forked from 1b-agent/opencadstudio-upstream
fix(render): draw block-contained 3D faces
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c8840e2706
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7 files changed
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@@ -2359,19 +2359,7 @@ impl Pipeline {
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// and alpha blending both depend on it. Scissor and mesh-edge stay
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// grouping keys because the draw loop sets one scissor per batch and
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// skips whole mesh-edge batches in shaded modes.
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// A 3D mesh entity (PolyfaceMesh / PolygonMesh) emits its face fill and
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// its outline edges as *separate* WireModels sharing the entity handle
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// (`name`): the fill carries `fill_tris` + a non-empty `fill_tris_low`
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// (real 3D depth, same test face3d uses); the edge carries `points`.
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// Flag the edge wire as `is_3d_mesh_edge` so the draw loop can hide it in
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// clean-shaded modes and draw it black in filled-with-edges modes.
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let mesh_names: rustc_hash::FxHashSet<&str> = wires
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.iter()
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.filter(|w| !w.fill_tris.is_empty() && !w.fill_tris_low.is_empty())
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.map(|w| w.name.as_str())
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.collect();
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let is_mesh_edge =
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|w: &WireModel| !w.points.is_empty() && mesh_names.contains(w.name.as_str());
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let is_mesh_edge = |w: &WireModel| !w.points.is_empty() && w.fill_is_3d;
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let mut batches: Vec<WireGpu> = Vec::new();
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let mut block_wires: Vec<&WireModel> = Vec::new();
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let mut i = 0;
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@@ -2403,7 +2391,6 @@ impl Pipeline {
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device,
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&block_wires,
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depth_map,
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&mesh_names,
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None,
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&self.block_wire_const_bgl,
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);
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@@ -2516,12 +2503,10 @@ impl Pipeline {
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self.wire_const_bgl.as_ref(),
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));
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self.gpu_selected_wires = gpu;
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let mesh_names = rustc_hash::FxHashSet::default();
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let mut block_gpu = BlockWireGpu::from_wires(
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device,
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&selected_blocks,
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depth_map,
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&mesh_names,
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Some(WireModel::SELECTED),
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&self.block_wire_const_bgl,
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);
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@@ -2529,7 +2514,6 @@ impl Pipeline {
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device,
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&hover_blocks,
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depth_map,
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&mesh_names,
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Some(WireModel::HOVER),
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&self.block_wire_const_bgl,
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));
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@@ -4046,7 +4030,11 @@ impl Pipeline {
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// pipeline in HiddenLine so wires hidden behind them disappear.
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// 2D fills (text greek, MultiLeader bg) always draw with colour.
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if let Some(ref fill) = self.gpu_face3d_fill {
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if !fill.chunks_3d.is_empty() || !fill.chunks_2d.is_empty() {
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if !fill.chunks_3d.is_empty()
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|| !fill.chunks_2d.is_empty()
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|| !fill.block_chunks_3d.is_empty()
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|| !fill.block_chunks_2d.is_empty()
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("face3d.render_pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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