Commit Graph
18 Commits
Author SHA1 Message Date
ramox81andClaude Opus 5.5 5ca7becd97 Raster images: transparency off draws pixels opaque; TRANSPARENCY command
An image's transparency flag decides whether transparent pixels show what
is behind the image or draw in their stored colour: the image pass and PDF
plots now follow it (it was ignored, so every PNG alpha showed through).
TRANSPARENCY selects images and asks for the mode, defaulting to the first
image's current one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:23:19 +03:00
ramox81andClaude Opus 5.5 46fa08a041 Raster images show square pixels when magnified
Raster image textures use nearest magnification; PDF pages and OLE
pictures keep bilinear filtering.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 12:22:45 +03:00
PanosandClaude Opus 5 6747d7125e fix: no GPU allocation path maps, however small the buffer
The previous commit converted the allocations that scale with the
drawing and deliberately left the small fixed-size ones -- uniforms, the
viewcube's static geometry, per-image and per-wipeout quads -- reasoning
that an allocation failure was not a realistic outcome for a few dozen
bytes.

That reasoning was wrong, and the log says so precisely. On the
reproducer the vertex buffers degraded exactly as intended:

  [gpu] uncaptured ... Out of Memory
  [gpu] uncaptured ... In Queue::write_buffer
          Buffer with 'block_wire.vertices' label is invalid
  ... errors #4 #8 #16 #32 #64 #128, session kept alive

and then the process died here:

  thread 'main' panicked at wgpu_core.rs:2253:
  Error in Buffer::get_mapped_range: Validation Error
  Caused by: Buffer with 'block_wire.const' label is invalid

'block_wire.const' is a single uniform struct. Once the device is out of
memory every allocation fails, including a 32-byte one, and
create_buffer_init maps it and panics. Size was never the relevant
property -- whether the path maps is.

So every remaining allocation goes through gpu_upload too: block-wire
const, the viewcube's seven buffers, the blit and clip-boundary buffers,
image instances/params/vertices, mesh material params and surface and the
empty index stub, the texture-hatch uniform, and all five wipeout
buffers. `grep -r create_buffer_init src` now finds only a comment, and
no mapped_at_creation:true remains outside gpu_upload's own docs.

`queue` is threaded through the last holdouts: upload_wipeouts,
upload_clip_boundary, MeshBatchStubs::new and
create_material_bind_group_from_resources.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-04 16:21:08 +03:00
Hakan Seven 87193ce22e fix(image): preserve raster brightness 2026-08-21 00:33:28 +03:00
Hakan Seven 36e0e40b36 perf(raster): avoid needless image resampling 2026-08-16 21:22:58 +03:00
Hakan Seven 4fd9b98da4 perf(render): instance block geometry
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
2026-08-12 02:33:10 +03:00
Hakan Seven 3ab8dc3ca5 fix(ui): make modal layouts intrinsic
Pin Iced 0.15 so dialogs can measure content before distributing the resolved frame across child panels. Keep the web plugin notice compact and non-resizable.\n\nCloses #582
2026-07-30 14:47:28 +03:00
Hakan SevenandClaude Fable 5 f4f8c0687c fix(image): stop darkening rasters; X only for broken references
Image textures were created Rgba8UnormSrgb: sampling decoded sRGB to
linear, but the surface isn't sRGB, so every raster (images, OLE, PDF
underlays) rendered visibly dark. Rgba8Unorm passes the texels through
in the same space as every other colour in the app.

The frame wire also always carried the X diagonals — that's the
broken-reference placeholder, and it scribbled over resolvable images.
The diagonals now draw only when the reference doesn't resolve.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-23 03:41:52 +03:00
Hakan SevenandClaude Opus 4.8 626e8091f7 refactor(viewport): unify content-viewport clipping on the stencil path
Rectangular paper viewports now go through the same GPU stencil clip as
non-rectangular ones: viewport_clip_boundary_ndc returns the four rect
corners (a full-target mask) instead of nothing, so the render path has
no rect/non-rect special case — every content viewport carries a clip
boundary and draws with stencil reference 0xFF.

With a single clip path, the old per-wire / -image / -wipeout scissor
mechanism is fully dead and removed: compute_*_scissors, the
*_pixel_scissors buffers, the project_scissor helper, the per-pass
set_scissor_rect blocks, the vp_scissor field threaded through
WireModel / ImageModel / HatchModel and their GPU mirrors (WireGpu /
ImageGpu / WipeoutGpu / HatchWebGpu), from_run's scissor parameter, the
scissor grouping in build_wire_buffers, and the is_arena_eligible gate.
Net -245 lines across 54 files.

Rectangular viewports still clip exactly via their own render rectangle;
the stencil mask is a redundant full-target no-op there, kept only so
the clip code path stays uniform. XCLIP keeps its CPU wire clip.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-20 11:06:28 +03:00
Hakan SevenandClaude Opus 4.8 b3e5743808 feat(image): fetch remote rasters and clip them to their boundary
A raster image reference now resolves through one memoised path shared by
the loader and the unresolved-reference placeholder:
- http/https URLs are fetched natively (rustls, 8s timeout, 32MB cap); a
  local file is read as before. The web build never fetches. The cache is
  cleared when a new document opens.
- Online, the fetched image displays; offline or on a broken/missing
  reference, the frame + saved path text still shows. One resolver keeps the
  two in agreement without fetching twice.

The raster is also clipped to its boundary: the image draws as the
triangulated clip polygon (ear-clipped) with per-vertex UVs instead of a
full quad, so pixels appear only inside the clip. Clip-boundary Y is raster
space (top-down), so it is flipped to the image's Y-up space in both the
outline and the clip triangulation so they align.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 20:11:29 +03:00
Hakan SevenandClaude Opus 4.7 bd12cc2f5a feat(render): double-single corners for the image pipeline
Raster-image quad corners derive from a large f64 insertion point plus
small u/v spans; the single-f32 cast quantized them at UTM scale. The
ImageModel now keeps a corners_low residual, ImageVertex carries pos_low
(location 2), and image.wgsl reconstructs the eye-relative position from
the high/low pair.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 7fe7e0230d refactor(scene): group modules into role-based subfolders
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.

Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.

No behavior change; build and tests are green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 11:33:46 +03:00
Hakan SevenandClaude Opus 4.8 09e7e90aae feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.

Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.

Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-30 21:29:01 +03:00
Hakan SevenandClaude Opus 4.7 fbbac423d4 perf(scene): extend viewport scissor to hatch / image / wipeout passes (Phase 1.4)
Wire pass already uses `WireModel.vp_scissor` to clip viewport-projected
geometry to its paper-space viewport rect; hatch / image / wipeout
passes drew across the whole canvas. When a future paper-space path
projects fills/images into a viewport, they would bleed past the
viewport frame.

Add `vp_scissor: Option<[f32; 4]>` to HatchModel and ImageModel
(mirroring WireModel), forward it through HatchGpu / ImageGpu, and add
per-pass `compute_*_scissors` / `set_scissor_rect` machinery. Factored
the wire-side scissor-projection math into a shared `project_scissor`
helper. Field defaults to None at every constructor site — no producer
sets it yet, so this is plumbing for the paper-viewport fill projection
that Phase 1.4 unblocks without changing current visual output.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-15 23:13:16 +03:00
Hakan ca07268c7c cargo fmt 2026-05-12 10:36:15 +03:00
Hakan SevenandClaude Sonnet 4.6 81db3c37d0 perf: cache hatch/wipeout/image/mesh models per geometry epoch (F+G+H)
Add Arc<Vec<...>>-backed epoch caches for hatches, wipeouts, images, and
meshes — the same pattern used for wires. build_primitive() now returns
an O(1) Arc refcount bump on navigation frames instead of rebuilding
every collection from scratch.

Also wrap ImageModel.pixels in Arc<Vec<u8>> so cloning an ImageModel is
O(1) regardless of image resolution.

Navigation frames no longer copy pixel data, tessellated hatch boundaries,
or mesh geometry — all per-frame CPU work on unchanged geometry is now
eliminated.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 11:34:52 +03:00
Hakan SevenandClaude Sonnet 4.6 c2f1c9078f fix: use file_path as GPU texture debug label to eliminate dead_code warning
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-06 23:35:13 +03:00
Hakan SevenandClaude Sonnet 4.6 4312b6c3a5 feat: raster image render pipeline (IMAGE command + GPU textured quad)
- Add IMAGE / IMAGEATTACH / IM command with async file-picker (rfd)
- src/scene/image_model.rs: ImageModel with RGBA pixel data + quad corners
- src/scene/pipeline/image_gpu.rs: ImageGpu with wgpu texture, sampler, opacity uniform
- src/scene/pipeline/mod.rs: image render pipeline (pass 2, between hatches and meshes)
- src/scene/render.rs: include images in Primitive, call upload_images in prepare
- src/scene/mod.rs: images HashMap, populate_images_from_document, cache on add_entity
- src/modules/home/draw/raster_image.rs: ImageCommand (two-click: origin + width, aspect-correct preview)
- src/io/mod.rs: pick_image_file() async helper (file dialog + dimension decode)
- app: ImagePick / ImagePickResult messages, populate on file open and undo/redo

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-06 23:19:08 +03:00