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:
parent
27896e3401
commit
a994a148fe
10 changed files with 572 additions and 146 deletions
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@ -45,6 +45,7 @@ pub struct Pipeline {
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hatch_batched_pipeline: Option<wgpu::RenderPipeline>,
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image_pipeline: wgpu::RenderPipeline,
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mesh_pipeline: wgpu::RenderPipeline,
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mesh_highlight_pipeline: wgpu::RenderPipeline,
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/// Wireframe variant of the mesh pipeline (LineList topology, same
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/// vertex layout / shader). Used when the active render mode is
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/// Wireframe 2D or Wireframe 3D so 3D solids draw as their
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@ -109,6 +110,19 @@ pub struct Pipeline {
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/// Pixel scissor rects [x, y, w, h] for viewport-clipped images. Recomputed each frame.
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image_pixel_scissors: Vec<Option<[u32; 4]>>,
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gpu_meshes: Vec<MeshLodGpu>,
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/// Batched mesh geometry — every solid's LOD0 concatenated into a few large
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/// buffers so the whole set draws in a handful of calls instead of one per
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/// solid. Rebuilt only when the geometry epoch changes (see
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/// `cached_mesh_batch_epoch`), so hover / selection never re-pack it.
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gpu_mesh_batch: Vec<mesh_gpu::MeshBatchChunk>,
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/// `geometry_epoch` the batch was built for. `u64::MAX` = not built yet.
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pub cached_mesh_batch_epoch: u64,
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/// Tinted copies of just the selected / hovered solids, drawn over the
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/// static base batch so highlight shows without re-packing the whole set.
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/// Rebuilt only when the selection/hover or geometry changes — O(highlighted).
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gpu_mesh_highlight: Vec<mesh_gpu::MeshGpu>,
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/// `(geometry_epoch, selection_generation)` the highlight overlay was built for.
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pub cached_highlight_key: (u64, u64),
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/// Per-mesh LOD level (0=high, 1=mid, 2=low) picked each frame from
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/// the projected pixel diagonal. Mirrors `hatch_pixel_scissors` —
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/// recomputed in `compute_mesh_lod`.
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@ -143,7 +157,15 @@ pub struct Pipeline {
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/// `(geometry_epoch, selection_generation)` the resident mesh buffers were
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/// uploaded for. Bumps on a selection/hover change so highlighted solids
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/// re-upload with their tint.
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#[allow(dead_code)] // per-mesh LOD path, bypassed by the batched mesh draw
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pub cached_mesh_key: (u64, u64),
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/// `(geometry_epoch, face3d_fill_active)` the Face3D edge/fill buffers were
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/// uploaded for. The buffers are world-space and selection-independent, so
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/// they only change when the geometry changes or the 3D-fill mode toggles —
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/// never on a pan/orbit. Keyed separately from `cached_epoch` (which carries
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/// `camera_generation`) so a camera move no longer re-walks every wire to
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/// rebuild the Face3D fill buffer.
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pub cached_face3d_key: (u64, bool),
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/// Handle → indices into the resident wire set, built once per wire upload
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/// (when `cached_wire_id` changes). Lets the selection/hover xray overlay
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/// gather just the highlighted entity's wires (`O(highlighted)`) instead of
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@ -510,6 +532,50 @@ impl Pipeline {
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cache: None,
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});
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// Highlight variant — same shader / vertex layout, but `depth_compare =
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// Always` and no depth write, so a hovered / selected solid's tint is
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// drawn on top of everything (it shows through occluding geometry) and
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// doesn't disturb the depth buffer for later passes.
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let mesh_highlight_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("mesh.highlight.pipeline"),
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layout: Some(&mesh_layout),
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vertex: wgpu::VertexState {
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module: &mesh_shader,
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entry_point: Some("vs_main"),
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buffers: &[mesh_gpu::MeshVertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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cull_mode: None,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: MSAA_SAMPLES,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &mesh_shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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multiview: None,
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cache: None,
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});
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// Wireframe variant — same shader / vertex layout / depth state,
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// only the input topology changes (LineList) and back-face
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// culling drops out (each triangle edge is shared between two
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@ -937,6 +1003,7 @@ impl Pipeline {
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hatch_batched_pipeline,
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image_pipeline,
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mesh_pipeline,
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mesh_highlight_pipeline,
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mesh_wireframe_pipeline,
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mesh_depth_pipeline,
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face3d_pipeline,
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@ -967,6 +1034,10 @@ impl Pipeline {
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gpu_images: vec![],
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image_pixel_scissors: vec![],
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gpu_meshes: vec![],
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gpu_mesh_batch: vec![],
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cached_mesh_batch_epoch: u64::MAX,
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gpu_mesh_highlight: vec![],
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cached_highlight_key: (u64::MAX, u64::MAX),
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mesh_lod_levels: vec![],
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mesh_visible: vec![],
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gpu_face3d_fill: None,
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@ -976,6 +1047,7 @@ impl Pipeline {
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cached_wire_id: u64::MAX,
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cached_selection: (u64::MAX, u64::MAX),
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cached_mesh_key: (u64::MAX, u64::MAX),
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cached_face3d_key: (u64::MAX, false),
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wire_handle_index: rustc_hash::FxHashMap::default(),
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}
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}
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@ -1194,6 +1266,7 @@ impl Pipeline {
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}
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}
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#[allow(dead_code)] // per-mesh upload path, bypassed by upload_mesh_batch
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pub fn upload_meshes(
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&mut self,
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device: &wgpu::Device,
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@ -1222,6 +1295,46 @@ impl Pipeline {
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.collect();
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}
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/// Build the batched mesh buffers (a few large buffers for the whole solid
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/// set, drawn in a handful of calls). Selection/hover tint is intentionally
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/// not applied here — the batch is geometry-only and stays resident across
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/// camera moves and pick changes.
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pub fn upload_mesh_batch(&mut self, device: &wgpu::Device, meshes: &[MeshLodSet]) {
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let (chunks, _tris) = mesh_gpu::build_mesh_batch(device, meshes);
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self.gpu_mesh_batch = chunks;
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}
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/// Build tinted copies of just the selected / hovered solids. Drawn over the
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/// static base batch with the LessEqual mesh pipeline so the tint shows on
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/// top at the same depth. O(highlighted), so a pick never touches the rest.
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pub fn upload_mesh_highlight(
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&mut self,
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device: &wgpu::Device,
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meshes: &[MeshLodSet],
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selected: &rustc_hash::FxHashSet<acadrust::Handle>,
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hover: Option<acadrust::Handle>,
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) {
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use mesh_gpu::{Highlight, MeshGpu};
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let mut out = Vec::new();
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if selected.is_empty() && hover.is_none() {
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self.gpu_mesh_highlight = out;
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return;
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}
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for set in meshes {
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let Some(m) = set.lods.iter().find(|m| !m.indices.is_empty()) else {
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continue;
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};
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let h = m.name.parse::<u64>().ok().map(acadrust::Handle::new);
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let mode = match h {
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Some(h) if selected.contains(&h) => Highlight::Selected,
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Some(h) if Some(h) == hover => Highlight::Hover,
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_ => continue,
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};
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out.push(MeshGpu::new(device, m, mode));
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}
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self.gpu_mesh_highlight = out;
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}
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/// Per-frame mesh LOD selector. Picks slot 0/1/2 based on the
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/// projected pixel diagonal of each mesh's `world_aabb` (Phase 3.4
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/// ladder: >200 px → 0, 50–200 → 1, <50 → 2). Falls back to the
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@ -1413,8 +1526,8 @@ impl Pipeline {
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}
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}
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// ── Pass 4: solid meshes ──────────────────────────────────────────
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if !self.gpu_meshes.is_empty() {
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// ── Pass 4: solid meshes (batched) ────────────────────────────────
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if !self.gpu_mesh_batch.is_empty() {
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("mesh.render_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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@ -1450,51 +1563,31 @@ impl Pipeline {
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// wire pass keeps the edges crisp on
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// top of the shaded surface.
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let want_solid_with_edges = !hidden_line && !mesh_wireframe && show_3d_edges;
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// Each path now binds a chunk's buffers and draws the whole chunk in
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// one call — a handful of draws total instead of one per solid. No
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// per-solid LOD / frustum cull in the batched path (the batch is
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// resident in full); that is reintroduced separately if needed.
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if hidden_line {
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pass.set_pipeline(&self.mesh_depth_pipeline);
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for (i, set) in self.gpu_meshes.iter().enumerate() {
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if !self.mesh_visible.get(i).copied().unwrap_or(true) {
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for c in &self.gpu_mesh_batch {
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if c.index_count == 0 {
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continue;
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}
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let level = self
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.mesh_lod_levels
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.get(i)
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.copied()
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.unwrap_or(0)
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.min(set.lods.len().saturating_sub(1));
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let Some(mesh) = set.lods.get(level) else {
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continue;
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};
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if mesh.index_count == 0 {
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continue;
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}
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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pass.draw_indexed(0..mesh.index_count, 0, 0..1);
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pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
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pass.set_index_buffer(c.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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pass.draw_indexed(0..c.index_count, 0, 0..1);
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}
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pass.set_pipeline(&self.mesh_wireframe_pipeline);
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for (i, set) in self.gpu_meshes.iter().enumerate() {
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if !self.mesh_visible.get(i).copied().unwrap_or(true) {
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for c in &self.gpu_mesh_batch {
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if c.wire_index_count == 0 {
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continue;
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}
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let level = self
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.mesh_lod_levels
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.get(i)
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.copied()
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.unwrap_or(0)
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.min(set.lods.len().saturating_sub(1));
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let Some(mesh) = set.lods.get(level) else {
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continue;
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};
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if mesh.wire_index_count == 0 {
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continue;
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}
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
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pass.set_index_buffer(
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mesh.wire_index_buffer.slice(..),
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c.wire_index_buffer.slice(..),
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wgpu::IndexFormat::Uint32,
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);
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pass.draw_indexed(0..mesh.wire_index_count, 0, 0..1);
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pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
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}
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} else {
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if mesh_wireframe {
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@ -1502,59 +1595,48 @@ impl Pipeline {
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} else {
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pass.set_pipeline(&self.mesh_pipeline);
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}
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for (i, set) in self.gpu_meshes.iter().enumerate() {
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if !self.mesh_visible.get(i).copied().unwrap_or(true) {
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continue;
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}
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let level = self
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.mesh_lod_levels
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.get(i)
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.copied()
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.unwrap_or(0)
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.min(set.lods.len().saturating_sub(1));
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let Some(mesh) = set.lods.get(level) else {
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continue;
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};
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for c in &self.gpu_mesh_batch {
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let (ibuf, icount) = if mesh_wireframe {
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(&mesh.wire_index_buffer, mesh.wire_index_count)
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(&c.wire_index_buffer, c.wire_index_count)
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} else {
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(&mesh.index_buffer, mesh.index_count)
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(&c.index_buffer, c.index_count)
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};
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if icount == 0 {
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continue;
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}
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
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pass.set_index_buffer(ibuf.slice(..), wgpu::IndexFormat::Uint32);
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pass.draw_indexed(0..icount, 0, 0..1);
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}
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// *WithEdges variants: overlay wire-edge segments on top
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// of the shaded fill. The LessEqual depth test on the
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// wireframe pipeline keeps the edges visible at the
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// fragments that just got written by the solid pass.
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// Selection / hover highlight: tinted copies of the picked
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// solids, drawn last with the Always-depth highlight pipeline so
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// the tint shows on top even when the solid is behind others.
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if !self.gpu_mesh_highlight.is_empty() {
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pass.set_pipeline(&self.mesh_highlight_pipeline);
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for g in &self.gpu_mesh_highlight {
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if g.index_count == 0 {
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continue;
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}
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pass.set_vertex_buffer(0, g.vertex_buffer.slice(..));
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pass.set_index_buffer(g.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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pass.draw_indexed(0..g.index_count, 0, 0..1);
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}
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}
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// *WithEdges variants: overlay wire-edge segments on top of the
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// shaded fill. The LessEqual depth test on the wireframe pipeline
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// keeps the edges visible over the fragments the solid pass wrote.
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if want_solid_with_edges {
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pass.set_pipeline(&self.mesh_wireframe_pipeline);
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for (i, set) in self.gpu_meshes.iter().enumerate() {
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if !self.mesh_visible.get(i).copied().unwrap_or(true) {
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for c in &self.gpu_mesh_batch {
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if c.wire_index_count == 0 {
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continue;
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}
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let level = self
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.mesh_lod_levels
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.get(i)
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.copied()
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.unwrap_or(0)
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.min(set.lods.len().saturating_sub(1));
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let Some(mesh) = set.lods.get(level) else {
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continue;
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};
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if mesh.wire_index_count == 0 {
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continue;
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}
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
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pass.set_index_buffer(
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mesh.wire_index_buffer.slice(..),
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c.wire_index_buffer.slice(..),
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wgpu::IndexFormat::Uint32,
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);
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pass.draw_indexed(0..mesh.wire_index_count, 0, 0..1);
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pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
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}
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}
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}
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Reference in a new issue