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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+10 -243
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@@ -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