refactor(viewport): unify paper into one shader, transparent clear

Collapse the paper-space rendering path into the same shader widget the
model layout uses. The PaperCanvas widget draws the paper sheet, paper
entities and viewport borders underneath; the unified shader paints all
content viewports on top, scissored to each viewport's rect.

- Drop PaperViewportPane / PaperViewportPipeline newtype /
  PaperViewportPrimitive, ViewportPaneMode::Paper, ViewportPane::paper,
  build_primitive and build_viewport_primitive. Scene exposes only
  build_viewports.
- view.rs: the paper branch stacks PaperCanvas + the unified shader
  instead of the old paper_canvas_view function. The active paper
  viewport's blue border, render-mode picker and ViewCube hit-area are
  layered in the same viewport_stack as the model layout.
- Transparent shader clear (alpha=0) + alpha-blended blit pipeline so
  the underlying widget (container bg in model, PaperCanvas sheet in
  paper) shows through everywhere the shader has not painted geometry —
  including inside content viewport rectangles.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.7 committed 2026-05-28 10:03:01 +03:00
1 parent 417a708275
commit 8d64426087
5 files changed
+91 -455

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+50 -86
View File
@@ -5,7 +5,7 @@ use super::document::{DynComponent, DynFieldEntry};
use super::{Message, OpenCADStudio};
use crate::scene::grip::{grips_to_screen, grips_to_screen_paper};
use crate::scene::paper_canvas::PaperCanvas;
use crate::scene::viewport_pane::{PaperViewportPane, ViewportPane};
use crate::scene::viewport_pane::ViewportPane;
use crate::scene::{VIEWCUBE_DRAW_PX, VIEWCUBE_PAD};
use crate::ui::overlay;
use iced::widget::{
@@ -253,10 +253,13 @@ impl OpenCADStudio {
// Surrounding chrome (tab bar, status bar) stays; the welcome widget
// returned here also flags the rest of `view` to skip drawing-only
// overlays via `tab.is_start`.
// Unified GPU widget for both layouts. In a paper layout the
// PaperCanvas (2-D sheet + paper entities + viewport borders) is
// layered underneath this shader so the area outside floating
// viewports shows the sheet; the shader only blits inside each
// content viewport's scissor rect.
let viewport_3d: Element<'_, Message> = if tab.is_start {
start_page_view()
} else if is_paper {
paper_canvas_view(tab)
} else {
shader(ViewportPane::model(
&tab.scene,
@@ -457,6 +460,21 @@ impl OpenCADStudio {
.height(Fill)]
.width(Fill)
.height(Fill)
} else if is_paper {
// Paper layout: 2-D sheet + paper entities + viewport borders
// underneath, unified GPU shader on top (only paints inside
// each content viewport's scissor rect so the sheet shows
// through outside them).
let paper_sheet: Element<'_, Message> =
canvas(PaperCanvas::new(&tab.scene)).width(Fill).height(Fill).into();
stack![
paper_sheet,
container(viewport_3d).width(Fill).height(Fill),
selection_overlay,
viewport_mouse,
]
.width(Fill)
.height(Fill)
} else {
stack![
container(viewport_3d)
@@ -559,6 +577,35 @@ impl OpenCADStudio {
if let Some(rect) = active_vp_rect {
let x = rect.x.max(0.0);
let y = rect.y.max(0.0);
// Highlight the active viewport with a 2-px border so its
// boundary is always visible over the GPU shader.
const VP_BORDER: Color = Color {
r: 0.18,
g: 0.52,
b: 0.95,
a: 1.0,
};
let border_frame = container(
Space::new()
.width(iced::Length::Fixed(rect.width.max(1.0)))
.height(iced::Length::Fixed(rect.height.max(1.0))),
)
.style(move |_: &Theme| container::Style {
border: iced::Border {
color: VP_BORDER,
width: 2.0,
radius: 0.0.into(),
},
..Default::default()
});
let border_layer = column![
Space::new().height(iced::Length::Fixed(y)),
row![Space::new().width(iced::Length::Fixed(x)), border_frame,],
]
.width(Fill)
.height(Fill);
viewport_stack = viewport_stack.push(border_layer);
let vp_mode = tab
.scene
.active_viewport_render_mode()
@@ -932,89 +979,6 @@ impl OpenCADStudio {
}
}
// ── Paper canvas ──────────────────────────────────────────────────────────
//
// PSPACE: single full-canvas PaperSheet widget — renders paper entities plus
// model content of all viewports via CPU projection.
//
// MSPACE (active viewport): PaperSheet widget (excludes the active viewport
// from its CPU projection) + a PaperViewportPane widget overlaid at the
// active viewport's screen-space position. PaperViewportPane uses a
// distinct pipeline type (PaperViewportPipeline) so Iced's per-type storage
// keeps the two prepare() calls from overwriting each other.
fn paper_canvas_view<'a>(tab: &'a super::document::DocumentTab) -> Element<'a, Message> {
let scene = &tab.scene;
// 2-D canvas for the paper sheet — paper entities, viewport borders, and
// inactive viewport projections are rendered as vector paths. This lets
// users select/edit paper-space entities directly without entering MSPACE.
let paper_sheet = canvas(PaperCanvas::new(scene)).width(Fill).height(Fill);
if let Some(vp_handle) = scene.active_viewport {
let (canvas_w, canvas_h) = scene.selection.borrow().vp_size;
if let Some(rect) = scene.viewport_screen_rect(vp_handle, (canvas_w, canvas_h)) {
// Clamp to canvas bounds so Space widgets never get negative size.
let x = rect.x.max(0.0).min(canvas_w);
let y = rect.y.max(0.0).min(canvas_h);
let w = rect.width.clamp(1.0, canvas_w - x);
let h = rect.height.clamp(1.0, canvas_h - y);
let vp_widget = shader(PaperViewportPane::new(scene, vp_handle))
.width(iced::Length::Fixed(w))
.height(iced::Length::Fixed(h));
let positioned = column![
Space::new().height(iced::Length::Fixed(y)),
row![Space::new().width(iced::Length::Fixed(x)), vp_widget,],
]
.width(Fill)
.height(Fill);
// Blue border drawn on top of the 3-D overlay so the viewport
// boundary is always visible even when the shader fills the area.
const VP_BORDER: Color = Color {
r: 0.18,
g: 0.52,
b: 0.95,
a: 1.0,
};
let border_frame = container(
Space::new()
.width(iced::Length::Fixed(w))
.height(iced::Length::Fixed(h)),
)
.style(move |_: &Theme| container::Style {
border: iced::Border {
color: VP_BORDER,
width: 2.0,
radius: 0.0.into(),
},
..Default::default()
});
let border_layer = column![
Space::new().height(iced::Length::Fixed(y)),
row![Space::new().width(iced::Length::Fixed(x)), border_frame,],
]
.width(Fill)
.height(Fill);
// The render-mode picker and ViewCube hit area for the active
// viewport are layered in the main view stack (above the
// viewport mouse_area) so they're clickable — see
// `view()`. Here we only draw the sheet, the 3-D content, and
// the highlight border.
return stack![paper_sheet, positioned, border_layer]
.width(Fill)
.height(Fill)
.into();
}
}
paper_sheet.into()
}
// ── Document tab bar ───────────────────────────────────────────────────────
pub(super) fn doc_tab_bar<'a>(tabs: &'a [DocumentTab], active_tab: usize) -> Element<'a, Message> {
+4 -3
View File
@@ -4,9 +4,10 @@
//! entities (title blocks, annotations, viewport borders) can be interacted
//! with directly — no need to enter MSPACE just to click on them.
//!
//! When MSPACE is active, a separate `PaperViewportPane` shader widget is
//! stacked on top of this canvas for the active viewport's 3-D content
//! (see `view.rs::paper_canvas_view()`).
//! A single unified `ViewportPane` shader widget is stacked on top of this
//! canvas to render every content viewport's 3-D model content into its own
//! scissor rectangle — outside those rectangles the shader does not paint,
//! so the paper sheet drawn here shows through.
use iced::widget::canvas;
use iced::{mouse, Color, Point, Rectangle};
+6 -1
View File
@@ -772,7 +772,12 @@ impl Pipeline {
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
// Alpha-blend the resolve texture onto the surface so a
// transparent shader clear (alpha=0 outside any drawn
// geometry) leaves whatever the underlying widget
// painted — model container bg in a model layout,
// PaperCanvas sheet in a paper layout — visible.
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
+10 -243
View File
@@ -16,59 +16,6 @@ use super::pipeline::MultiPipeline;
use super::tess_util;
use super::{HatchModel, ImageModel, MeshLodSet, Scene, Uniforms, ViewportInstance, WireModel};
// ── PaperViewportPipeline / PaperViewportPrimitive ────────────────────────
//
// Newtype wrappers around MultiPipeline / Primitive so that the active-MSPACE
// viewport widget gets its own Iced storage entry (keyed by TypeId of the
// Pipeline type). This prevents the shared-pipeline prepare() overwrite
// that occurs when PaperSheet and the viewport widget both use the same type.
/// Dedicated pipeline for the MSPACE active-viewport shader widget.
pub struct PaperViewportPipeline(pub(super) MultiPipeline);
impl iced::widget::shader::Pipeline for PaperViewportPipeline {
fn new(
device: &iced::wgpu::Device,
queue: &iced::wgpu::Queue,
format: iced::wgpu::TextureFormat,
) -> Self {
Self(<MultiPipeline as iced::widget::shader::Pipeline>::new(
device, queue, format,
))
}
}
/// Primitive returned by `PaperViewportPane`; delegates everything to the
/// inner `Primitive` via the dedicated `PaperViewportPipeline`.
#[derive(Debug)]
pub struct PaperViewportPrimitive(pub(super) Primitive);
impl shader::Primitive for PaperViewportPrimitive {
type Pipeline = PaperViewportPipeline;
fn prepare(
&self,
pipeline: &mut PaperViewportPipeline,
device: &iced::wgpu::Device,
queue: &iced::wgpu::Queue,
bounds: &Rectangle,
viewport: &Viewport,
) {
self.0
.prepare(&mut pipeline.0, device, queue, bounds, viewport);
}
fn render(
&self,
pipeline: &PaperViewportPipeline,
encoder: &mut iced::wgpu::CommandEncoder,
target: &iced::wgpu::TextureView,
clip: &Rectangle<u32>,
) {
self.0.render(&pipeline.0, encoder, target, clip);
}
}
// ── Camera hover state (shader::Program::State) ───────────────────────────
#[derive(Clone, Default)]
@@ -78,15 +25,6 @@ pub struct CameraState {
// ── GPU primitive ─────────────────────────────────────────────────────────
/// Normalized rectangle covering the whole widget — used for a single
/// full-window viewport (Model view or active paper viewport).
const FULL_VIEWPORT_RECT: Rectangle = Rectangle {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
};
/// Everything needed to render one viewport: its geometry, camera, render
/// mode, and the screen rectangle it occupies. The unified renderer carries
/// a `Vec<ViewportData>` (one per tiled / floating viewport); each gets its
@@ -482,74 +420,6 @@ pub(crate) fn adapt_to_bg(color: [f32; 4], bg: [f32; 4]) -> [f32; 4] {
// ── Primitive builder helpers (called by ViewportPane's shader::Program impl) ──
impl Scene {
/// Build a full-scene Primitive for the model or paper view (the camera
/// stored in `self.camera` is used as-is).
pub(super) fn build_primitive(
&self,
hover_region: Option<usize>,
bounds: Rectangle,
show_viewcube: bool,
render_mode: acadrust::entities::ViewportRenderMode,
) -> Primitive {
let flags = render_mode_flags(render_mode);
let view_wireframe = !flags.face3d_fill;
let cam = self.camera.borrow();
self.selection.borrow_mut().vp_size = (bounds.width, bounds.height);
// Record the active widget's aspect so view_world_aabb() can compute
// a correct culling rectangle before entity_wires_arc() runs.
if bounds.height > 0.0 {
self.set_render_aspect(bounds.width / bounds.height);
self.set_render_pixel_scale(bounds.width, bounds.height);
}
let entity_arc = self.entity_wires_arc();
let (face3d_wires, other_wires) = split_face3d_wires(&entity_arc, &self.document);
let all_wires = if self.interim_wire.is_none() && self.preview_wires.is_empty() {
Arc::new(other_wires)
} else {
let mut v = other_wires;
if let Some(iw) = &self.interim_wire {
v.push(iw.clone());
}
v.extend(self.preview_wires.iter().cloned());
Arc::new(v)
};
let bg_color = if self.current_layout == "Model" {
self.bg_color
} else {
self.paper_bg_color
};
let mut uniforms = Uniforms::new(&cam, bounds, self.document.header.lineweight_display);
uniforms.flat_shade = if flags.flat_shade { 1.0 } else { 0.0 };
let data = ViewportData {
wires: all_wires,
face3d_wires: Arc::new(face3d_wires),
hatches: self.hatch_models_arc(),
wipeout_hatches: self.wipeout_models_arc(),
images: self.images_arc(),
meshes: self.meshes_arc(),
uniforms,
cam_rotation: cam.view_rotation_mat(),
hover_region,
show_viewcube,
fill_mode: self.document.header.fill_mode,
view_wireframe,
mesh_fill: flags.mesh_fill,
show_3d_edges: flags.show_3d_edges,
hidden_line: flags.hidden_line,
geometry_epoch: self.geometry_epoch,
camera_generation: self.camera_generation,
screen_rect: FULL_VIEWPORT_RECT,
};
Primitive {
viewports: vec![data],
bg_color,
}
}
/// Build the unified multi-viewport `Primitive` for the current layout.
/// Model layout → one full-window viewport (more once tiled); paper
/// layout → one viewport per floating content viewport. Each entry is
@@ -571,40 +441,20 @@ impl Scene {
}
let canvas = (bounds.width.max(1.0), bounds.height.max(1.0));
let instances = self.active_viewports(canvas.0, canvas.1, model_render_mode);
let bg_color = if self.current_layout == "Model" {
self.bg_color
} else {
self.paper_bg_color
};
// Transparent clear — outside drawn geometry the resolve texture
// stays at alpha=0, so the alpha-blended blit reveals whatever the
// underlying widget painted (model layout: container bg; paper
// layout: PaperCanvas sheet — including inside content viewport
// rectangles).
let bg_color = [0.0, 0.0, 0.0, 0.0];
let viewports: Vec<ViewportData> = instances
.iter()
.map(|inst| self.viewport_data_for(inst, canvas, hover_region))
.collect();
Primitive {
viewports: if viewports.is_empty() {
// Paper layout with no content viewports still needs a
// (blank) pass so the widget clears to the sheet colour.
vec![self.viewport_data_for(
&ViewportInstance {
handle: acadrust::Handle::NULL,
screen_rect: Rectangle {
x: 0.0,
y: 0.0,
width: canvas.0,
height: canvas.1,
},
camera: self.camera.borrow().clone(),
render_mode: model_render_mode,
active: false,
},
canvas,
None,
)]
} else {
viewports
},
bg_color,
}
// Empty viewports → blit nothing. The widget container's
// background (model bg or the PaperCanvas widget below) stays
// visible. This happens in paper layouts without content viewports.
Primitive { viewports, bg_color }
}
/// Build one `ViewportData` from a `ViewportInstance`: gathers the
@@ -678,89 +528,6 @@ impl Scene {
}
}
/// Build a Primitive that renders model-space content through a specific
/// paper-space viewport's camera, applying its layer-freeze list. The
/// render mode is read from the viewport entity itself (each paper-space
/// viewport carries its own visual style) — the model-space pick_list
/// only governs the Model layout.
pub(super) fn build_viewport_primitive(
&self,
vp_handle: Handle,
_hover_region: Option<usize>,
bounds: Rectangle,
show_viewcube: bool,
) -> Primitive {
// See `build_viewports` — the cube hit-area overlay shadows the
// shader, so hover is sourced from the scene cell.
let hover_region = self.viewcube_hover.get();
let render_mode = match self.document.get_entity(vp_handle) {
Some(EntityType::Viewport(vp)) => vp.render_mode,
_ => acadrust::entities::ViewportRenderMode::Wireframe2D,
};
let flags = render_mode_flags(render_mode);
let view_wireframe = !flags.face3d_fill;
let cam = match self.camera_for_viewport(vp_handle) {
Some(c) => c,
None => return self.build_primitive(hover_region, bounds, false, render_mode),
};
let base_arc = self.model_wires_for_viewport_arc(vp_handle);
let (face3d_wires, other_wires) = split_face3d_wires(&base_arc, &self.document);
let all_wires = if self.interim_wire.is_none() && self.preview_wires.is_empty() {
Arc::new(other_wires)
} else {
let mut v = other_wires;
if let Some(iw) = &self.interim_wire {
v.push(iw.clone());
}
v.extend(self.preview_wires.iter().cloned());
Arc::new(v)
};
let mut uniforms = Uniforms::new(&cam, bounds, self.document.header.lineweight_display);
uniforms.flat_shade = if flags.flat_shade { 1.0 } else { 0.0 };
let data = ViewportData {
wires: all_wires,
face3d_wires: Arc::new(face3d_wires),
hatches: self.hatch_models_arc(),
wipeout_hatches: self.wipeout_models_arc(),
images: self.images_arc(),
meshes: self.meshes_arc(),
uniforms,
cam_rotation: cam.view_rotation_mat(),
hover_region,
show_viewcube,
fill_mode: self.document.header.fill_mode,
view_wireframe,
mesh_fill: flags.mesh_fill,
show_3d_edges: flags.show_3d_edges,
hidden_line: flags.hidden_line,
geometry_epoch: self.geometry_epoch,
camera_generation: self.camera_generation,
screen_rect: FULL_VIEWPORT_RECT,
};
Primitive {
viewports: vec![data],
bg_color: self.bg_color,
}
}
/// Wrap `build_viewport_primitive()` in `PaperViewportPrimitive` for use
/// by `PaperViewportPane`, which needs its own dedicated pipeline type.
pub(super) fn build_active_viewport_primitive(
&self,
vp_handle: Handle,
hover_region: Option<usize>,
bounds: Rectangle,
) -> PaperViewportPrimitive {
// The active (double-clicked) viewport shows the ViewCube gizmo,
// mirroring the model-space view.
PaperViewportPrimitive(
self.build_viewport_primitive(vp_handle, hover_region, bounds, true),
)
}
/// Update viewcube hover state from cursor position within `bounds`.
///
/// The cube draws in the top-right of the *active model tile* (which fills
+21 -122
View File
@@ -1,29 +1,23 @@
use super::render::{CameraState, PaperViewportPrimitive, Primitive};
use super::{Scene, VIEWCUBE_PX};
use crate::app::Message;
use acadrust::Handle;
//! Unified GPU shader widget for both model and paper layouts.
//!
//! There is one `shader::Program` for the whole canvas. `Scene::build_viewports`
//! decides what to render — model layout produces one viewport per tile
//! (`active_viewports` iterates `model_tiles`), paper layout produces one per
//! content viewport entity. Each one is drawn into its own scissor rect by a
//! dedicated inner `Pipeline` (kept in the `MultiPipeline` outer).
use super::render::{CameraState, Primitive};
use super::Scene;
use iced::widget::shader;
use iced::{mouse, Event, Rectangle};
// ── Mode ──────────────────────────────────────────────────────────────────
pub enum ViewportPaneMode {
/// Full model space — fills whatever bounds Iced assigns.
Model,
/// Model-space content rendered through a specific viewport's 3-D camera.
#[allow(dead_code)]
Paper { handle: Handle },
}
// ── Widget struct ─────────────────────────────────────────────────────────
pub struct ViewportPane<'a> {
pub scene: &'a Scene,
pub mode: ViewportPaneMode,
pub show_viewcube: bool,
/// Render mode for the **Model** layout view. Paper-space viewports
/// read their own `render_mode` field from the viewport entity, so
/// this value is ignored when `mode` is `Paper`.
/// Render mode applied to the Model layout's tiles. Paper-space content
/// viewports use the render mode stored on their own viewport entity.
pub render_mode: acadrust::entities::ViewportRenderMode,
}
@@ -35,100 +29,13 @@ impl<'a> ViewportPane<'a> {
) -> Self {
Self {
scene,
mode: ViewportPaneMode::Model,
show_viewcube,
render_mode,
}
}
/// One paper-space viewport: model content rendered through its own camera.
/// See [`ViewportPaneMode::Paper`] for why this is currently unused.
#[allow(dead_code)]
pub fn paper(scene: &'a Scene, handle: Handle) -> Self {
Self {
scene,
mode: ViewportPaneMode::Paper { handle },
show_viewcube: false,
render_mode: acadrust::entities::ViewportRenderMode::Wireframe2D,
}
}
}
// ── PaperViewportPane ─────────────────────────────────────────────────────
//
// A shader widget for the MSPACE active viewport. Uses PaperViewportPrimitive
// (and therefore PaperViewportPipeline) so it gets its own Iced storage entry,
// separate from the ViewportPane/PaperSheet pipeline.
pub struct PaperViewportPane<'a> {
pub scene: &'a Scene,
pub handle: Handle,
}
impl<'a> PaperViewportPane<'a> {
pub fn new(scene: &'a Scene, handle: Handle) -> Self {
Self { scene, handle }
}
}
impl<'a> shader::Program<Message> for PaperViewportPane<'a> {
type State = CameraState;
type Primitive = PaperViewportPrimitive;
fn draw(
&self,
state: &Self::State,
_cursor: mouse::Cursor,
bounds: Rectangle,
) -> Self::Primitive {
self.scene
.build_active_viewport_primitive(self.handle, state.hover_region, bounds)
}
fn update(
&self,
state: &mut Self::State,
event: &Event,
bounds: Rectangle,
cursor: mouse::Cursor,
) -> Option<iced::widget::Action<Message>> {
self.scene.update_viewcube_state(state, bounds, cursor);
// A left click on the ViewCube snaps the viewport's view. The
// hit-test runs in bounds-relative coordinates so it matches the
// gizmo drawn in this viewport's top-right corner. Clicks outside
// the cube return None, so they fall through to the paper sheet
// for normal selection / drawing.
if let Event::Mouse(mouse::Event::ButtonPressed(mouse::Button::Left)) = event {
if let Some(pos) = cursor.position_in(bounds) {
let rot = self.scene.active_view_rotation_mat();
if let Some(region) = super::hit_test(
pos.x,
pos.y,
bounds.width,
bounds.height,
rot,
VIEWCUBE_PX,
) {
return Some(iced::widget::Action::publish(Message::ViewCubeSnap(
region,
)));
}
}
}
None
}
fn mouse_interaction(
&self,
state: &Self::State,
_b: Rectangle,
_c: mouse::Cursor,
) -> mouse::Interaction {
self.scene.viewcube_mouse_interaction(state)
}
}
// ── ViewportPane shader::Program impl ────────────────────────────────────
// ── shader::Program impl ──────────────────────────────────────────────────
impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a> {
type State = CameraState;
@@ -140,19 +47,8 @@ impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a>
_cursor: mouse::Cursor,
bounds: Rectangle,
) -> Self::Primitive {
match &self.mode {
// Unified multi-viewport build: Model layout yields one
// full-window viewport (more once tiled); the camera, render
// mode and ViewCube come from `active_viewports`.
ViewportPaneMode::Model => {
self.scene
.build_viewports(bounds, self.render_mode, state.hover_region)
}
ViewportPaneMode::Paper { handle } => {
self.scene
.build_viewport_primitive(*handle, state.hover_region, bounds, false)
}
}
self.scene
.build_viewports(bounds, self.render_mode, state.hover_region)
}
fn update(
@@ -162,8 +58,11 @@ impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a>
bounds: Rectangle,
cursor: mouse::Cursor,
) -> Option<iced::widget::Action<Msg>> {
// ViewCube hover only makes sense in the full model-space view.
if matches!(self.mode, ViewportPaneMode::Model) && self.show_viewcube {
// ViewCube hover is also driven from the app-level CursorMoved /
// ViewportMove handlers (the cube hit-area overlay shadows this
// widget for those events). Keeping the call here gives a fallback
// path while the cursor is over the bare shader.
if self.show_viewcube {
self.scene.update_viewcube_state(state, bounds, cursor);
} else {
state.hover_region = None;
@@ -178,7 +77,7 @@ impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a>
_b: Rectangle,
_c: mouse::Cursor,
) -> mouse::Interaction {
if matches!(self.mode, ViewportPaneMode::Model) && self.show_viewcube {
if self.show_viewcube {
self.scene.viewcube_mouse_interaction(state)
} else {
mouse::Interaction::default()