forked from 1b-agent/opencadstudio-upstream
refactor(viewport): unify content-viewport clipping on the stencil path
Rectangular paper viewports now go through the same GPU stencil clip as non-rectangular ones: viewport_clip_boundary_ndc returns the four rect corners (a full-target mask) instead of nothing, so the render path has no rect/non-rect special case — every content viewport carries a clip boundary and draws with stencil reference 0xFF. With a single clip path, the old per-wire / -image / -wipeout scissor mechanism is fully dead and removed: compute_*_scissors, the *_pixel_scissors buffers, the project_scissor helper, the per-pass set_scissor_rect blocks, the vp_scissor field threaded through WireModel / ImageModel / HatchModel and their GPU mirrors (WireGpu / ImageGpu / WipeoutGpu / HatchWebGpu), from_run's scissor parameter, the scissor grouping in build_wire_buffers, and the is_arena_eligible gate. Net -245 lines across 54 files. Rectangular viewports still clip exactly via their own render rectangle; the stencil mask is a redundant full-target no-op there, kept only so the clip code path stays uniform. XCLIP keeps its CPU wire clip. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -886,9 +886,7 @@ pub struct Scene {
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/// Cached wipeout fill models, keyed by geometry_epoch. Same
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/// reasoning as `hatch_cache`.
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wipeout_cache: RefCell<Option<(u64, Arc<Vec<HatchModel>>)>>,
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/// Cached image models, keyed by geometry_epoch. Images do their own
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/// per-frame culling in the GPU pipeline (vp_scissor); no camera key
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/// needed here.
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/// Cached image models, keyed by geometry_epoch. No camera key needed here.
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image_cache: RefCell<Option<(u64, Arc<Vec<ImageModel>>)>>,
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/// Cached mesh models, keyed by geometry_epoch.
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mesh_cache: RefCell<Option<(u64, Arc<Vec<MeshLodSet>>)>>,
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@@ -2025,7 +2023,6 @@ impl Scene {
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color: self.paper_bg_color,
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angle_offset: 0.0,
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scale: 1.0,
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vp_scissor: None,
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// Draw-order bias is signed: entity fills/wires land in (-1, 1)
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// (0 = neutral). A value below -1 forces the sheet strictly behind
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// EVERY object, in every case, with a tiny z offset (BIAS = 0.001,
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