forked from 1b-agent/opencadstudio-upstream
feat(render): double-single vertices for the mesh pipeline
3D solid / surface meshes were the last single-f32 path. truck's mesh tessellation now returns a paired verts_low residual (TruckTessResult::Mesh, polygon_to_result), MeshModel/MeshLodSet carry it, the model-space offset and block-instance transforms reconstruct the f64 position and re-split it after subtracting world_offset, MeshVertex gains position_low (location 3), and mesh.wgsl reconstructs the eye-relative position. Native SAT / ACIS / OBJ mesh paths default to a zero residual (no regression — they were never sub-f32 precise). With this every world-space pipeline (wire, hatch, image, face3d, mesh) is full double-single relative-to-eye; large-coordinate jitter is gone. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -19,30 +19,37 @@ pub struct MeshVertex {
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pub position: [f32; 3],
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pub normal: [f32; 3],
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pub color: [f32; 4],
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pub position_low: [f32; 3],
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}
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impl MeshVertex {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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const ATTRS: &[wgpu::VertexAttribute] = &[
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, position) as u64,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, normal) as u64,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, color) as u64,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, position_low) as u64,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x3,
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},
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];
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<MeshVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: 12,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: 24,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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attributes: ATTRS,
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}
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}
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}
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@@ -133,6 +140,7 @@ impl MeshGpu {
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position: pos,
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normal,
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color,
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position_low: mesh.verts_low.get(i).copied().unwrap_or([0.0; 3]),
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}
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})
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.collect();
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