forked from 1b-agent/opencadstudio-upstream
feat(selection): highlight opacity and extra width (#1823)
Options > Selection gains "Selection highlight opacity" and "Selection highlight extra width". Below full opacity the object's own colour shows through the highlight. The selection overlay draws with its own copy of the frame uniforms: transparency on, and every line widened by the extra width. Drawings opened at startup now get the selection colour settings too; they used to keep the defaults until a setting changed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -2204,6 +2204,8 @@ pub struct Scene {
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pub selection_color: [f32; 4],
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/// Whether selection visual effect (glow/highlight) is enabled (SELECTIONEFFECT).
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pub selection_effect: bool,
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/// Extra screen pixels the selection highlight is drawn wider.
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pub selection_widen: f32,
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/// Whether entity transparency is honoured on screen. When false the
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/// wire shader forces every line opaque (a uniform toggle, no retessellate).
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pub transparency_display: bool,
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@@ -2827,6 +2829,7 @@ impl Scene {
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constraint_hover_refs: Vec::new(),
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constraint_hover_wires: Vec::new(),
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selection_color: crate::scene::model::wire_model::WireModel::SELECTED,
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selection_widen: 0.0,
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selection_effect: true,
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transparency_display: true,
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model_lineweight_scale: 1.0,
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+73
-71
@@ -182,6 +182,10 @@ pub struct Pipeline {
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uniform_buffer: wgpu::Buffer,
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frame_bgl: wgpu::BindGroupLayout,
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uniform_bind_group: wgpu::BindGroup,
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/// The selection overlay's copy of the frame uniforms: transparency on,
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/// so a translucent highlight colour shows, and lines widened.
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selection_uniform_buffer: wgpu::Buffer,
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selection_uniform_bind_group: wgpu::BindGroup,
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shadow_uniform_bind_group: wgpu::BindGroup,
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background_texture: wgpu::Texture,
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environment_texture: wgpu::Texture,
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@@ -414,6 +418,37 @@ pub struct Pipeline {
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pub slot_id: u64,
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}
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/// The views and samplers the frame bind group carries beside its uniforms.
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struct FrameViews<'a> {
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background: &'a wgpu::TextureView,
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environment: &'a wgpu::TextureView,
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background_sampler: &'a wgpu::Sampler,
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shadow: &'a wgpu::TextureView,
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shadow_sampler: &'a wgpu::Sampler,
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}
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fn frame_bind_group(
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device: &wgpu::Device,
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layout: &wgpu::BindGroupLayout,
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uniforms: &wgpu::Buffer,
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views: &FrameViews<'_>,
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) -> wgpu::BindGroup {
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let entry = |binding, resource| wgpu::BindGroupEntry { binding, resource };
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("viewer.bind_group"),
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layout,
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entries: &[
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entry(0, uniforms.as_entire_binding()),
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entry(1, wgpu::BindingResource::TextureView(views.background)),
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entry(2, wgpu::BindingResource::Sampler(views.background_sampler)),
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entry(3, wgpu::BindingResource::TextureView(views.environment)),
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entry(4, wgpu::BindingResource::Sampler(views.background_sampler)),
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entry(5, wgpu::BindingResource::TextureView(views.shadow)),
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entry(6, wgpu::BindingResource::Sampler(views.shadow_sampler)),
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],
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})
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, queue: &wgpu::Queue, format: wgpu::TextureFormat) -> Self {
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// ── Shared frame uniform buffer (view_proj etc.) ───────────────────
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@@ -423,6 +458,12 @@ impl Pipeline {
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let selection_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("viewer.selection_uniform_buffer"),
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size: std::mem::size_of::<Uniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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// Bind group layout 0 — shared by wire and hatch pipelines.
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let frame_bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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@@ -563,40 +604,17 @@ impl Pipeline {
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background_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let environment_view =
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environment_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("viewer.bind_group"),
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layout: &frame_bgl,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&background_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&background_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(&environment_view),
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},
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wgpu::BindGroupEntry {
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binding: 4,
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resource: wgpu::BindingResource::Sampler(&background_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 5,
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resource: wgpu::BindingResource::TextureView(&shadow_fallback_view),
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},
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wgpu::BindGroupEntry {
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binding: 6,
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resource: wgpu::BindingResource::Sampler(&shadow_sampler),
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},
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],
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});
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let frame_views = FrameViews {
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background: &background_view,
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environment: &environment_view,
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background_sampler: &background_sampler,
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shadow: &shadow_fallback_view,
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shadow_sampler: &shadow_sampler,
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};
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let uniform_bind_group =
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frame_bind_group(device, &frame_bgl, &uniform_buffer, &frame_views);
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let selection_uniform_bind_group =
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frame_bind_group(device, &frame_bgl, &selection_uniform_buffer, &frame_views);
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let shadow_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("shadow.frame_bind_group"),
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layout: &shadow_frame_bgl,
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@@ -2390,6 +2408,8 @@ impl Pipeline {
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uniform_buffer,
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frame_bgl,
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uniform_bind_group,
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selection_uniform_buffer,
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selection_uniform_bind_group,
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shadow_uniform_bind_group,
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background_texture,
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environment_texture,
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@@ -3926,40 +3946,18 @@ analytic={:.1} regular={:.1} blocks={:.1}",
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let environment_view = self
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.environment_texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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self.uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("viewer.bind_group"),
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layout: &self.frame_bgl,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: self.uniform_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&background_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&self.background_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(&environment_view),
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},
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wgpu::BindGroupEntry {
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binding: 4,
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resource: wgpu::BindingResource::Sampler(&self.background_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 5,
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resource: wgpu::BindingResource::TextureView(self.shadow_view()),
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},
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wgpu::BindGroupEntry {
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binding: 6,
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resource: wgpu::BindingResource::Sampler(&self.shadow_sampler),
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},
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],
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});
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let views = FrameViews {
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background: &background_view,
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environment: &environment_view,
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background_sampler: &self.background_sampler,
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shadow: self.shadow_view(),
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shadow_sampler: &self.shadow_sampler,
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};
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let frame = frame_bind_group(device, &self.frame_bgl, &self.uniform_buffer, &views);
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let selection =
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frame_bind_group(device, &self.frame_bgl, &self.selection_uniform_buffer, &views);
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self.uniform_bind_group = frame;
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self.selection_uniform_bind_group = selection;
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}
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/// Allocate or drop the shadow target to match `shadow_enabled`.
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@@ -3995,7 +3993,11 @@ analytic={:.1} regular={:.1} blocks={:.1}",
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if self.shadow_full.is_none() {
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uniforms.shadow_params[0] = 0.0;
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}
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let mut selection = uniforms;
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selection.transparency_enable = 1.0;
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uniforms.highlight_widen = 0.0;
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queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniforms));
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queue.write_buffer(&self.selection_uniform_buffer, 0, bytemuck::bytes_of(&selection));
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}
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pub fn upload_background_images(
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@@ -5120,7 +5122,7 @@ analytic={:.1} regular={:.1} blocks={:.1}",
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multiview_mask: None,
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});
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pass.set_viewport(raster.x, raster.y, raster.width, raster.height, 0.0, 1.0);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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pass.set_bind_group(0, &self.selection_uniform_bind_group, &[]);
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pass.set_stencil_reference(stencil_ref);
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if !self.gpu_selected_wires.is_empty() {
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pass.set_pipeline(if occluded {
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@@ -5160,7 +5162,7 @@ analytic={:.1} regular={:.1} blocks={:.1}",
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} else {
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&self.circle_xray_pipeline
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});
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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pass.set_bind_group(0, &self.selection_uniform_bind_group, &[]);
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for cg in &self.gpu_selected_circles {
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if cg.instance_count > 0 {
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pass.set_vertex_buffer(0, cg.instance_buffer.slice(..));
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@@ -5174,7 +5176,7 @@ analytic={:.1} regular={:.1} blocks={:.1}",
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} else {
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&self.ellipse_xray_pipeline
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});
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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pass.set_bind_group(0, &self.selection_uniform_bind_group, &[]);
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for eg in &self.gpu_selected_ellipses {
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if eg.instance_count > 0 {
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pass.set_vertex_buffer(0, eg.instance_buffer.slice(..));
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@@ -39,7 +39,9 @@ pub struct Uniforms {
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// jitter.
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pub view_rot: glam::Mat4,
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pub eye_high: [f32; 3],
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pub _pad_eh: f32,
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/// Extra screen pixels added to every line width. Only the selection
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/// overlay pass sees a non-zero value (`Pipeline::upload_uniforms`).
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pub highlight_widen: f32,
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pub eye_low: [f32; 3],
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pub _pad_el: f32,
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@@ -121,7 +123,7 @@ impl Uniforms {
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lineweight_scale: 1.0,
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view_rot: camera.view_proj_rte(bounds),
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eye_high,
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_pad_eh: 0.0,
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highlight_widen: 0.0,
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eye_low,
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_pad_el: 0.0,
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light_position_type: [[0.0; 4]; 4],
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@@ -270,6 +270,8 @@ pub struct Primitive {
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pub(in crate::scene) selection_color: [f32; 4],
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/// Whether selection visual effect (glow/highlight) is enabled.
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pub(in crate::scene) selection_effect: bool,
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/// Extra screen pixels the selection highlight is drawn wider.
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pub(in crate::scene) selection_widen: f32,
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/// One input-to-render sample, carried only when PERF tracing is enabled.
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pub(in crate::scene) nav_perf: Option<NavPerfSample>,
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}
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@@ -4298,6 +4300,7 @@ impl Scene {
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viewcube_text_color,
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selection_color: self.selection_color,
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selection_effect: self.selection_effect,
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selection_widen: self.selection_widen,
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nav_perf: perf_nav,
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}
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}
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@@ -4330,6 +4333,7 @@ impl Scene {
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viewcube_text_color,
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selection_color: self.selection_color,
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selection_effect: self.selection_effect,
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selection_widen: self.selection_widen,
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nav_perf: None,
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};
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};
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@@ -4392,6 +4396,7 @@ impl Scene {
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viewcube_text_color,
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selection_color: self.selection_color,
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selection_effect: self.selection_effect,
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selection_widen: self.selection_widen,
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nav_perf: perf_nav,
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}
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}
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@@ -4688,6 +4693,7 @@ impl Scene {
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uniforms.viewport_size = [visible_w, visible_h];
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uniforms.flat_shade = if flags.flat_shade { 1.0 } else { 0.0 };
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uniforms.transparency_enable = if self.transparency_display { 1.0 } else { 0.0 };
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uniforms.highlight_widen = self.selection_widen;
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uniforms.viewport_background = display.background.base;
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uniforms.view_tone = [display.brightness, display.contrast, 0.0, 0.0];
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uniforms.background_top = display.background.colors[0];
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