or only transparent tris, so fall back to a 1-index stub (count
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// stays 0, so the draw loop skips it).
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let mk_index = |data: &[u32], label: &'static str| {
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let stub = [0u32];
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let src = if data.is_empty() { &stub[..] } else { data };
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(label),
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contents: bytemuck::cast_slice(src),
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usage: wgpu::BufferUsages::INDEX,
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})
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};
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("mesh.batch.vbuf"),
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contents: bytemuck::cast_slice(verts),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("mesh.batch.ibuf"),
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contents: bytemuck::cast_slice(indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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let wire_index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("mesh.batch.wire_ibuf"),
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contents: bytemuck::cast_slice(wire_indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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MeshBatchChunk {
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vertex_buffer,
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index_buffer,
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index_buffer: mk_index(indices, "mesh.batch.ibuf"),
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index_count: indices.len() as u32,
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wire_index_buffer,
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transp_index_buffer: mk_index(transp_indices, "mesh.batch.transp_ibuf"),
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transp_index_count: transp_indices.len() as u32,
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wire_index_buffer: mk_index(wire_indices, "mesh.batch.wire_ibuf"),
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wire_index_count: wire_indices.len() as u32,
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}
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}
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@ -168,6 +180,7 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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let mut chunks = Vec::new();
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let mut verts: Vec<MeshVertex> = Vec::new();
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let mut indices: Vec<u32> = Vec::new();
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let mut transp_indices: Vec<u32> = Vec::new();
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let mut wire_indices: Vec<u32> = Vec::new();
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let mut total_tris = 0u64;
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for set in sets {
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@ -181,6 +194,9 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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color: mesh.color,
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position_low: mesh.verts_low.get(vi).copied().unwrap_or([0.0; 3]),
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};
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// A solid whose baked colour is not fully opaque routes into the
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// transparent index stream so it is drawn last, without depth writes.
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let is_transp = mesh.color[3] < 0.999;
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let mesh_tris = mesh.indices.len() / 3;
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total_tris += mesh_tris as u64;
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@ -188,9 +204,10 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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// sub-chunks (corners expanded, no vertex sharing) so each buffer fits.
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if mesh.verts.len() > max_verts || mesh_tris > max_tris {
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if !verts.is_empty() {
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chunks.push(make_chunk(device, &verts, &indices, &wire_indices));
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chunks.push(make_chunk(device, &verts, &indices, &transp_indices, &wire_indices));
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verts.clear();
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indices.clear();
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transp_indices.clear();
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wire_indices.clear();
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}
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let tris_per = (max_verts / 3).min(max_tris).max(1);
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@ -207,7 +224,13 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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si.extend_from_slice(&[b, b + 1, b + 2]);
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swi.extend_from_slice(&[b, b + 1, b + 1, b + 2, b + 2, b]);
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}
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chunks.push(make_chunk(device, &sv, &si, &swi));
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// The whole mesh shares one colour, so a sub-chunk is entirely
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// opaque or entirely transparent.
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if is_transp {
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chunks.push(make_chunk(device, &sv, &[], &si, &swi));
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} else {
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chunks.push(make_chunk(device, &sv, &si, &[], &swi));
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}
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t = end;
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}
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continue;
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@ -219,25 +242,27 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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&& (verts.len() + mesh.verts.len() > max_verts
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|| wire_indices.len() / 6 + mesh_tris > max_tris)
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{
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chunks.push(make_chunk(device, &verts, &indices, &wire_indices));
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chunks.push(make_chunk(device, &verts, &indices, &transp_indices, &wire_indices));
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verts.clear();
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indices.clear();
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transp_indices.clear();
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wire_indices.clear();
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}
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let base = verts.len() as u32;
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for i in 0..mesh.verts.len() {
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verts.push(vtx(i));
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}
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let fill = if is_transp { &mut transp_indices } else { &mut indices };
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for &idx in &mesh.indices {
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indices.push(base + idx);
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fill.push(base + idx);
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}
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for tri in mesh.indices.chunks_exact(3) {
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let (a, b, c) = (base + tri[0], base + tri[1], base + tri[2]);
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wire_indices.extend_from_slice(&[a, b, b, c, c, a]);
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}
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}
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if !indices.is_empty() {
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chunks.push(make_chunk(device, &verts, &indices, &wire_indices));
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if !indices.is_empty() || !transp_indices.is_empty() {
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chunks.push(make_chunk(device, &verts, &indices, &transp_indices, &wire_indices));
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}
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(chunks, total_tris)
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}
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