Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
Cancel stale interaction state across space changes and keep live previews and zoom extents in their active paper/model context.\n\nRefs #539\nRefs #540\nRefs #541
Avoid full document, cache, and GPU rebuilds for entity deltas so add, delete, history, selection, and live polyline edits stay responsive on large drawings.
Keep resident wires, draw depths, GPU slabs, and edit history incremental across entity changes. Defer rollover work to avoid cursor jumps on dense drawings.
Replace full-document snapshots with Arc first-touch deltas and batch cache invalidation. Reuse interaction and GPU category caches across unrelated edits.
entity_wires() returns the memoized Arc instead of a per-call deep copy;
MESH entities over 50k vertices ship no per-vertex snap/key tables
(matching PolyfaceMesh/PolygonMesh); the Face3D/other render split
caches a None marker and uses the base set directly when there is no
Face3D wire; test fix for the depth-map BlockCache::build signature.
Reviewed: correctness sound — wire AABB comes from entity_aabb (not
key_vertices) so large meshes stay selectable; snap consumers are
empty-guarded; the Arc/strong_count reasoning for try_resident_patch
holds. One consistent pre-existing quirk noted (auto_fit_viewport
centroid excludes tableless meshes, as Poly*Mesh already do).
Fill triangles (DIMTFILL backgrounds, MLEADER masks, hatches) carry the
entity's draw-order rank, but SDF glyph quads were pushed at neutral 0.0
— any entity in the front half of the draw order had its own background
fill painted over its text. gather_text_verts now adds the host wire's
wire_draw_depth to each glyph: a text background lands at the same
biased depth (glyphs draw after fills and win the LessEqual test), and
text respects draw order against other entities' fills too.
The #403 glyph-reuse fast path gains a rank-stability gate: adding or
removing an entity shifts every sibling's bias (the rank denominator
changes), so reuse is only safe across all-Modified edits.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The per-epoch Face3D/other split cloned every wire into two owned lists
even when the face3d list came out empty — for pure 2-D drawings and
mesh imports (#358) the 'other' list was a wire-for-wire copy of the
entire base set, held resident in split_cache alongside the original.
Cache None as an 'everything is other' marker and hand the render the
base set itself for that frame. The base Arc is deliberately not stored
in the cache: try_resident_patch can only apply an incremental patch
while the resident Arc is uniquely held, so pinning it there would
silently degrade every edit to a full rebuild.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Paper layouts gather glyphs for the sheet and each content viewport in
one frame; the single-slot last_sdf_text handed the first source's
glyphs to the rest, hiding every model-space text entity inside
viewports (regression in aea1fd2). Key the reuse by render source, and
invalidate on Tolerance/ATTDEF edits and complex-linetype hosts too.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Xref merge now inserts entities in the source block's chain order and
carries SortEntitiesTable objects across (remapped to merged handles).
draw_depth_map values become [depth, half] so exploded block/xref fills
and wide-polyline band wires both compose child depth as
insert_depth + in-block rank x half, recursing into nested inserts with
the same divisor - bands and fills from one block interleave by the
block's internal order instead of stacking at the insert's single depth.
Band batches split per rank via WireModel.depth_override; thin wires
stay merged. The wire arena falls back to a full rebuild when a slab
carries mixed depths so refreshes don't flatten band overrides.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A content viewport that froze layers still drew those layers' hatches,
2-D solids, images, OLE frames and 3-D solids — only its wires honoured
`Viewport.frozen_layers`. A viewport meant to be empty (all content
layers frozen) leaked the whole model instead.
viewport_data_for fed content viewports the full model hatch/wipeout/
image/mesh sets with no per-viewport frozen filter. Thread the viewport's
frozen-layer set through the builders (synced_hatch_models,
exploded_insert_hatch_models, wipeout_models, image_models, mesh_models,
instanced_block_meshes) via Scene::layer_frozen_in — the same
layer-name→handle→membership test the wire path uses — and expose
*_for_viewport accessors that cache the filtered set per order-independent
frozen-set signature (viewports sharing a frozen set share the build; an
empty set returns the shared unfiltered arc, so model tiles and
non-freezing viewports are byte-identical).
Each viewport renders in its own pipeline slot with the hatch upload
gated on geometry_epoch, so a per-viewport filtered set uploads once per
epoch rather than every frame.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Paper content viewports with a circle / spline / ellipse clip boundary
drew their model content to the full bounding rectangle instead of the
shape. Each paper content viewport is its own render into its own screen
rectangle, so clipping is done per viewport: the boundary polygon is
projected into that viewport's render-target NDC (paper shape mapped
through the same visible-sub-rect crop as the content, so it stays fixed
to the viewport frame) and stamped into the stencil buffer with an
even-odd Invert, which marks the interior of any shape, convex or not,
without triangulation. Every content pass then draws only where the
stencil is set, so hatch, wire, mesh, 3DFACE, text, image, wipeout and
selection are all clipped uniformly.
Because Invert turns the cleared 0x00 into 0xFF, clipped content draws
with stencil reference 0xFF (unclipped content keeps reference 0). The
shared depth buffer moves to Depth24PlusStencil8 across every pipeline.
Rectangular viewports keep clipping via their own render rectangle and
XCLIP keeps its existing CPU wire clip; neither needs the stencil path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extends the curved-face wireframe treatment from cones to spheres and tori, so
a solid built from those faces reads the way a cylinder already did.
ISOLINES: sphere faces get meridian lines across the face's colatitude span at
evenly spaced longitudes; torus faces get minor cross-section circles at evenly
spaced revolution angles. Both clip to the face's own parametric window (from
the boundary polygon via a shared `angular_span` gap-finder), so a partial
sphere or torus arc doesn't draw lines out over the missing part.
Silhouettes (DISPSILH): `CurvedGen` becomes an enum. A sphere silhouettes as
the great circle perpendicular to the view, clipped to the face window; a torus
as the two curves where the tube turns edge-on, traced around the revolution.
The silhouette now uses the camera's view *direction* alone, not the eye
position — a single parallel direction for the whole scene — so the outline
follows the view angle, holds still under pan, and doesn't foreshorten, which
is the orthographic silhouette a CAD wireframe expects.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
ISOLINES show a curved solid from any angle, but its outline still cut across
whichever fixed longitudinal lines happened to face the eye. DISPSILH draws the
true silhouette — the two lines where a cylinder (or cone) turns edge-on to the
view — and it moves with the camera, so it cannot be a baked edge.
Tessellation stores a world-space generator per cone/cylinder face on the mesh
set (axis, radial frame, radius, cone taper, extent), sharing the face-extent
extraction with the ISOLINES collector. Each frame `upload_silhouettes` walks
those generators, solves `du·cosθ + dv·sinθ = -tanα·da` for the two edge-on
angles (`φ ± acos(...)`, `φ ± π/2` for a cylinder), and builds a line list in
the mesh vertex format — double-single, so it stays precise at UTM. It draws
through the existing wireframe / edge pipelines in the wireframe and
shaded-with-edges passes.
Gated on the document's DISPSILH header flag, which defaults off — so the
per-frame pass is a no-op unless the drawing asks for it. Scoped to top-level
solids: a block instance's generators aren't transformed by the INSTANCE pose
yet, so they are cleared on the block path (its isolines and feature edges
still draw).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Three cuts to the per-edit cost, on top of the incremental wire arena:
- Enable OCS_WIRE_GPU_PATCH by default (kill-switch OCS_WIRE_GPU_PATCH=0), so the
in-place / append-tombstone arena — validated on the reference drawing (wire
block ~300ms + 265MB upload -> ~2ms) — is on for everyone; a bail always falls
back to the identical batched path.
- Resident patch: an all-Modified edit never reorders, so reassemble by walking
the recorded assembled order (~10k handles) instead of scanning the whole
document (~800k) to re-derive draw order. Add/Remove still scan (positions
change). ~14ms -> <1ms on a move.
- SDF text: a new content id misses the glyph cache every edit, but if no
text-bearing entity (Text/MText/Dimension/MLeader/Leader/Table/attribute/INSERT)
changed since the last build the glyphs are identical, so reuse them. ~23ms -> 0
on a plain-geometry edit.
A move/edit on this 800k-entity drawing now spends ~50ms (dominated by the undo
document clone) instead of ~85ms, and the wire GPU upload is gone.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The single-batch arena required a set with no mesh/solid edges, so any drawing
with a 3D solid or mesh (this one: 1693 mesh-edge wires of 12200) disqualified the
WHOLE set — every edit fell back to build_wire_buffers re-uploading ~265 MB
(4.4M instances), stalling ~1s per edit on a shared-memory GPU.
Split the resident set into a regular-2D arena and a mesh-edge arena (the wires
that need the draw loops mesh-edge skip/black treatment), one WireArena each,
passed as &[&WireModel] subsets (no clone). Both patch incrementally; the mesh
arena carries is_3d_mesh_edge so the existing draw loop handles it. A changed
handle absent from an arenas subset is a no-op for it, so each edit touches only
the batch it belongs to. Result: the wire block drops from ~300ms + a 265 MB GPU
upload to ~2ms.
Two correctness points folded in from adversarial review:
- mesh-edge wires are stamped draw_depth 0 (matching WireGpu::from_run) so their
hidden back edges dont peek through the shaded fill; the mesh arena also always
bails on append (all its wires share depth 0, so relocation would reorder
coincident edges).
- buffers are capped at wgpus 256 MB limit — a batch larger than one buffer
returns None so the caller chunks it via the batched path (fixes a create_buffer
panic on the 355 MB regular batch).
Still behind OCS_WIRE_GPU_PATCH (default off). OCS_PERF prints the per-edit wire
timing + outcome.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
On a geometry edit the resident set gets a fresh content id, so the batched wire
path (build_wire_buffers) re-emits and re-uploads EVERY wire instance — the whole
buffer even when one line moved. Behind the OCS_WIRE_GPU_PATCH flag (default off,
native only), add a persistent per-entity instance arena: one long-lived
VERTEX|COPY_DST instance buffer + its WireConst storage, with a per-entity slab
table. An in-place edit (move / rotate / scale / colour — same segment count)
becomes a queue.write_buffer of just that entity`s slab.
Scope is deliberately IN-PLACE ONLY. draw_depth_map normalises each entity`s
draw-order z-bias by the block`s entity count, so an Add or Remove re-scales EVERY
entity`s z-bias — which a per-slab patch can`t honour — and a segment-count change
relocates the entity. patch() returns false for any of those (and for mesh-edge /
scissored sets), and the caller falls back to the identical full batched rebuild,
so correctness never rides on the fast path. An adversarial review of an earlier
append/tombstone design surfaced exactly these draw-order hazards; restricting to
in-place removes them while keeping the common interactive-edit win.
The Scene hands the changed handles to the arena via model_wire_gpu_patch,
recorded by try_resident_patch for the Model block and matched by content id in
prepare(); scissored paper viewports and mixed 2D/3D sets keep the batched path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each pipeline slot owned its own gpu_wires: every paper viewport and every
Model tile rebuilt an identical resident wire set into its own GPU vertex
buffers and its own handle index. With N content viewports drawing one shared
tessellation that is N copies of the (potentially huge) wire buffers in VRAM
plus N batch+index builds on every content change — the issue-131 memory
exposure multiplied by the viewport count.
A wgpu::Buffer is internally ref-counted, so sharing a WireGpu by Arc shares
its GPU allocation. Make Pipeline.gpu_wires an Arc<Vec<WireGpu>> (and
wire_handle_index an Arc<map>), turn upload_wires into build_wire_buffers(&self)
that returns those Arcs, and add MultiPipeline.wire_buffer_cache keyed by
wire_content_id. prepare() builds an entry once on a cache miss and hands Arc
clones to every slot with that id — so N viewports (and, since one MultiPipeline
backs all panes, N panes) upload the wire vertices exactly once between them.
Camera uniforms and scissor stay per-slot, so the draw still issues one call per
viewport with the right view; only the geometry is deduplicated. The shared Vec
is never mutated in place — only reassigned on a content change — so the sharing
is sound.
The cache drops entries no slot still references (Arc::strong_count == 1) once it
passes a small bound, so a live buffer (held by any pane) is never evicted.
Model multi-tile gets the same dedup for free, and two panes showing the same
model now share buffers.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Model space held a full, camera-independent, un-culled wire set with a
stable content id, so pan/zoom re-drew without re-tessellating or
re-uploading and idle frames collapsed to a single blit. Paper did none of
that: the sheet was camera-keyed (full re-tess every pan/zoom), content
viewports re-baked per zoom step with their own frustum cull + LOD, and a
per-frame wire_force_nonce forced a GPU re-upload every frame AND poisoned
render_signature so paper never hit the single-blit scene cache.
Route every space through one Scene::resident_wires_for(block, anno, frozen):
the full, un-culled, LOD-free set per (block, ambient bg, anno, frozen) key,
held resident and stamped with a stable WIRE_CONTENT_GEN id. Model tiles,
BEDIT, the paper sheet (a thin border-drop + printable-area dressing over the
resident base) and paper content viewports all share it. When annotation is
inert (PSLTSCALE off and no annotative entity, cached per epoch) the per-
viewport scale is normalized away so every viewport reuses one tessellation.
Result: paper pan/zoom does zero re-tessellation and zero wire re-upload, and
paper now hits the single-blit scene cache exactly like model. Deletes
wire_force_nonce, the per-viewport height/view wire cache, and view_cull_aabb.
Tradeoff (deliberate, matches model): no cull/LOD anywhere.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
WebGL2 has no vertex/fragment storage buffers, so the batched storage-buffer
hatch renderer (hatch_gpu) is disabled on wasm and real hatch fills never
rendered on the web build — the pick highlighted the boundary and the command
then appeared to cancel (issue #204).
Add a wasm-only per-hatch renderer (hatch_web_gpu + hatch_web.wgsl) that packs
the variable-length boundary / family / dash arrays into one RGBA32F data
texture read with textureLoad, instead of the fixed-size uniforms of the
wipeout path. This removes the MAX_FAMILIES (16) / MAX_HATCH_BOUNDARY_VERTS
(1024) / MAX_DASHES (128) caps, so every hatch — solid, gradient, and
arbitrarily complex line patterns — renders on the web. The fill algorithm
(in_polygon, per-family line/dash/dot, gradient, LOD, double-single vertex
transform) is identical to the desktop path; only the array ACCESS changes.
Pattern phase is anchored at world_origin with the boundary stored raw, and
scale / gradient-range clamped, to match the desktop batched renderer exactly.
Native (hatch_gpu + hatch.wgsl) and the wipeout mask renderer are untouched;
the new module and pipeline are gated on target_arch = "wasm32".
Also silence the resulting (and pre-existing) wasm-only dead-code warnings for
native-only paths so both the native and web builds compile clean.
Closes#204.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Pipeline slots are addressed by list index, but the renderer drops
off-canvas viewports from the list, so a slot can be reused by a
different viewport across frames — e.g. when the first paper viewport
scrolls off the canvas the second slides into its slot and inherits its
stale, differently frustum-culled GPU buffers. The text upload is gated
on a geometry-epoch change (unaffected by the index shift), so the
survivor rendered the gone viewport's text and its own vanished.
Give each viewport a stable identity, remember which one last used a
slot, and reset all cache keys when the occupant changes so wires, text,
hatches, meshes and Face3D re-upload for the new viewport. No cost in the
steady state — the reset fires only when a viewport enters/leaves view.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
show_viewcube was excluded from render_signature, so toggling a static (cached) view produced an identical signature — the frame was skipped and the last GPU cube pixels stayed as stale cache. Add vp.show_viewcube to render_signature so the toggle invalidates the cache and re-renders, clearing the cube. The 2D overlay is iced UI and re-laid-out correctly, which is why only it hid.
When the viewport got too narrow the top-left render-mode bar and the
top-right ViewCube overlapped. Hide them adaptively, measuring the render
bar's real width rather than guessing:
- Wrap the render bar in DensitySwap, which measures its natural width every
frame and swaps it for an empty spacer once it no longer fits the tile. Add
report_width0 so it publishes that measured width to render_bar_w.
- Compute viewcube_visible from that measured width: the cube shows only while
bar_w + gap + cube region fits. This one flag drives the ViewCube nav/UCS
widgets, the hover hit-test, and — threaded through build_viewports /
build_viewport_for_pane / viewport_data_for — the GPU cube itself, which
previously ignored the pane flag (show_viewcube was inst.active only), so
the cube stayed while its surrounding widgets vanished.
Result: the ViewCube gives way first, then the render bar once it too has no
room — no overlap, sized to the bar's real width (which varies with the
render-mode label, split buttons and tile count).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Command previews (MOVE, COPY, ROTATE, SCALE, STRETCH, MIRROR, ARRAY,
PASTE, INSERT) build ghost WireModels via WireModel::translated/rotated/
scaled/stretched/mirrored, but those helpers moved only `points`, never
`text_verts`, and the ghosts' glyphs were never uploaded — so text
vanished (or froze at its source) during the preview, same root cause as
the grip-drag case.
Transform text_verts alongside points in all five helpers (shared
map_text_verts, reconstructing + re-splitting the double-single world
position), and gather preview_wires' glyphs into the per-frame
preview-text buffer in the render path. This covers every command
preview automatically. The grip-drag else branch no longer sets
preview_text explicitly (the render gather handles it); the grip-slide
fast path keeps its own scene.preview_text channel (empty preview_wires,
so no double-draw).
MIRROR honours MIRRTEXT: on -> true glyph mirror via mirrored(); off ->
readable relocation via translated().
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Dragging text by a grip hid it until release. The dragged entity is
hidden from the base wire set and shown as a preview overlay, but its
SDF glyph quads (text_verts) were never uploaded for the preview, so
the text vanished mid-drag.
Add a per-frame preview_text GPU buffer (sibling to preview_wires). A
rigid whole-entity move of pure text (TEXT/MTEXT, Square insertion grip)
slides the drag-start glyphs by the drag delta instead of re-shaping the
run every move; reshape grips (MTEXT width), dimensions and wire
entities re-tessellate and feed the same buffer.
Also fold preview_text into render_signature: a pure-text slide leaves
preview_wires empty, so without it the scene-render cache froze the
dragged text at its first frame (grip moved but text stayed, then
jumped to place on release).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
External contribution by sLuCHa. Triangulates each hatch boundary once
(lyon even-odd, cached with the batch build) and rasterizes the triangles
instead of the per-fragment point-in-polygon test, removing the screen-fill
overdraw + boundary raycast that forced the flicker-causing interaction LOD
(now default off behind OCS_HATCH_LOD). Precision preserved (triangles in the
same world_origin-relative frame + RTE path); untessellatable boundaries fall
back to the old AABB-quad + in_polygon path (poly_test=1).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SDF is the only text renderer now — the stroke path and its LOD ladder are
gone, and the remaining text kinds render as SDF glyph quads too.
- ATTDEF / ATTRIB: carry a GlyphRun so single-line attribute text renders as
SDF (multi-line already did via layout_mtext). Tolerance / complex-linetype
text already SDF.
- Remove `sdf_text_enabled()` (the OCS_TEXT_SDF flag / kill switch) and take
the SDF path unconditionally everywhere: tessellate Text arm (per-group by
GlyphRun presence), hit_test fallbacks, render gather, complex_lt, table,
mleader.
- Delete the text LOD ladder: tess.rs baseline/greek block and the
block_cache greek/baseline path (emit_greeked_text / emit_text_baseline),
plus the now-dead helpers text_baseline_points / text_greek_obb_tris /
text_obb_corners_native / mtext_line_count and the LocalWire
text_height_local / text_obb_local fields. All text is crisp at every zoom;
text entities are exempt from the sub-pixel stub cull.
- Fix a latent bug: block-internal SDF text was culled because its LocalWire
aabb_local was [0,0,0,0] (no points) — fold the glyph-quad extent into
aabb_local and exempt text_verts-carrying wires from the sub-pixel cull.
- Clear the pre-existing dead-code warnings (TextPlacement.elevation, TabKind,
MTextRunKind::Tab).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rearchitect SDF text from a document-wide collector to per-entity
production during tessellation, so each entity owns its glyph quads and
composite/nested text is covered for free (no re-explosion, no per-frame
document walk).
- WireModel gains `text_verts`: glyph quads ride on the wire, so they are
cached by the tess memo, cloned on hit, and transformed by the block
expand loop exactly like `points`.
- Text arm (tessellate.rs) builds the quads when SDF is on and suppresses
the strokes; render gathers text_verts from the viewport wire set
(`gather_text_verts`, cached on wire content id) — the old collector is
removed. Covers model, dimension, table, block-internal and paper-sheet
text uniformly.
- MLEADER text (lays out via layout_mtext, not the Text arm) gets its own
SDF branch driven by the per-run GlyphRun.
- Pick box comes from the rendered glyph quads (true text extent), not
entity_aabb which mis-places the box for MTEXT; composite paths no longer
clobber the empty text wire's tight AABB (dim pick box hugs the text).
- Selection / hover highlight via a text-highlight overlay (upload_text_
highlight, keyed on selection_generation) mirroring the selected-wire
xray overlay; base glyphs stay neutral so a deselect leaves no stale tint.
- Debug: env OCS_TEXT_BOX draws each run's glyph-bounds rectangle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The batched hatch pass drew a screen-covering AABB quad per hatch and,
for every fragment, ran a point-in-polygon ray-cast over the whole
boundary plus the pattern test, with a discard that disabled early-Z.
Zoomed into a hatch the quad covers the screen, so the shader re-ran
per pixel every frame — the cost the PR #273 interaction-LOD worked
around by suppressing hatches during navigation, which made fills
flicker on and off while zooming.
Triangulate each boundary once (lyon, even-odd — same coverage as the
old in_polygon, islands/holes included) and rasterize those triangles
instead: no screen-filling overdraw, no per-fragment boundary test. The
fragment shader keeps the boundary test only on a per-instance fallback
path (poly_test == 1) for boundaries that fail to tessellate.
Tessellation is cached with the batch build (geometry_epoch) in local
space, so the double-single relative-to-eye precision is preserved.
With the fast path the interaction-LOD is no longer needed; it is gated
behind OCS_HATCH_LOD (default off) as a safety net for now.
The SDF text collector re-laid out every glyph of every text entity on
each frame (pan/zoom included). Cache the vertex list on the Scene keyed
by (geometry_epoch, annotation-scale bits) — it only changes when geometry
or the scale changes — so pan/zoom reuses it. Glyph baking happens on the
cache-miss path only; the atlas is a persistent global and the texture
upload is already gated on the geometry epoch, so cache hits skip both the
layout and any re-upload. No behaviour change.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
With OCS_TEXT_SDF set, text now renders only as SDF quads: the wire path
skips building glyph-stroke geometry (bins stays empty, so the existing
empty-wire branch still emits the insertion snap point). This removes the
double draw (strokes + SDF) and, as a side effect, fixes the long-standing
snap pollution (#276) — snapping near text no longer catches individual
glyph-stroke endpoints, only the insertion point.
Shared sdf_text_enabled() (cached env read) gates both the collector and
the stroke suppression so they stay in lock-step. Flag off: unchanged.
Verified in-app: TEXT/MTEXT/decorations render clean as single SDF, and
snap no longer hits glyph strokes. Click-pick on text is limited while the
flag is on (no stroke geometry) pending a text OBB pick box.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two related steps for the text pipeline:
- TEXT parsing now goes through acadrust's parse_plain_text (like MTEXT
uses parse_mtext). text::acad_text_encode parses the value's %% codes —
including %%u/%%o underline/overline and %%nnn — and re-encodes to the
stroke tessellator's \L/\O + resolved-Unicode grammar, so OCS no longer
tokenizes TEXT %% codes itself. (ATTRIB/TOLERANCE/DIMENSION still use the
local tokenizer for now.) Bumps the acadrust pin to the commit that
completes the TEXT/MTEXT control-code set.
- SDF text (OCS_TEXT_SDF) now covers MTEXT and every text-producing
entity, not just top-level TEXT. TextStroke carries a GlyphRun (layout
params); the collector walks convert()'s TruckObject::Text runs and
applies annotation scale exactly as tessellate does for strokes.
layout_glyph_quads shares lff::tokenize_run so %% specials resolve and
\L/\O decorations are skipped (decoration LINES in SDF are still TODO).
Verified: stroke rendering unchanged with the flag off; SDF glyphs render
correctly for TEXT and MTEXT with OCS_TEXT_SDF=1. 154 lib tests green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wires the SDF glyph atlas into the render loop end-to-end for top-level
TEXT entities, gated by the OCS_TEXT_SDF env var so the default path is
unchanged. Verified rendering on a real drawing: glyph quads land exactly
over the existing stroke text (position, size, rotation), confirming the
atlas → shader → pipeline → screen path and the RTE / UV math.
- text::text_run_placement — extracted from to_truck (behaviour-preserved)
so the stroke and SDF-quad paths compute an identical run placement.
- sdf_atlas::text_atlas — process-wide GlyphAtlas (Mutex/OnceLock), shared
by the collector (bakes glyphs) and the GPU upload (reads texels).
- Scene::sdf_text_vertices — collects per-glyph TextVertex for the frame's
TEXT entities via layout_glyph_quads + push_glyph_vertices. Empty unless
OCS_TEXT_SDF is set.
- ViewportData.text_verts + Pipeline text_pipeline/atlas/vbuf, upload_text
(rebuilds the R8 atlas texture when it grows), and a text render pass
drawn over the wires.
Still additive over the stroke text; only top-level TEXT is wired (MTEXT,
attributes, and block-internal text are next), and the collector re-runs
per frame (vertex caching by geometry epoch is a follow-up).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The batched hatch pass evaluates its fill procedurally per fragment — a
point-in-polygon test over the whole boundary plus the pattern test, with a
`discard` that disables early-Z. When the view sits inside a hatch its quad
covers the screen, so panning / zooming re-runs that full-screen shader every
frame (~40 ms/frame on a hatch-heavy plan) even though the rest of the scene
is cheap — the wire pass and CPU prepare are negligible by comparison.
Suppress the hatch pass while the view is actively panning / zooming /
orbiting, detected from `camera_generation` plus a short settle timer
(`Scene::navigating_lod`), and fold that state into the render signature so
the moment the view settles it renders hatches once and the scene-render
cache holds that full-quality frame. A brief `is_settling` subscription keeps
requesting frames just past the settle point so the hatched frame renders
even when no input event would otherwise fire. Mirrors AutoCAD's adaptive
degradation. The paper sheet keeps its fills.
Every cursor movement over the viewport re-rendered the entire GPU scene
(all wires, hatches, meshes) even when nothing visible changed: iced redraws
the whole window on each input message, and the shader's draw/prepare/render
runs every time. On large drawings one such redraw exceeds the frame budget,
so moving the mouse or panning stutters — and it gets worse the bigger the
drawing.
The pipeline already resolves each frame into a persistent, clip-sized
resolve texture and blits that to the surface. This hashes the inputs that
determine the rendered image (camera uniforms, geometry/selection
generations, wire content id, render-mode flags, clip size, live preview
coordinates) into a per-viewport signature. When a frame's signature matches
the previous one the image is pixel-identical, so `prepare` skips the buffer
uploads + per-frame scissor/LOD recompute and `render` skips passes 1-7 plus
the MSAA resolve, re-blitting the resolve texture instead. A pure cursor move
becomes a single fullscreen blit rather than an O(N) re-rasterization.
The ViewCube is excluded from the signature (it renders in its own always-on
pass) so cube hover still tracks while the scene is cached. Any real change —
edit (geometry_epoch), select/hover (selection_generation), camera move or
render-mode toggle — differs the signature and forces a full render, so
nothing goes stale. Navigation still renders every frame (the view genuinely
changes); this targets the wasted re-render on cursor-only movement.
The paper layout sheet pass reused the full model mesh set, so every
top-level 3D solid piled onto the paper origin — the sheet camera works
in paper coordinates, not model space. Guard `meshes` on
`inst.paper_sheet` the same way wires/hatches/images already are: the
sheet shows only paper-native content; the model's solids render inside
the floating content viewports (model camera + per-viewport scissor).
Also name 3DSOLID/REGION/BODY/SURFACE/MESH/SOLID/MULTILEADER in dxf_name
(they fell through to "ENTITY"), and add a SELHANDLES diagnostic that
reports the active space plus a per-type / per-block selection breakdown.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Locked-layer objects were fully editable. Now they stay visible and
snappable but are otherwise protected:
- Not selectable: the five interactive pick paths (box, lasso, single
click, cycling, box-release) plus SELECTALL and QSELECT skip locked
entities.
- Not modifiable (defense-in-depth even if a handle slips through):
transform_entities, erase_entities, apply_grip and the Properties
commit all skip locked entities.
- Faded: entities on a locked layer render dimmed toward the background
(render_style + wire tessellation); toggling lock re-tessellates.
- Snap still works: locked entities are intentionally kept in the wire
set (visibility_ok untouched), so object snap keeps finding them.
- Feedback: a small padlock is drawn by the crosshair when hovering a
locked object, and clicking one prints "Object is on locked layer …".
New Scene::is_layer_locked / locked_layer_name helpers centralise the
check (mirroring layer_hidden).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>