Commit graph cad-editor/src/scene/pipeline/face3d_gpu.rs
Author SHA1 Message Date
Hakan
ddd0a2de16 fix(scene): greek text rect renders filled at the text's own color
Greek rects rendered through fill_tris went through the face3d 0.45
dim path; the pre-boost (color × 1/0.45) compensated only until clamp
hit at 1.0, leaving bright user colors washed out. The earlier outline
workaround dodged the dim but lost the filled box visual that AutoCAD
uses for "text lives here".

  - face3d pipeline now skips the 0.45 dim when `wire.points` is
    empty. PolyfaceMesh / PolygonMesh keep their dim (both points and
    fill_tris populated); greek and MultiLeader background-fill emit
    `points: vec![]` so they render at the literal color.
  - All three greek paths (top-level, block-defn, MultiLeader) emit a
    2-triangle filled rect instead of an outline / boosted fill.
  - Greek rects are clamped to single-line height so 5-line MText
    doesn't blow the box up to the full text-block height. MultiLeader
    emits one rect per line — keeps the per-row visual hint.
  - BatchEntry/StyleKey gain an `is_fill_only` discriminator so greek
    batches never collide with regular wire batches; otherwise the
    finalized WireModel could carry both points and fill_tris and
    defeat the pipeline-side empty-points check.

Xref fade still applies to the resolved color via the existing
`fade_toward_bg` path, so xref greek stays faded as expected.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 16:32:27 +03:00
Hakan
ca07268c7c cargo fmt 2026-05-12 10:36:15 +03:00
Hakan Seven
048bb41aef feat(render): solid fill for PolyfaceMesh and PolygonMesh entities
PolyfaceMesh and PolygonMesh were wireframe-only. They now render with
the same flat-color solid fill as Face3D entities.

- Add fill_tris: Vec<[f32;3]> to TruckEntity and WireModel
- PolyfaceMesh: fan-triangulate each face into fill_tris
- PolygonMesh: triangulate each grid quad into fill_tris
- tessellate.rs Lines branch: apply world_offset to fill_tris
- Face3DGpu::from_wires: collect fill_tris from all wires in addition
  to Face3D key_vertices quads
- upload_face3d: pass all_wires so fill_tris are batched into one draw call
2026-05-06 23:24:26 +03:00
Hakan Seven
1a19a841e6 fix: correct polyline arc direction, text precision, Face3D edge color, buffer chunking
- fix: polyline arc center sign was inverted (- → +) causing arcs to render on the
  wrong side in LwPolyline and Polyline2D
- fix: store glyph strokes in local space with f64 origin so world_offset subtraction
  uses f64 precision; prevents blocky text at large UTM coordinates
- fix: Face3D fill darkened to 45% so edge wires are visually distinct from fill
- fix: wire batch vertex buffer chunked to 256 MB GPU limit (was panic on large files)
- fix: gpu_face3d_edges changed from Option<WireGpu> to Vec<WireGpu> to support chunks

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 20:58:44 +03:00
Hakan Seven
02203dba93 Revert "fix: skip degenerate triangle for 3-corner Face3D"
This reverts commit 517af91245.
2026-04-29 20:34:18 +03:00
Hakan Seven
517af91245 fix: skip degenerate triangle for 3-corner Face3D
acadrust Face3D encodes triangles by setting fourth_corner == third_corner.
The fill builder was emitting a zero-area second triangle for these cases.
Now checks the p2==p3 distance and skips the second triangle.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 21:57:38 +03:00
Hakan Seven
298098e764 perf: dedicated Face3D shader — N draw calls → 2
3DFACE entities previously created one WireGpu buffer per entity,
resulting in N separate draw calls per frame. For files with large
triangle meshes this was the dominant GPU CPU overhead.

New pipeline:
- face3d.wgsl: simple flat-color vertex + fragment shader (MVP only,
  no quad expansion, no pattern distance computation)
- Face3DGpu: batches ALL Face3D entities into a single TriangleList
  buffer (6 vertices per face, per-vertex color) — 1 draw call
- WireGpu::from_batch: merges N Face3D edge wire models into one
  quad-expanded buffer for edge rendering — 1 draw call
- split_face3d_wires: separates face3d from other wires at Primitive
  build time via document handle lookup (O(N), once per epoch)

Hit-testing via WireModel (CPU) is unaffected — face3d wires remain
in entity_wires_arc() and hit_test_wires() as before.

Before: N 3DFACE → N draw calls, N × 96 B/vertex WireVertex
After:  N 3DFACE → 2 draw calls (fill + edges), 28 B/vertex fill

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 21:53:31 +03:00