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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@@ -1,29 +1,23 @@
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use super::render::{CameraState, PaperViewportPrimitive, Primitive};
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use super::{Scene, VIEWCUBE_PX};
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use crate::app::Message;
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use acadrust::Handle;
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//! Unified GPU shader widget for both model and paper layouts.
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//!
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//! There is one `shader::Program` for the whole canvas. `Scene::build_viewports`
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//! decides what to render — model layout produces one viewport per tile
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//! (`active_viewports` iterates `model_tiles`), paper layout produces one per
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//! content viewport entity. Each one is drawn into its own scissor rect by a
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//! dedicated inner `Pipeline` (kept in the `MultiPipeline` outer).
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use super::render::{CameraState, Primitive};
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use super::Scene;
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use iced::widget::shader;
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use iced::{mouse, Event, Rectangle};
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// ── Mode ──────────────────────────────────────────────────────────────────
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pub enum ViewportPaneMode {
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/// Full model space — fills whatever bounds Iced assigns.
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Model,
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/// Model-space content rendered through a specific viewport's 3-D camera.
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#[allow(dead_code)]
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Paper { handle: Handle },
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}
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// ── Widget struct ─────────────────────────────────────────────────────────
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pub struct ViewportPane<'a> {
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pub scene: &'a Scene,
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pub mode: ViewportPaneMode,
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pub show_viewcube: bool,
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/// Render mode for the **Model** layout view. Paper-space viewports
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/// read their own `render_mode` field from the viewport entity, so
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/// this value is ignored when `mode` is `Paper`.
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/// Render mode applied to the Model layout's tiles. Paper-space content
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/// viewports use the render mode stored on their own viewport entity.
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pub render_mode: acadrust::entities::ViewportRenderMode,
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}
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@@ -35,100 +29,13 @@ impl<'a> ViewportPane<'a> {
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) -> Self {
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Self {
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scene,
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mode: ViewportPaneMode::Model,
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show_viewcube,
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render_mode,
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}
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}
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/// One paper-space viewport: model content rendered through its own camera.
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/// See [`ViewportPaneMode::Paper`] for why this is currently unused.
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#[allow(dead_code)]
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pub fn paper(scene: &'a Scene, handle: Handle) -> Self {
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Self {
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scene,
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mode: ViewportPaneMode::Paper { handle },
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show_viewcube: false,
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render_mode: acadrust::entities::ViewportRenderMode::Wireframe2D,
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}
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}
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}
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// ── PaperViewportPane ─────────────────────────────────────────────────────
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//
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// A shader widget for the MSPACE active viewport. Uses PaperViewportPrimitive
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// (and therefore PaperViewportPipeline) so it gets its own Iced storage entry,
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// separate from the ViewportPane/PaperSheet pipeline.
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pub struct PaperViewportPane<'a> {
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pub scene: &'a Scene,
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pub handle: Handle,
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}
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impl<'a> PaperViewportPane<'a> {
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pub fn new(scene: &'a Scene, handle: Handle) -> Self {
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Self { scene, handle }
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}
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}
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impl<'a> shader::Program<Message> for PaperViewportPane<'a> {
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type State = CameraState;
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type Primitive = PaperViewportPrimitive;
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fn draw(
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&self,
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state: &Self::State,
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_cursor: mouse::Cursor,
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bounds: Rectangle,
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) -> Self::Primitive {
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self.scene
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.build_active_viewport_primitive(self.handle, state.hover_region, bounds)
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}
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fn update(
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&self,
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state: &mut Self::State,
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event: &Event,
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bounds: Rectangle,
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cursor: mouse::Cursor,
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) -> Option<iced::widget::Action<Message>> {
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self.scene.update_viewcube_state(state, bounds, cursor);
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// A left click on the ViewCube snaps the viewport's view. The
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// hit-test runs in bounds-relative coordinates so it matches the
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// gizmo drawn in this viewport's top-right corner. Clicks outside
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// the cube return None, so they fall through to the paper sheet
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// for normal selection / drawing.
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if let Event::Mouse(mouse::Event::ButtonPressed(mouse::Button::Left)) = event {
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if let Some(pos) = cursor.position_in(bounds) {
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let rot = self.scene.active_view_rotation_mat();
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if let Some(region) = super::hit_test(
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pos.x,
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pos.y,
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bounds.width,
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bounds.height,
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rot,
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VIEWCUBE_PX,
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) {
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return Some(iced::widget::Action::publish(Message::ViewCubeSnap(
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region,
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)));
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}
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}
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}
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None
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}
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fn mouse_interaction(
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&self,
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state: &Self::State,
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_b: Rectangle,
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_c: mouse::Cursor,
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) -> mouse::Interaction {
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self.scene.viewcube_mouse_interaction(state)
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}
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}
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// ── ViewportPane shader::Program impl ────────────────────────────────────
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// ── shader::Program impl ──────────────────────────────────────────────────
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impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a> {
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type State = CameraState;
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@@ -140,19 +47,8 @@ impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a>
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_cursor: mouse::Cursor,
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bounds: Rectangle,
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) -> Self::Primitive {
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match &self.mode {
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// Unified multi-viewport build: Model layout yields one
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// full-window viewport (more once tiled); the camera, render
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// mode and ViewCube come from `active_viewports`.
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ViewportPaneMode::Model => {
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self.scene
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.build_viewports(bounds, self.render_mode, state.hover_region)
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}
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ViewportPaneMode::Paper { handle } => {
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self.scene
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.build_viewport_primitive(*handle, state.hover_region, bounds, false)
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}
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}
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self.scene
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.build_viewports(bounds, self.render_mode, state.hover_region)
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}
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fn update(
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@@ -162,8 +58,11 @@ impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a>
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bounds: Rectangle,
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cursor: mouse::Cursor,
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) -> Option<iced::widget::Action<Msg>> {
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// ViewCube hover only makes sense in the full model-space view.
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if matches!(self.mode, ViewportPaneMode::Model) && self.show_viewcube {
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// ViewCube hover is also driven from the app-level CursorMoved /
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// ViewportMove handlers (the cube hit-area overlay shadows this
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// widget for those events). Keeping the call here gives a fallback
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// path while the cursor is over the bare shader.
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if self.show_viewcube {
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self.scene.update_viewcube_state(state, bounds, cursor);
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} else {
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state.hover_region = None;
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@@ -178,7 +77,7 @@ impl<'a, Msg: std::fmt::Debug + Clone> shader::Program<Msg> for ViewportPane<'a>
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_b: Rectangle,
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_c: mouse::Cursor,
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) -> mouse::Interaction {
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if matches!(self.mode, ViewportPaneMode::Model) && self.show_viewcube {
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if self.show_viewcube {
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self.scene.viewcube_mouse_interaction(state)
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} else {
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mouse::Interaction::default()
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