fix(render): restore solid surface rendering

Keep viewport styles from disabling selected shaded modes.\n\nPack mesh shader inputs to stay within WebGL limits.
This commit is contained in:
Hakan Seven 2026-08-11 15:44:16 +03:00
commit a1f64d7663
3 changed files with 30 additions and 77 deletions

View file

@ -1,11 +1,4 @@
// 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
// GPU buffers for triangle meshes.
use crate::scene::model::mesh_model::{MeshLodSet, MeshModel};
use iced::wgpu;
@ -95,32 +88,17 @@ impl MeshVertex {
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, uv_specular) as u64,
shader_location: 10,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, uv_reflection) as u64,
shader_location: 11,
format: wgpu::VertexFormat::Float32x2,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, uv_opacity) as u64,
shader_location: 12,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, uv_bump) as u64,
shader_location: 13,
format: wgpu::VertexFormat::Float32x2,
shader_location: 11,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, uv_refraction) as u64,
shader_location: 14,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(MeshVertex, uv_normal) as u64,
shader_location: 15,
format: wgpu::VertexFormat::Float32x2,
shader_location: 12,
format: wgpu::VertexFormat::Float32x4,
},
];
wgpu::VertexBufferLayout {
@ -130,12 +108,7 @@ impl MeshVertex {
}
}
/// Minimal layout shared by native and WebGL mesh edge pipelines.
///
/// Edge fragments only need position and entity color. Advertising the
/// material/normal/UV attributes here would keep the full surface-shader
/// interface alive on WebGL even though the edge entry point never reads
/// those values.
/// Surface-independent layout for mesh edge pipelines.
pub fn edge_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute {

View file

@ -3195,13 +3195,8 @@ impl Scene {
let display = self.viewport_display_settings(inst);
let mut flags = render_mode_flags(inst.render_mode);
if let Some(style) = display.visual_style.as_ref() {
if flags.mesh_fill {
flags.face3d_fill &= style.face_visible();
flags.mesh_fill &= style.face_visible();
flags.show_3d_edges = style.edges_visible();
if style.face_lighting_quality == 1 {
flags.flat_shade = true;
}
if flags.mesh_fill && style.face_lighting_quality == 1 {
flags.flat_shade = true;
}
}
let view_wireframe = !flags.face3d_fill;

View file

@ -1,14 +1,4 @@
// Mesh shader renders triangle meshes (truck Shell/Solid tessellation).
//
// Vertex layout: position [f32;3], normal [f32;3], color [f32;4] (40 bytes)
//
// Lighting: viewport default lights or drawing light entities supplied by the
// frame uniform. Two shading paths share this shader, picked per-frame via
// `u.flat_shade`:
// - 0.0 per-vertex normals interpolated to the fragment (Gouraud).
// - 1.0 per-triangle face normal from screen-space derivatives
// `cross(dpdx(pos), dpdy(pos))`, so each triangle reads as a single
// flat shade (FlatShaded).
// Triangle-mesh surfaces and feature edges.
struct Uniforms {
viewport_size: vec2<f32>,
@ -116,12 +106,9 @@ struct VertexIn {
@location(8) advanced: vec4<f32>,
// illumination model, channel flags, material mode, luminance mode
@location(9) flags: vec4<u32>,
@location(10) uv_specular: vec2<f32>,
@location(11) uv_reflection: vec2<f32>,
@location(12) uv_opacity: vec2<f32>,
@location(13) uv_bump: vec2<f32>,
@location(14) uv_refraction: vec2<f32>,
@location(15) uv_normal: vec2<f32>,
@location(10) uv_specular_reflection: vec4<f32>,
@location(11) uv_opacity_bump: vec4<f32>,
@location(12) uv_refraction_normal: vec4<f32>,
};
struct VertexOut {
@ -131,17 +118,16 @@ struct VertexOut {
@location(2) world_pos: vec3<f32>,
@location(3) material: vec4<f32>,
@location(4) specular: vec4<f32>,
@location(5) eye_vec: vec3<f32>,
@location(6) uv_diffuse: vec2<f32>,
@location(7) ambient: vec4<f32>,
@location(8) advanced: vec4<f32>,
@location(9) @interpolate(flat) flags: vec4<u32>,
@location(10) uv_specular: vec2<f32>,
@location(11) uv_reflection: vec2<f32>,
@location(12) uv_opacity: vec2<f32>,
@location(13) uv_bump: vec2<f32>,
@location(14) uv_refraction: vec2<f32>,
@location(15) uv_normal: vec2<f32>,
@location(5) uv_diffuse: vec2<f32>,
@location(6) ambient: vec4<f32>,
@location(7) advanced: vec4<f32>,
@location(8) @interpolate(flat) flags: vec4<u32>,
@location(9) uv_specular: vec2<f32>,
@location(10) uv_reflection: vec2<f32>,
@location(11) uv_opacity: vec2<f32>,
@location(12) uv_bump: vec2<f32>,
@location(13) uv_refraction: vec2<f32>,
@location(14) uv_normal: vec2<f32>,
};
struct EdgeVertexIn {
@ -191,17 +177,16 @@ fn vs_main(
out.world_pos = rel;
out.material = v.material;
out.specular = v.specular;
out.eye_vec = -rel;
out.uv_diffuse = v.uv_diffuse;
out.ambient = v.ambient;
out.advanced = v.advanced;
out.flags = v.flags;
out.uv_specular = v.uv_specular;
out.uv_reflection = v.uv_reflection;
out.uv_opacity = v.uv_opacity;
out.uv_bump = v.uv_bump;
out.uv_refraction = v.uv_refraction;
out.uv_normal = v.uv_normal;
out.uv_specular = v.uv_specular_reflection.xy;
out.uv_reflection = v.uv_specular_reflection.zw;
out.uv_opacity = v.uv_opacity_bump.xy;
out.uv_bump = v.uv_opacity_bump.zw;
out.uv_refraction = v.uv_refraction_normal.xy;
out.uv_normal = v.uv_refraction_normal.zw;
return out;
}
@ -373,7 +358,7 @@ fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
);
specular_color = mix(specular_color, texel, blend);
}
let view = normalize(in.eye_vec);
let view = normalize(-in.world_pos);
let gloss_exp = mix(2.0, 128.0, clamp(in.material.x, 0.0, 1.0));
let fresnel0 = pow(
(max(in.specular.w, 1.0) - 1.0) / (max(in.specular.w, 1.0) + 1.0),