forked from 1b-agent/opencadstudio-upstream
feat(render): draw ACIS solids as B-rep feature edges, meshes as tri edges
Solid wireframes rendered every triangle edge of the tessellation, so a curved solid read as a dense mesh instead of its real outline. Now each ACIS solid's B-rep face-boundary edges are collected from the SAT `edge` records (straight edges as segments, ellipse/circle edges sampled along their bounded arc), body-transformed and split into the double-single pair, and stored on the MeshLodSet. The block-instance and top-level offset paths transform these edges alongside the mesh vertices. The batch builder routes a solid with feature edges into a dedicated LineList vertex buffer and skips its triangle wireframe; a mesh with no B-rep edges keeps its triangulation edges. Edge colour follows the display mode: the flat `fs_edge` shader draws the entity colour in the lines-only modes (wireframe, hidden-line) and a `fs_edge_black` twin forces black for the edge overlay in filled render modes. Verified: the Clinic storefront arch bars now yield ~14-16 clean edge segments (vs the full triangulation) bounded to the solid's true extent. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -120,8 +120,14 @@ pub struct MeshBatchChunk {
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/// erase — the geometry behind them.
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pub transp_index_buffer: wgpu::Buffer,
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pub transp_index_count: u32,
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/// Triangle-edge line list (into `vertex_buffer`) for plain meshes that
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/// carry no B-rep edges — the tessellation wireframe.
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pub wire_index_buffer: wgpu::Buffer,
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pub wire_index_count: u32,
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/// B-rep feature edges of ACIS solids, as a standalone LineList vertex
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/// buffer (pairs of endpoints), drawn non-indexed. Empty for plain meshes.
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pub edge_vertex_buffer: wgpu::Buffer,
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pub edge_vertex_count: u32,
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}
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fn make_chunk(
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@@ -130,6 +136,7 @@ fn make_chunk(
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indices: &[u32],
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transp_indices: &[u32],
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wire_indices: &[u32],
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edge_verts: &[MeshVertex],
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) -> MeshBatchChunk {
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// `create_buffer_init` with an empty slice yields a zero-sized buffer that
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// some backends reject for INDEX usage; a chunk can legitimately hold only
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@@ -144,19 +151,30 @@ fn make_chunk(
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usage: wgpu::BufferUsages::INDEX,
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})
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};
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("mesh.batch.vbuf"),
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contents: bytemuck::cast_slice(verts),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let mk_vertex = |data: &[MeshVertex], label: &'static str| {
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let stub = [MeshVertex {
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position: [0.0; 3],
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normal: [0.0, 1.0, 0.0],
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color: [0.0; 4],
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position_low: [0.0; 3],
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}];
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let src = if data.is_empty() { &stub[..] } else { data };
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(label),
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contents: bytemuck::cast_slice(src),
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usage: wgpu::BufferUsages::VERTEX,
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})
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};
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MeshBatchChunk {
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vertex_buffer,
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vertex_buffer: mk_vertex(verts, "mesh.batch.vbuf"),
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index_buffer: mk_index(indices, "mesh.batch.ibuf"),
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index_count: indices.len() as u32,
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transp_index_buffer: mk_index(transp_indices, "mesh.batch.transp_ibuf"),
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transp_index_count: transp_indices.len() as u32,
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wire_index_buffer: mk_index(wire_indices, "mesh.batch.wire_ibuf"),
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wire_index_count: wire_indices.len() as u32,
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edge_vertex_buffer: mk_vertex(edge_verts, "mesh.batch.edge_vbuf"),
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edge_vertex_count: edge_verts.len() as u32,
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}
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}
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@@ -182,6 +200,7 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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let mut indices: Vec<u32> = Vec::new();
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let mut transp_indices: Vec<u32> = Vec::new();
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let mut wire_indices: Vec<u32> = Vec::new();
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let mut edge_verts: Vec<MeshVertex> = Vec::new();
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let mut total_tris = 0u64;
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for set in sets {
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let Some(mesh) = set.lods.iter().find(|m| !m.indices.is_empty()) else {
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@@ -200,15 +219,38 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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let mesh_tris = mesh.indices.len() / 3;
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total_tris += mesh_tris as u64;
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// Feature edges present (ACIS solid) → emit the B-rep edges as a line
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// list and skip the triangulation wireframe. Absent (plain mesh) → keep
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// the triangle edges so the mesh still shows a wireframe.
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let has_feat = !set.edge_verts.is_empty();
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if has_feat {
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for i in 0..set.edge_verts.len() {
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edge_verts.push(MeshVertex {
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position: set.edge_verts[i],
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normal: [0.0, 1.0, 0.0],
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color: mesh.color,
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position_low: set.edge_verts_low.get(i).copied().unwrap_or([0.0; 3]),
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});
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}
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}
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// A single mesh larger than a whole chunk: emit as triangle-soup
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// sub-chunks (corners expanded, no vertex sharing) so each buffer fits.
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if mesh.verts.len() > max_verts || mesh_tris > max_tris {
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if !verts.is_empty() {
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chunks.push(make_chunk(device, &verts, &indices, &transp_indices, &wire_indices));
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if !verts.is_empty() || !edge_verts.is_empty() {
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chunks.push(make_chunk(
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device,
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&verts,
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&indices,
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&transp_indices,
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&wire_indices,
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&edge_verts,
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));
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verts.clear();
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indices.clear();
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transp_indices.clear();
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wire_indices.clear();
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edge_verts.clear();
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}
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let tris_per = (max_verts / 3).min(max_tris).max(1);
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let mut t = 0;
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@@ -222,14 +264,16 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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sv.push(vtx(ix[1] as usize));
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sv.push(vtx(ix[2] as usize));
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si.extend_from_slice(&[b, b + 1, b + 2]);
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swi.extend_from_slice(&[b, b + 1, b + 1, b + 2, b + 2, b]);
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if !has_feat {
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swi.extend_from_slice(&[b, b + 1, b + 1, b + 2, b + 2, b]);
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}
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}
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// The whole mesh shares one colour, so a sub-chunk is entirely
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// opaque or entirely transparent.
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if is_transp {
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chunks.push(make_chunk(device, &sv, &[], &si, &swi));
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chunks.push(make_chunk(device, &sv, &[], &si, &swi, &[]));
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} else {
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chunks.push(make_chunk(device, &sv, &si, &[], &swi));
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chunks.push(make_chunk(device, &sv, &si, &[], &swi, &[]));
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}
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t = end;
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}
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@@ -242,11 +286,19 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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&& (verts.len() + mesh.verts.len() > max_verts
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|| wire_indices.len() / 6 + mesh_tris > max_tris)
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{
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chunks.push(make_chunk(device, &verts, &indices, &transp_indices, &wire_indices));
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chunks.push(make_chunk(
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device,
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&verts,
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&indices,
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&transp_indices,
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&wire_indices,
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&edge_verts,
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));
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verts.clear();
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indices.clear();
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transp_indices.clear();
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wire_indices.clear();
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edge_verts.clear();
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}
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let base = verts.len() as u32;
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for i in 0..mesh.verts.len() {
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@@ -256,13 +308,22 @@ pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<Mesh
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for &idx in &mesh.indices {
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fill.push(base + idx);
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}
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for tri in mesh.indices.chunks_exact(3) {
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let (a, b, c) = (base + tri[0], base + tri[1], base + tri[2]);
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wire_indices.extend_from_slice(&[a, b, b, c, c, a]);
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if !has_feat {
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for tri in mesh.indices.chunks_exact(3) {
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let (a, b, c) = (base + tri[0], base + tri[1], base + tri[2]);
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wire_indices.extend_from_slice(&[a, b, b, c, c, a]);
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}
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}
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}
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if !indices.is_empty() || !transp_indices.is_empty() {
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chunks.push(make_chunk(device, &verts, &indices, &transp_indices, &wire_indices));
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if !indices.is_empty() || !transp_indices.is_empty() || !edge_verts.is_empty() {
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chunks.push(make_chunk(
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device,
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&verts,
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&indices,
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&transp_indices,
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&wire_indices,
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&edge_verts,
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));
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}
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(chunks, total_tris)
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}
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+53
-33
@@ -53,6 +53,8 @@ pub struct Pipeline {
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/// Wireframe 2D or Wireframe 3D so 3D solids draw as their
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/// triangle edges instead of filled faces.
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mesh_wireframe_pipeline: wgpu::RenderPipeline,
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/// Edge pipeline that forces black, for the edge overlay in filled modes.
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mesh_edge_black_pipeline: wgpu::RenderPipeline,
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/// Depth-only variant of the mesh pipeline (TriangleList, no color
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/// writes, writes depth). Used in HiddenLine mode so 3D solids
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/// occlude wires behind them without painting visible pixels.
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@@ -631,9 +633,12 @@ impl Pipeline {
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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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// faces, one of which would otherwise hide the edge).
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let mesh_wireframe_pipeline =
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// Edge/wireframe pipeline (LineList). `fs_edge` outputs the flat entity
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// colour — no lighting — for the lines-only modes. A `fs_edge_black`
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// twin (below) forces black for the edge overlay in filled modes.
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let make_edge_pipeline = |label: &'static str, fs: &'static str| {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("mesh.wireframe.pipeline"),
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label: Some(label),
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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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@@ -660,7 +665,7 @@ impl Pipeline {
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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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entry_point: Some(fs),
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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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@@ -670,7 +675,10 @@ impl Pipeline {
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}),
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multiview: None,
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cache: None,
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});
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})
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};
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let mesh_wireframe_pipeline = make_edge_pipeline("mesh.wireframe.pipeline", "fs_edge");
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let mesh_edge_black_pipeline = make_edge_pipeline("mesh.edge_black.pipeline", "fs_edge_black");
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// Depth-only variant — TriangleList, back-face culling stays on
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// (we only want front-facing fragments to write depth so wires
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@@ -1057,6 +1065,7 @@ impl Pipeline {
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mesh_transparent_pipeline,
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mesh_highlight_pipeline,
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mesh_wireframe_pipeline,
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mesh_edge_black_pipeline,
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mesh_depth_pipeline,
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face3d_pipeline,
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face3d_depth_pipeline,
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@@ -1642,23 +1651,8 @@ impl Pipeline {
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}
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pass.set_pipeline(&self.mesh_wireframe_pipeline);
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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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pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
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pass.set_index_buffer(
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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..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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pass.set_pipeline(&self.mesh_wireframe_pipeline);
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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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// Plain-mesh triangulation edges.
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if c.wire_index_count != 0 {
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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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c.wire_index_buffer.slice(..),
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@@ -1666,6 +1660,29 @@ impl Pipeline {
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);
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pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
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}
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// ACIS solid B-rep feature edges (LineList, non-indexed).
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if c.edge_vertex_count != 0 {
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pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
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pass.draw(0..c.edge_vertex_count, 0..1);
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}
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}
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} else {
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if mesh_wireframe {
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pass.set_pipeline(&self.mesh_wireframe_pipeline);
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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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pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
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pass.set_index_buffer(
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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..c.wire_index_count, 0, 0..1);
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}
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if c.edge_vertex_count != 0 {
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pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
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pass.draw(0..c.edge_vertex_count, 0..1);
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}
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}
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} else {
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// Opaque fills first (they write depth).
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pass.set_pipeline(&self.mesh_pipeline);
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@@ -1707,21 +1724,24 @@ impl Pipeline {
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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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// *WithEdges variants: overlay edge segments on top of the shaded
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// fill in black (mesh_edge_black_pipeline). The LessEqual depth
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// test keeps the edges visible over the fragments the fill 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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pass.set_pipeline(&self.mesh_edge_black_pipeline);
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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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if c.wire_index_count != 0 {
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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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c.wire_index_buffer.slice(..),
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wgpu::IndexFormat::Uint32,
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);
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pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
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}
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if c.edge_vertex_count != 0 {
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pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
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pass.draw(0..c.edge_vertex_count, 0..1);
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}
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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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c.wire_index_buffer.slice(..),
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wgpu::IndexFormat::Uint32,
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);
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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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