forked from 1b-agent/opencadstudio-upstream
Phase 1.4 (hatch/image scissor), Phase 3.3 (hatch LOD), and Phase 3.4 (mesh LOD) landed in commitsfbbac42,e7675be, and8c08ae1. Removed their roadmap sections and pruned the Implementation Order / Key Files / Success Metrics tables to reflect what's still outstanding (Phase 2 spatial index, Phase 4 GPU compute cull + Hi-Z). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
155 lines
5.6 KiB
Markdown
155 lines
5.6 KiB
Markdown
# Rendering Optimization Roadmap: Culling & Level of Detail
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## Background
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H7CAD renders all entities every frame regardless of camera position or zoom level. No spatial
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acceleration, no LOD, no frustum culling. Every wire, hatch, mesh, and image is uploaded and
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drawn unconditionally. This scales poorly for large drawings (100k+ entities) and dense 3D solids.
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Current pipeline order:
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1. Hatch fills → 2. Images → 3. Meshes → 4. Face3D fills → 5. Face3D edges →
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6. Wires → 7. Wipeouts → 8. Selection overlay → 9. MSAA resolve → 10. Blit
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---
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## Phase 2 — Spatial Acceleration Structure
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**Goal:** O(log n) visibility queries instead of O(n) linear scan.
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### 2.1 Quadtree (2D Documents)
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Partition world space into a quadtree keyed by `Aabb2`. Build once on document load, update
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incrementally on entity add/remove/modify.
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```
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QuadTree<EntityId>
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├── query_rect(Aabb2) → Vec<EntityId>
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└── insert / remove / update
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```
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Store in `scene/mod.rs` alongside the entity cache. Invalidate only the nodes touched by a
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modified entity.
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### 2.2 Octree (3D Solids)
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For `MeshModel` / `solid3d` entities, use an octree with `Aabb3` keys. Query returns candidate
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mesh IDs for frustum culling.
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### 2.3 Integration
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Replace linear entity scans in `pipeline/mod.rs` render preparation with spatial queries:
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```rust
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let candidates = scene.quadtree.query_rect(view_aabb);
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// only upload GPU buffers for candidates
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```
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**Estimated gain:** near-constant frame cost regardless of total entity count when zoomed in.
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---
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## Phase 4 — GPU-Side Culling (Advanced)
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**Goal:** Offload culling to the GPU; zero CPU cost for large entity counts.
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### 4.1 Indirect Draw + Compute Cull
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Convert per-entity draw calls to indirect draw calls (`draw_indirect` / `draw_indexed_indirect`).
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Run a compute shader pre-pass that tests each entity's AABB against the frustum and writes
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`DrawIndirectArgs` only for visible entities.
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```wgsl
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// cull.wgsl
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@compute @workgroup_size(64)
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fn cull_entities(@builtin(global_invocation_id) id: vec3<u32>) {
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let entity = entities[id.x];
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if frustum_test(entity.aabb) {
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// atomically append to indirect draw buffer
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let slot = atomicAdd(&draw_count, 1u);
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draw_args[slot] = entity.draw_args;
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}
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}
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```
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Requires restructuring entity data into GPU-side storage buffers. High complexity; tackle after
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Phases 1–3 prove insufficient.
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### 4.2 Hierarchical Z-Buffer Occlusion Culling (3D Only)
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For dense 3D solid scenes, use a Hi-Z buffer to cull occluded meshes:
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1. Render depth-only pass for large opaque solids.
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2. Downsample depth into mip chain (Hi-Z pyramid).
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3. Compute shader tests each mesh AABB against Hi-Z; skips occluded meshes.
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Relevant only for perspective (3D) mode with many overlapping solids.
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---
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## Implementation Order
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```
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Phase 2.1 Quadtree for 2D medium complexity, scales 2D docs
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Phase 2.2 Octree for 3D medium, needed for dense 3D
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Phase 4.1 Indirect draw + GPU cull high complexity, defer
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Phase 4.2 Hi-Z occlusion high complexity, 3D only, last
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```
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---
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## Key Files to Modify
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| File | Change |
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|------|--------|
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| `src/scene/mod.rs` | Quadtree/octree; LOD epoch tracking |
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| `src/scene/pipeline/mod.rs` | Cull hatch/image entities before upload loops |
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| `src/shaders/cull.wgsl` | New — Phase 4 compute culling shader |
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---
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## Success Metrics
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- **Phase 2 target:** Pan/zoom frame cost O(visible) not O(total).
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- **Phase 4 target:** GPU-cull overhead < 0.5 ms for 1M entity scene.
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---
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## TEMPORARY: Insert sub-entity count limit (revert when better fix lands)
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`tessellate_entity` in `src/scene/mod.rs` has a guard that short-circuits any
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Insert whose referenced block contains more than `INSERT_SUB_LIMIT` (currently
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5,000) sub-entities. The Insert is rendered as an insertion marker only — no
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explode, no sub tessellation.
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**Why this exists:** A real-world DWG was found where an xref block contained
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~74k sub-entities. Opening the file froze the UI on the first render because
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`tessellate_entity` exploded the block and serially style-resolved every
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sub-entity (and any single bad sub could hang tessellation forever). The guard
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made the file openable.
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**Why it should go away:** The limit hides legitimate geometry. Large xrefs are
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common in civil/infrastructure drawings — the user shouldn't have to see them
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as crosses.
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**Proper fixes that would let us drop this guard:**
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1. ~~Per-block tessellation cache~~ — **LANDED** (`def72e4`): block defns are
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tessellated once and per-Insert reuses the cached wires via
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`block_cache::expand_insert`. The guard now only fires on the legacy
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fallback path; consider lowering or removing it.
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2. Lazy / background Insert tessellation — show marker first, fill in detail
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on a background thread, redraw when ready.
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3. Per-sub-entity hardening — find why a single sub can hang tessellation
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(likely Spline NURBS evaluation or malformed boundary edge) and fix the
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root cause; combine with sub-count budget per frame instead of a hard cap.
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4. xref attach metadata respected — DWG carries an "unloaded" state for xref
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blocks; honour it instead of always inlining xref content on open.
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(Attempted in `e88a946`, reverted in `0996b75` — the on-disk bit was
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unreliable as a Loaded/Unloaded signal.)
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When any of (2)–(3) lands, delete the `INSERT_SUB_LIMIT` block in
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`tessellate_entity` (search for `INSERT_SUB_LIMIT`).
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Related companion fix in `src/app/update.rs`: after `resolve_xrefs`, a second
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`purge_corrupt_entities` pass runs against the newly inlined xref content.
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That one is not a hack — it should stay even after the Insert guard goes.
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