Files
OneCAD-Draft/src/scene/pipeline/face3d_gpu.rs
T
Kevin GriffinandClaude Fable 5 a204237268 fix(render): chunk Face3D fill buffers to the device limit (#358)
Face3DGpu batched every visible 3DFACE quad and PolyfaceMesh /
PolygonMesh fill triangle into a single vertex buffer. A mesh-heavy
DWG (e.g. a Navisworks import) blows past wgpu's default 256 MB
max_buffer_size once enough layers are thawed; the resulting
uncaptured validation error panics inside iced's main-thread redraw
and aborts the whole process. Split the 3D and 2D fill streams into
per-limit chunks on whole-triangle boundaries — the same scheme
build_mesh_batch already uses (#203) — and register an
on_uncaptured_error handler so any remaining GPU validation error
degrades the frame instead of killing the session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 21:32:20 -07:00

257 lines
11 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::model::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,
/// Double-single low residual of `position` so fills stay precise at
/// UTM-scale coordinates (zero for 3DFACE quads built from key_vertices,
/// which don't carry a residual).
pub position_low: [f32; 3],
}
impl Face3DVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute {
offset: std::mem::offset_of!(Face3DVertex, position) as u64,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(Face3DVertex, color) as u64,
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(Face3DVertex, draw_depth) as u64,
shader_location: 2,
format: wgpu::VertexFormat::Float32,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(Face3DVertex, position_low) as u64,
shader_location: 3,
format: wgpu::VertexFormat::Float32x3,
},
];
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Face3DVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: ATTRS,
}
}
}
// ── GPU handle ─────────────────────────────────────────────────────────────
/// One vertex buffer + draw count. Fill data is split into as many chunks
/// as the device's `max_buffer_size` requires: a mesh-heavy DWG (e.g. a
/// Navisworks import) can hold tens of millions of fill triangles, and at
/// 44 B/vertex a single batched buffer blows past the default 256 MB limit
/// once enough layers are thawed — wgpu then raises an uncaptured
/// validation error and aborts the process (#358). Same scheme as the
/// solid-mesh batch chunking in `mesh_gpu.rs` (#203).
pub struct Face3DChunk {
pub vertex_buffer: wgpu::Buffer,
pub vertex_count: u32,
}
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 chunks_3d: Vec<Face3DChunk>,
/// 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 chunks_2d: Vec<Face3DChunk>,
}
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. Fills with a non-empty `fill_tris_low` residual (real 3-D
/// surfaces — PolyfaceMesh / PolygonMesh) feed the 3D buffer at their
/// true depth; fills with empty `fill_tris_low` (2D fills — text greek,
/// MultiLeader / dimension backgrounds) feed the 2D draw-order 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 p = &wire.key_vertices;
// key_vertices are f64 (offset-relative); split into the
// double-single (high, low) pair the face3d shader expects.
let v = |i: usize| {
let [x, y, z] = p[i];
let h = [x as f32, y as f32, z as f32];
Face3DVertex {
position: h,
color: fill_color,
// A 3DFACE is genuine 3D geometry: keep its real depth
// (no draw-order bias), matching the PolyfaceMesh /
// PolygonMesh path below. A non-zero draw-order rank
// here yanked 3DFACEs toward the camera so they drew in
// front of solids (which carry no such bias).
draw_depth: 0.0,
position_low: [
(x - h[0] as f64) as f32,
(y - h[1] as f64) as f32,
(z - h[2] as f64) as f32,
],
}
};
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;
}
// A real 3-D surface fill (PolyfaceMesh / PolygonMesh) carries a
// double-single low residual paired with `fill_tris` — it lives at
// true world coordinates and must keep its real depth. 2-D fills
// (text greek, MultiLeader / dimension backgrounds) deliberately
// leave `fill_tris_low` empty and order by draw rank instead.
//
// NOTE: classifying by `!points.is_empty()` is wrong here — the
// tessellator emits a mesh's edges and its fill as *separate*
// WireModels (points-only vs fill-only), so the fill model has no
// points and was being misrouted to the 2-D (draw-order-biased)
// buffer, which drew meshes in front of solids.
let is_3d_mesh_face = !wire.fill_tris_low.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 (i, &position) in wire.fill_tris.iter().enumerate() {
verts_3d.push(Face3DVertex {
position,
color: fill_color,
draw_depth: 0.0,
position_low: wire.fill_tris_low.get(i).copied().unwrap_or([0.0; 3]),
});
}
} else {
let fill_color = [r, g, b, a];
let depth = depth_of(wire);
for (i, &position) in wire.fill_tris.iter().enumerate() {
verts_2d.push(Face3DVertex {
position,
color: fill_color,
draw_depth: depth,
position_low: wire.fill_tris_low.get(i).copied().unwrap_or([0.0; 3]),
});
}
}
}
Self {
chunks_3d: upload_chunks(device, &verts_3d, "face3d.vbuf.3d"),
chunks_2d: upload_chunks(device, &verts_2d, "face3d.vbuf.2d"),
}
}
}
/// Upload `verts` as one or more VERTEX buffers, each under 90% of the
/// device's `max_buffer_size`, split on whole-triangle boundaries. Also
/// keeps every chunk's vertex count well below `u32::MAX` so the draw
/// range never truncates.
fn upload_chunks(
device: &wgpu::Device,
verts: &[Face3DVertex],
label: &'static str,
) -> Vec<Face3DChunk> {
let budget = (device.limits().max_buffer_size as usize / 10) * 9; // 10% headroom
let vsize = std::mem::size_of::<Face3DVertex>();
// Round down to a multiple of 3 so triangles never straddle chunks.
let max_verts = ((budget / vsize).max(3) / 3) * 3;
verts
.chunks(max_verts)
.map(|c| Face3DChunk {
vertex_buffer: device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(label),
contents: bytemuck::cast_slice(c),
usage: wgpu::BufferUsages::VERTEX,
}),
vertex_count: c.len() as u32,
})
.collect()
}