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>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-04 17:57:00 +03:00
1 parent a08cf477c1
commit 1065bc12b2
6 files changed
+285 -63

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+53 -33
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@@ -53,6 +53,8 @@ pub struct Pipeline {
/// Wireframe 2D or Wireframe 3D so 3D solids draw as their
/// triangle edges instead of filled faces.
mesh_wireframe_pipeline: wgpu::RenderPipeline,
/// Edge pipeline that forces black, for the edge overlay in filled modes.
mesh_edge_black_pipeline: wgpu::RenderPipeline,
/// Depth-only variant of the mesh pipeline (TriangleList, no color
/// writes, writes depth). Used in HiddenLine mode so 3D solids
/// occlude wires behind them without painting visible pixels.
@@ -631,9 +633,12 @@ impl Pipeline {
// only the input topology changes (LineList) and back-face
// culling drops out (each triangle edge is shared between two
// faces, one of which would otherwise hide the edge).
let mesh_wireframe_pipeline =
// Edge/wireframe pipeline (LineList). `fs_edge` outputs the flat entity
// colour — no lighting — for the lines-only modes. A `fs_edge_black`
// twin (below) forces black for the edge overlay in filled modes.
let make_edge_pipeline = |label: &'static str, fs: &'static str| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("mesh.wireframe.pipeline"),
label: Some(label),
layout: Some(&mesh_layout),
vertex: wgpu::VertexState {
module: &mesh_shader,
@@ -660,7 +665,7 @@ impl Pipeline {
},
fragment: Some(wgpu::FragmentState {
module: &mesh_shader,
entry_point: Some("fs_main"),
entry_point: Some(fs),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
@@ -670,7 +675,10 @@ impl Pipeline {
}),
multiview: None,
cache: None,
});
})
};
let mesh_wireframe_pipeline = make_edge_pipeline("mesh.wireframe.pipeline", "fs_edge");
let mesh_edge_black_pipeline = make_edge_pipeline("mesh.edge_black.pipeline", "fs_edge_black");
// Depth-only variant — TriangleList, back-face culling stays on
// (we only want front-facing fragments to write depth so wires
@@ -1057,6 +1065,7 @@ impl Pipeline {
mesh_transparent_pipeline,
mesh_highlight_pipeline,
mesh_wireframe_pipeline,
mesh_edge_black_pipeline,
mesh_depth_pipeline,
face3d_pipeline,
face3d_depth_pipeline,
@@ -1642,23 +1651,8 @@ impl Pipeline {
}
pass.set_pipeline(&self.mesh_wireframe_pipeline);
for c in &self.gpu_mesh_batch {
if c.wire_index_count == 0 {
continue;
}
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
pass.set_index_buffer(
c.wire_index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
}
} else {
if mesh_wireframe {
pass.set_pipeline(&self.mesh_wireframe_pipeline);
for c in &self.gpu_mesh_batch {
if c.wire_index_count == 0 {
continue;
}
// Plain-mesh triangulation edges.
if c.wire_index_count != 0 {
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
pass.set_index_buffer(
c.wire_index_buffer.slice(..),
@@ -1666,6 +1660,29 @@ impl Pipeline {
);
pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
}
// ACIS solid B-rep feature edges (LineList, non-indexed).
if c.edge_vertex_count != 0 {
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
pass.draw(0..c.edge_vertex_count, 0..1);
}
}
} else {
if mesh_wireframe {
pass.set_pipeline(&self.mesh_wireframe_pipeline);
for c in &self.gpu_mesh_batch {
if c.wire_index_count != 0 {
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
pass.set_index_buffer(
c.wire_index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
}
if c.edge_vertex_count != 0 {
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
pass.draw(0..c.edge_vertex_count, 0..1);
}
}
} else {
// Opaque fills first (they write depth).
pass.set_pipeline(&self.mesh_pipeline);
@@ -1707,21 +1724,24 @@ impl Pipeline {
pass.draw_indexed(0..g.index_count, 0, 0..1);
}
}
// *WithEdges variants: overlay wire-edge segments on top of the
// shaded fill. The LessEqual depth test on the wireframe pipeline
// keeps the edges visible over the fragments the solid pass wrote.
// *WithEdges variants: overlay edge segments on top of the shaded
// fill in black (mesh_edge_black_pipeline). The LessEqual depth
// test keeps the edges visible over the fragments the fill wrote.
if want_solid_with_edges {
pass.set_pipeline(&self.mesh_wireframe_pipeline);
pass.set_pipeline(&self.mesh_edge_black_pipeline);
for c in &self.gpu_mesh_batch {
if c.wire_index_count == 0 {
continue;
if c.wire_index_count != 0 {
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
pass.set_index_buffer(
c.wire_index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
}
if c.edge_vertex_count != 0 {
pass.set_vertex_buffer(0, c.edge_vertex_buffer.slice(..));
pass.draw(0..c.edge_vertex_count, 0..1);
}
pass.set_vertex_buffer(0, c.vertex_buffer.slice(..));
pass.set_index_buffer(
c.wire_index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
pass.draw_indexed(0..c.wire_index_count, 0, 0..1);
}
}
}