Commit Graph
11 Commits
Author SHA1 Message Date
ramox81andClaude Opus 5.5 5de0ce069f Image shader: fully transparent pixels are discarded
A transparent pixel wrote depth, hiding lines and objects under the image
that were drawn after it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:17:31 +03:00
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
Christopher Overbeck e52e565b1f fix(renderer): keep draw-order offsets within clipping planes 2026-09-15 12:36:05 -05:00
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 SevenandClaude Opus 4.8 04c93df2c4 refactor: remove the legacy full view_proj (CPU cull now relative-to-eye)
The GPU draws exclusively via the rotation-only `view_rot` + eye double-
single; the full view-projection survived only to project AABBs in the
CPU frustum-cull / scissor / LOD passes. Migrate those to the same
relative-to-eye math (project `point - eye` through `view_rot`) — pixel-
equivalent but precise at UTM scale — then drop the dead uniform:

- pipeline cull/scissor/LOD helpers take (view_rot, eye) instead of the
  full view_proj; render.rs reconstructs eye from the uniform's
  eye_high/eye_low and passes the cropped view_rot.
- Remove the `view_proj` field from the shared Uniforms struct and all six
  shader structs that only declared it for layout (none read it), and
  delete Camera::view_proj(). The struct shrinks by one mat4 on both
  sides, keeping the Rust / WGSL layouts in lock-step.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 20:14:41 +03:00
Hakan SevenandClaude Opus 4.7 65413a2c2a refactor(render): drop dead camera_pos from the shared uniform
No GPU pipeline reads camera_pos any more — lighting and all transforms
moved to the relative-to-eye path (view_rot + eye_high/eye_low). Remove
the field from the shared Uniforms and every shader struct, plus the now
unused Camera::position_vec4. view_proj stays: the CPU frustum-cull /
scissor / LOD passes still project offset-relative AABBs with it (it is
no longer part of any GPU draw).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-23 18:28:52 +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 a0b4968ad2 feat(render): relative-to-eye for mesh, image, face3d and hatch pipelines
Switch the remaining world-space shaders (mesh, image, face3d, hatch,
hatch_batched) to the same relative-to-eye transform the wire pipeline
uses: subtract the eye (high+low f32) per vertex and multiply by the
rotation-only view-projection. Each shader's Uniforms struct is widened
to the full shared layout so the appended RTE fields land at the correct
offsets. Math is unchanged (proj·R·(pos−eye)); large coordinates no
longer jitter on camera movement.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 a2cb833c83 fix(scene): render raster images at correct position and size (#98)
Match the image shader's uniform layout to the shared 112-byte Uniforms
struct (was 144) and project quad corners via view_proj so texture-quad
draws no longer fail uniform binding validation.

Offset image quad corners by world_offset, matching all other Model-space
geometry, so rasters land in the same local space instead of being shifted
away. Downscale oversized images to the GPU's max texture dimension (8192)
to keep texture creation from failing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 15:06:06 +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 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