refactor(text): per-entity SDF text — all text kinds, selection/hover highlight

Rearchitect SDF text from a document-wide collector to per-entity
production during tessellation, so each entity owns its glyph quads and
composite/nested text is covered for free (no re-explosion, no per-frame
document walk).

- WireModel gains `text_verts`: glyph quads ride on the wire, so they are
  cached by the tess memo, cloned on hit, and transformed by the block
  expand loop exactly like `points`.
- Text arm (tessellate.rs) builds the quads when SDF is on and suppresses
  the strokes; render gathers text_verts from the viewport wire set
  (`gather_text_verts`, cached on wire content id) — the old collector is
  removed. Covers model, dimension, table, block-internal and paper-sheet
  text uniformly.
- MLEADER text (lays out via layout_mtext, not the Text arm) gets its own
  SDF branch driven by the per-run GlyphRun.
- Pick box comes from the rendered glyph quads (true text extent), not
  entity_aabb which mis-places the box for MTEXT; composite paths no longer
  clobber the empty text wire's tight AABB (dim pick box hugs the text).
- Selection / hover highlight via a text-highlight overlay (upload_text_
  highlight, keyed on selection_generation) mirroring the selected-wire
  xray overlay; base glyphs stay neutral so a deselect leaves no stale tint.
- Debug: env OCS_TEXT_BOX draws each run's glyph-bounds rectangle.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-07 17:01:36 +03:00
1 parent fd0b8fc1d4
commit 110683f419
47 files changed
+529 -143

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@@ -38,6 +38,11 @@ pub struct LocalWire {
/// Low-bit residual paired with `points` so block-instance wires keep
/// sub-f32 precision once the renderer translates them to world space.
pub points_low: Vec<[f32; 3]>,
/// SDF glyph quads for block-internal text, in block-local coordinates.
/// Non-empty only when SDF text is on and this sub is a TEXT/MTEXT. The
/// expand-time transform (`emit_wire`) maps each vertex to world exactly
/// like `points`, so block-instance text lands at the right place/scale.
pub text_verts: Vec<crate::scene::pipeline::text_gpu::TextVertex>,
pub key_vertices: Vec<[f64; 3]>,
pub snap_pts: Vec<(glam::DVec3, SnapHint)>,
pub tangent_geoms: Vec<TangentGeom>,
@@ -430,10 +435,18 @@ fn tessellate_sub_local(
return vec![];
}
let text_height_local: Option<f32> = match sub {
EntityType::Text(t) => Some((t.height * anno_scale as f64) as f32),
EntityType::MText(m) => Some((m.height * anno_scale as f64) as f32),
_ => None,
// With SDF text on, block-internal TEXT/MTEXT renders as glyph quads
// (carried on the wire's `text_verts`), so skip the greek/baseline LOD
// ladder — leaving `text_height_local` None routes the sub to `emit_wire`,
// which transforms and emits those quads.
let text_height_local: Option<f32> = if crate::scene::text::sdf_atlas::sdf_text_enabled() {
None
} else {
match sub {
EntityType::Text(t) => Some((t.height * anno_scale as f64) as f32),
EntityType::MText(m) => Some((m.height * anno_scale as f64) as f32),
_ => None,
}
};
// Pre-compute the OBB corners (absolute f64) for Text / MText so the greek
@@ -470,6 +483,7 @@ fn tessellate_sub_local(
result.push(LocalWire {
points: wire.points,
points_low: wire.points_low,
text_verts: wire.text_verts,
key_vertices: wire.key_vertices,
snap_pts: wire.snap_pts,
tangent_geoms: wire.tangent_geoms,
@@ -965,6 +979,8 @@ struct BatchEntry {
/// reconstructs `high + low`). Without it absolute f32 fills quantize to
/// ~0.5 m and the greek-text rectangles shear.
fill_tris_low: Vec<[f32; 3]>,
/// Accumulated SDF glyph quads (world space) for block-instance text.
text_verts: Vec<crate::scene::pipeline::text_gpu::TextVertex>,
min_x: f32,
min_y: f32,
max_x: f32,
@@ -1041,6 +1057,7 @@ impl Batches {
// the cached defn.
let color = crate::scene::view::render::adapt_to_bg(b.color, bg_color);
WireModel {
text_verts: b.text_verts,
name: name.to_string(),
points: b.points,
points_low: b.points_low,
@@ -1357,7 +1374,7 @@ fn emit_wire(
ctx: &ExpandCtx,
out: &mut Batches,
) {
if lw.points.is_empty() && lw.fill_tris.is_empty() {
if lw.points.is_empty() && lw.fill_tris.is_empty() && lw.text_verts.is_empty() {
return;
}
@@ -1507,6 +1524,40 @@ fn emit_wire(
entry.fill_tris.push([hx, hy, hz]);
entry.fill_tris_low.push([lx, ly, lz]);
}
// SDF glyph quads: reconstruct each block-local f64 position, apply the
// insert transform, re-split — same path as points/fills so block-instance
// text lands at the right world place and scale. Colour resolves to the
// batch's final colour (ByBlock / layer-0 block text follows the insert).
for tv in &lw.text_verts {
let wx = tv.pos[0] as f64 + tv.pos_low[0] as f64;
let wy = tv.pos[1] as f64 + tv.pos_low[1] as f64;
let wz = tv.pos[2] as f64 + tv.pos_low[2] as f64;
let v = accum_xform.apply(Vector3::new(wx, wy, wz));
let (hx, lx) = WireModel::split_ds(v.x);
let (hy, ly) = WireModel::split_ds(v.y);
let (hz, lz) = WireModel::split_ds(v.z);
// Grow the batch AABB by the glyph extent so a text-only block wire
// (no points) still finalizes to a bounded pick box.
if hx < entry.min_x {
entry.min_x = hx;
}
if hy < entry.min_y {
entry.min_y = hy;
}
if hx > entry.max_x {
entry.max_x = hx;
}
if hy > entry.max_y {
entry.max_y = hy;
}
entry.text_verts.push(crate::scene::pipeline::text_gpu::TextVertex {
pos: [hx, hy, hz],
pos_low: [lx, ly, lz],
uv: tv.uv,
color: [final_color[0], final_color[1], final_color[2], tv.color[3]],
draw_depth: tv.draw_depth,
});
}
}
fn transform_tangent(