perf(render): batch solid meshes, fix per-pick freezes on heavy 3D models

Opening / navigating a heavy 3D DWG (e.g. a BIM model with ~10k ACIS solids)
was effectively frozen. Several independent costs, all addressed here:

- Face3D edge/fill buffers were re-uploaded on every camera move (keyed on
  camera_generation). They are world-space and selection-independent, so gate
  them on (geometry_epoch, fill_mode) instead — a pan no longer re-walks every
  wire.
- Solid meshes were drawn one buffer + one draw call per solid (~10k draws/
  frame), which strangled the GPU front end. Concatenate every solid's LOD0
  into a few large buffers (split only to stay under the 256 MB buffer cap) and
  draw the whole set in a handful of calls. Built once per geometry epoch, so
  selection / hover never re-pack it.
- Selection / hover highlight is now a small tinted overlay of just the picked
  solids, drawn last with an Always-depth pipeline so it shows on top even when
  the solid is occluded — instead of re-tinting and re-uploading all meshes.
- Hover / pick hit-testing scanned every triangle of every solid each move
  (seconds on a heavy model). Add a 3D-AABB screen-rect broad phase
  (MeshLodSet now carries z_aabb) and reuse the renderer's cached expanded mesh
  set, so picking is O(solids) cheap projections plus the few solids actually
  under the cursor.
- Block-internal hatch hit-testing exploded every INSERT on every hover.
  Cache the result per geometry epoch and skip blocks that contain no hatch.
- Curved-surface (cone/sphere/torus) tessellation tolerance is now radius-
  relative (CURVE_REL_TOL) so a cylinder's facet count is size-independent and
  matches the circle/arc wire tessellation, instead of exploding on large radii.

Also adds docs/tessellation.md mapping every EntityType to its tessellation
path (truck B-rep vs truck curve topology vs direct).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-30 22:46:29 +03:00
commit a994a148fe
10 changed files with 572 additions and 146 deletions

View file

@ -65,7 +65,9 @@ pub struct MeshGpu {
/// `(a,b)(b,c)(c,a)`. Used by the wireframe-mode render path so 3D
/// solids draw as their triangle edges without needing the
/// `POLYGON_MODE_LINE` device feature.
#[allow(dead_code)] // only the highlight overlay builds MeshGpu now (fill only)
pub wire_index_buffer: wgpu::Buffer,
#[allow(dead_code)]
pub wire_index_count: u32,
}
@ -79,6 +81,7 @@ pub struct MeshLodGpu {
/// How a solid mesh is highlighted this frame.
#[derive(Copy, Clone, PartialEq, Eq)]
pub enum Highlight {
#[allow(dead_code)] // the highlight overlay only builds Selected / Hover
None,
/// Hovered — light orange wash.
Hover,
@ -97,7 +100,104 @@ impl Highlight {
}
}
// ── Batched mesh buffers ──────────────────────────────────────────────────
//
// One MeshGpu per solid means one vertex/index bind + draw call per solid —
// ~10k draw calls a frame on a heavy 3D model, which strangles the GPU front
// end. The batch concatenates every solid's LOD0 geometry into a handful of
// large buffers (split only to stay under the 256 MB per-buffer cap), so the
// whole mesh set draws in a few calls. Vertices already carry their own colour,
// so no per-mesh state is needed between draws. Built once per geometry epoch —
// selection/hover no longer rebuild it (that tint is dropped in the batch path).
/// Cap on vertices per batch buffer: 40 B/vertex × 6 M ≈ 240 MB, under the
/// default 256 MB `max_buffer_size`. Solids beyond the cap spill into the next
/// chunk.
const BATCH_MAX_VERTS: usize = 6_000_000;
pub struct MeshBatchChunk {
pub vertex_buffer: wgpu::Buffer,
pub index_buffer: wgpu::Buffer,
pub index_count: u32,
pub wire_index_buffer: wgpu::Buffer,
pub wire_index_count: u32,
}
fn make_chunk(
device: &wgpu::Device,
verts: &[MeshVertex],
indices: &[u32],
wire_indices: &[u32],
) -> MeshBatchChunk {
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("mesh.batch.vbuf"),
contents: bytemuck::cast_slice(verts),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("mesh.batch.ibuf"),
contents: bytemuck::cast_slice(indices),
usage: wgpu::BufferUsages::INDEX,
});
let wire_index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("mesh.batch.wire_ibuf"),
contents: bytemuck::cast_slice(wire_indices),
usage: wgpu::BufferUsages::INDEX,
});
MeshBatchChunk {
vertex_buffer,
index_buffer,
index_count: indices.len() as u32,
wire_index_buffer,
wire_index_count: wire_indices.len() as u32,
}
}
/// Concatenate every set's first non-empty LOD into a few large GPU buffers.
/// Returns the chunks plus the total triangle count drawn (for diagnostics).
pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<MeshBatchChunk>, u64) {
let mut chunks = Vec::new();
let mut verts: Vec<MeshVertex> = Vec::new();
let mut indices: Vec<u32> = Vec::new();
let mut wire_indices: Vec<u32> = Vec::new();
let mut total_tris = 0u64;
for set in sets {
let Some(mesh) = set.lods.iter().find(|m| !m.indices.is_empty()) else {
continue;
};
if !verts.is_empty() && verts.len() + mesh.verts.len() > BATCH_MAX_VERTS {
chunks.push(make_chunk(device, &verts, &indices, &wire_indices));
verts.clear();
indices.clear();
wire_indices.clear();
}
let base = verts.len() as u32;
let has_normals = mesh.normals.len() == mesh.verts.len();
for (i, &pos) in mesh.verts.iter().enumerate() {
verts.push(MeshVertex {
position: pos,
normal: if has_normals { mesh.normals[i] } else { [0.0, 1.0, 0.0] },
color: mesh.color,
position_low: mesh.verts_low.get(i).copied().unwrap_or([0.0; 3]),
});
}
for &idx in &mesh.indices {
indices.push(base + idx);
}
for tri in mesh.indices.chunks_exact(3) {
let (a, b, c) = (base + tri[0], base + tri[1], base + tri[2]);
wire_indices.extend_from_slice(&[a, b, b, c, c, a]);
}
total_tris += (mesh.indices.len() / 3) as u64;
}
if !indices.is_empty() {
chunks.push(make_chunk(device, &verts, &indices, &wire_indices));
}
(chunks, total_tris)
}
impl MeshLodGpu {
#[allow(dead_code)] // built by the bypassed per-mesh upload_meshes path
pub fn new(device: &wgpu::Device, set: &MeshLodSet, highlight: Highlight) -> Self {
Self {
lods: set