fix(render): restore solid surface rendering
Keep viewport styles from disabling selected shaded modes.\n\nPack mesh shader inputs to stay within WebGL limits.
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3 changed files with 30 additions and 77 deletions
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@ -1,11 +1,4 @@
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// Mesh GPU buffers — TriangleList rendering for solid objects.
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//
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// Vertex layout (40 bytes):
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// position [f32; 3] offset 0 12 B
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// normal [f32; 3] offset 12 12 B
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// color [f32; 4] offset 24 16 B
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// ------
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// 40 B / vertex
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// GPU buffers for triangle meshes.
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use crate::scene::model::mesh_model::{MeshLodSet, MeshModel};
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use iced::wgpu;
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@ -95,32 +88,17 @@ impl MeshVertex {
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_specular) as u64,
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shader_location: 10,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_reflection) as u64,
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shader_location: 11,
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format: wgpu::VertexFormat::Float32x2,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_opacity) as u64,
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shader_location: 12,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_bump) as u64,
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shader_location: 13,
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format: wgpu::VertexFormat::Float32x2,
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shader_location: 11,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_refraction) as u64,
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shader_location: 14,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_normal) as u64,
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shader_location: 15,
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format: wgpu::VertexFormat::Float32x2,
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shader_location: 12,
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format: wgpu::VertexFormat::Float32x4,
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},
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];
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wgpu::VertexBufferLayout {
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@ -130,12 +108,7 @@ impl MeshVertex {
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}
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}
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/// Minimal layout shared by native and WebGL mesh edge pipelines.
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///
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/// Edge fragments only need position and entity color. Advertising the
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/// material/normal/UV attributes here would keep the full surface-shader
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/// interface alive on WebGL even though the edge entry point never reads
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/// those values.
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/// Surface-independent layout for mesh edge pipelines.
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pub fn edge_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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const ATTRS: &[wgpu::VertexAttribute] = &[
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wgpu::VertexAttribute {
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@ -3195,13 +3195,8 @@ impl Scene {
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let display = self.viewport_display_settings(inst);
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let mut flags = render_mode_flags(inst.render_mode);
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if let Some(style) = display.visual_style.as_ref() {
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if flags.mesh_fill {
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flags.face3d_fill &= style.face_visible();
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flags.mesh_fill &= style.face_visible();
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flags.show_3d_edges = style.edges_visible();
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if style.face_lighting_quality == 1 {
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flags.flat_shade = true;
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}
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if flags.mesh_fill && style.face_lighting_quality == 1 {
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flags.flat_shade = true;
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}
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}
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let view_wireframe = !flags.face3d_fill;
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