Files
OneCAD-Draft/src/scene/pipeline/face3d_gpu.rs
T
Hakan SevenandClaude Opus 4.8 70702d063f perf(hash): swap std HashMap/HashSet for rustc-hash FxHash
Phase 4.1. Handle / u64 keys dominate the hot maps (block_defn,
hatch / image / mesh caches, draw-depth map, viewport wire caches);
the default SipHash is wasted work on integer keys. Alias the std
types to rustc_hash::FxHashMap / FxHashSet crate-wide so every map and
set — including the cross-module draw-depth map shared between scene
and the GPU pipelines — uses the faster hasher consistently.

Mechanical: no behavioural change. Constructors moved from ::new() to
::default() (Fx variants carry no RandomState). Build + 13 tests green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 00:35:53 +03:00

195 lines
7.8 KiB
Rust

// Face3D GPU buffer — batches all DXF 3DFACE entities into a single
// TriangleList buffer for efficient rendering.
//
// Each Face3D quad (4 corners) produces 2 triangles → 6 vertices.
// All entities are merged into one wgpu::Buffer → 1 draw call total.
//
// Vertex layout (28 bytes):
// position [f32; 3] offset 0 12 B
// color [f32; 4] offset 12 16 B
// ------
// 28 B / vertex
//
// 3D vs 2D split: `vertex_buffer_3d` holds 3DFACE quads + PolyfaceMesh /
// PolygonMesh face triangles (the "3D" geometry that participates in
// hidden-surface removal). `vertex_buffer_2d` holds the residual fills
// — text-LOD greek dim, MultiLeader background — whose source
// WireModels have an empty `points` list. Splitting them lets the
// render pass send the 3D side through a depth-only pipeline for
// HiddenLine while keeping the 2D side fully visible.
use crate::scene::wire_model::WireModel;
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
// ── Vertex layout ──────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Face3DVertex {
pub position: [f32; 3],
pub color: [f32; 4],
/// Normalized draw-order depth in (0,1) for 2D fills / 3DFACE quads;
/// applied as a small clip-z bias in the shader. 0.0 for true 3D mesh
/// faces (PolyfaceMesh / PolygonMesh) so their real depth is preserved.
pub draw_depth: f32,
}
impl Face3DVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Face3DVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: 28,
shader_location: 2,
format: wgpu::VertexFormat::Float32,
},
],
}
}
}
// ── GPU handle ─────────────────────────────────────────────────────────────
pub struct Face3DGpu {
/// 3DFACE quads + PolyfaceMesh / PolygonMesh face triangles.
/// HiddenLine routes this through the depth-only pipeline so the
/// fragments occlude wires behind them without drawing visible
/// pixels.
pub vertex_buffer_3d: wgpu::Buffer,
pub vertex_count_3d: u32,
/// Text-LOD greek dim, MultiLeader background, etc. — fills whose
/// source wire has an empty `points` list. Always rendered with the
/// normal face3d pipeline (visible in every mode).
pub vertex_buffer_2d: wgpu::Buffer,
pub vertex_count_2d: u32,
}
impl Face3DGpu {
/// Build a batched GPU buffer from Face3D wire models and mesh fill_tris.
///
/// - `face3d_wires`: Face3D entities — `key_vertices` holds 4 quad corners;
/// emits 2 triangles per face into the 3D buffer.
/// - `all_wires`: all entity wires — `fill_tris` holds pre-triangulated
/// fill data. Wires with non-empty `points` (PolyfaceMesh / PolygonMesh
/// face data) feed the 3D buffer; wires with empty `points` (2D fills)
/// feed the 2D buffer.
/// - `keep_3d_mesh_fills`: when false (wireframe modes), the 3D side
/// is left empty; the 2D side is always populated.
pub fn from_wires(
device: &wgpu::Device,
face3d_wires: &[WireModel],
all_wires: &[WireModel],
keep_3d_mesh_fills: bool,
depth_map: &rustc_hash::FxHashMap<u64, f32>,
) -> Self {
let depth_of = |w: &WireModel| -> f32 {
w.name
.parse::<u64>()
.ok()
.and_then(|h| depth_map.get(&h).copied())
.unwrap_or(0.0)
};
let mut verts_3d: Vec<Face3DVertex> = Vec::with_capacity(face3d_wires.len() * 6);
let mut verts_2d: Vec<Face3DVertex> = Vec::new();
// Face3D quads (4 key_vertices → 2 triangles) — only when 3D
// fills are wanted.
if keep_3d_mesh_fills {
for wire in face3d_wires {
if wire.key_vertices.len() < 4 {
continue;
}
let [r, g, b, a] = wire.color;
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
let depth = depth_of(wire);
let p = &wire.key_vertices;
let v = |i: usize| Face3DVertex {
position: p[i],
color: fill_color,
draw_depth: depth,
};
verts_3d.push(v(0));
verts_3d.push(v(1));
verts_3d.push(v(2));
verts_3d.push(v(0));
verts_3d.push(v(2));
verts_3d.push(v(3));
}
}
// PolyfaceMesh / PolygonMesh / unlit fills (text greek, MultiLeader
// background). Wires whose `points` are empty carry pure 2-D fills
// that should render at their literal color — applying the 0.45
// AO-style dim to them would wash out user-picked colors. Wires
// with both fill_tris and points (mesh edges + faces) keep the dim
// so PolyfaceMesh / PolygonMesh still look 3-D-shaded.
//
// 2-D fills always go to `verts_2d` (visible in every mode).
// 3-D mesh face data goes to `verts_3d` only when
// `keep_3d_mesh_fills` is true.
for wire in all_wires {
if wire.fill_tris.is_empty() {
continue;
}
let is_3d_mesh_face = !wire.points.is_empty();
let [r, g, b, a] = wire.color;
if is_3d_mesh_face {
if !keep_3d_mesh_fills {
continue;
}
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
// True 3D surface: keep real depth (no draw-order bias) so
// hidden-surface shading is preserved.
for &position in &wire.fill_tris {
verts_3d.push(Face3DVertex {
position,
color: fill_color,
draw_depth: 0.0,
});
}
} else {
let fill_color = [r, g, b, a];
let depth = depth_of(wire);
for &position in &wire.fill_tris {
verts_2d.push(Face3DVertex {
position,
color: fill_color,
draw_depth: depth,
});
}
}
}
let vertex_buffer_3d = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("face3d.vbuf.3d"),
contents: bytemuck::cast_slice(&verts_3d),
usage: wgpu::BufferUsages::VERTEX,
});
let vertex_buffer_2d = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("face3d.vbuf.2d"),
contents: bytemuck::cast_slice(&verts_2d),
usage: wgpu::BufferUsages::VERTEX,
});
Self {
vertex_buffer_3d,
vertex_count_3d: verts_3d.len() as u32,
vertex_buffer_2d,
vertex_count_2d: verts_2d.len() as u32,
}
}
}