fix(text): show selection highlight

Render tinted SDF glyphs in the final xray pass so base text and wipeouts cannot occlude them.\n\nRefs #479
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Hakan Seven committed 2026-07-27 14:13:35 +03:00
1 parent cff4903c1e
commit a4235a1243
2 files changed
+91 -70

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+54 -43
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@@ -250,16 +250,17 @@ impl TextAtlasGpu {
// ── Pipeline ─────────────────────────────────────────────────────────────────
/// Build the text render pipeline. Mirrors the image pipeline: alpha blending,
/// `LessEqual` depth with write, 4x MSAA. `frame_bgl` is group 0 (shared
/// uniforms), `atlas_bgl` is group 1 (the atlas).
pub fn create_pipeline(
/// Build the base and highlight text pipelines. The base mirrors the image
/// pipeline (`LessEqual` depth with write); the highlight variant always draws
/// without changing depth, matching the selected-wire xray overlay.
/// `frame_bgl` is group 0 (shared uniforms), `atlas_bgl` is group 1 (the atlas).
pub fn create_pipelines(
device: &wgpu::Device,
frame_bgl: &wgpu::BindGroupLayout,
atlas_bgl: &wgpu::BindGroupLayout,
color_format: wgpu::TextureFormat,
sample_count: u32,
) -> wgpu::RenderPipeline {
) -> (wgpu::RenderPipeline, wgpu::RenderPipeline) {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("text.wgsl"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/text.wgsl").into()),
@@ -269,44 +270,54 @@ pub fn create_pipeline(
bind_group_layouts: &[frame_bgl, atlas_bgl],
push_constant_ranges: &[],
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("text.pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[TextVertex::layout()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
})
let create = |label, depth_write_enabled, depth_compare| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[TextVertex::layout()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled,
depth_compare,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
})
};
(
create("text.pipeline", true, wgpu::CompareFunction::LessEqual),
create(
"text.highlight.pipeline",
false,
wgpu::CompareFunction::Always,
),
)
}
/// Upload a finished vertex list; `None` if empty.