# Native vs. Web (WebAssembly) Open CAD Studio ships as a native desktop app and as a WebAssembly build that runs in the browser (https://hakanseven12.github.io/OpenCADStudio/). Both are built from the same source; the web target drops or shims the pieces that a browser can't provide. This page lists the differences. ## At a glance | Area | Native (desktop) | Web (wasm) | |------|------------------|------------| | Windowing | Multi-window (`iced::daemon`) | Single window (`iced::application`); dialogs are in-canvas modals | | 3D solid modeling | Yes | Yes — the geometry kernel is pure Rust | | Hatch rendering | Yes | Yes — texture transport when WebGL2 lacks vertex-stage storage | | Fonts | Embedded stroke fonts + system TrueType + shaping + fallback | Fetched Noto subsets (shaping, fallback, and family aliases) + embedded stroke fonts | | File open | Native file dialog → path | Browser picker → bytes | | File save | Path / Save dialog → write to disk | Save dialog → direct browser download | | Parallelism | Multi-threaded (rayon) | Main thread + one Web Worker (DWG/DXF parse, hashing, save/autosave serialization) | | GPU backend | Vulkan / DX12 / Metal (wgpu) | WebGL2 (the backend is pinned to OpenGL) | | Update check / external links | `ureq`, `open` | skipped / `window.open` | | External plugins | Native packages + Plugin Manager | **No** — native libraries cannot run in a browser | ## Details ### 3D solid modeling — web: the same as native It used to be off. The modelling kernel was truck, whose mesh and boolean crates reach `vtkio → xz2 → lzma-sys` — a C library that cannot cross-compile to `wasm32` — so the web build dropped a `solid3d` feature and the Model tab, solid tessellation and ACIS import all did nothing there. The kernel is now opencadkernel, which is pure Rust and has no C dependency at all, so none of that applies and the feature is gone. The web build makes primitives, runs booleans, draws ACIS solids read from a file and writes them back out as exact geometry, exactly as the desktop build does. ### Hatch rendering — web: same modes via a texture transport The batched hatch pipeline binds a read-only storage buffer in the vertex stage, which WebGL2 lacks. The hatch renderer selects its texture backend instead (an RGBA32F data texture + `hatch_texture.wgsl`) and draws the same solid, patterned, and gradient hatches as native, with the same dash math and sub-pixel-to-solid LOD fallback. Everything else (lines, arcs, polylines, text, images) draws normally. ### Fonts — web: fetched Noto subsets plus embedded stroke fonts - **Native** discovers installed system fonts (fontdb), extracts TrueType outlines (ttf-parser), shapes runs with cosmic-text (ligatures, Arabic joining, kerning, bidi), and falls back to a system font for glyphs a stroke font lacks. - **Web** fetches per-script Noto subsets from the server, registers them into the font database, and shapes runs with the same cosmic-text path (ligatures, Arabic joining, bidi) with per-glyph Noto fallback. Text styles naming a desktop family (Arial, Times New Roman, ...) resolve through an alias table to the Noto faces, so they render filled instead of falling to the stroke fonts; scripts without a fetched subset still render via the embedded LFF stroke fonts. (Text pops in once the first font fetch lands.) ### File I/O — web: bytes and downloads - **Open**: the desktop returns a filesystem path and reads it (streaming). The web reads the picked file's bytes via the browser and parses them in memory (`io::load_bytes`). - **Save**: both show the in-app Save dialog (filename + format). The desktop writes to the chosen path; the web serializes to bytes and triggers a direct browser download (a Blob + a programmatic `` click — no intermediate "click to download" link). The unsaved-changes prompt's *Save* routes through the same dialog on the web. - There is no persistent filesystem path on the web, so a name-only path stands in for document tracking. ### Windowing — web: single window, in-canvas modals The desktop uses `iced::daemon` and opens secondary OS windows for every manager and style dialog. The browser has only the canvas, so the web uses `iced::application` and renders all dialogs (layer/layout/plot managers, the style editors, the colour picker, Save / unsaved prompts, About, shortcuts, plugins, …) as in-canvas modal overlays. As of the Plan-B work this path is shared: native renders the same modals too, so the desktop is effectively single-window now. A modal's backdrop dims and blocks clicks but does not dismiss; the ✕ button closes it. ### Parallelism — web: single-threaded `wasm32` has no threads without SharedArrayBuffer (which needs COOP/COEP headers GitHub Pages can't set). `crate::par::prelude` re-exports `rayon` on native and sequential `std` iterators on wasm, so the same call sites run in parallel on the desktop and serially in the browser. Large drawings are slower on the web. ### External plugins — web: unavailable Marketplace plugins are native `.dll`, `.so`, or `.dylib` packages launched in an isolated child process. Browsers cannot load those libraries or spawn the plugin runner. The web Plugin button and `PLUGINS` command therefore show a short explanation with a link to download the desktop app instead of opening the marketplace. Installed desktop plugins remain in the per-user plugins folder and load again on the next desktop launch. ### Platform shims (`src/sys.rs`) - `open_url`: `open::that` on native, `window.open(_blank)` on web. - `download_bytes`: web only (Blob + anchor download). - `handle_path`: real path on native, a name-only `PathBuf` on web. - `platform_info`: OS + arch on native, the browser user-agent on web (used to pre-fill the Send Feedback issue). - The self-update check (`ureq`) is a no-op on the web. ## Build & deploy - Native: `cargo build --release --bin OpenCADStudio`. - Web app: `trunk build --release --public-url /app/ --dist dist/app --html-output index.html web-app.html`. Run `sh scripts/assemble-site.sh` afterward to add the landing page. `.github/workflows/pages.yml` builds and deploys to GitHub Pages on every release. No COOP/COEP headers are needed because the web build is single-threaded.