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