forked from 1b-agent/opencadstudio-upstream
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>
257 lines
11 KiB
Rust
257 lines
11 KiB
Rust
// Face3D GPU buffer — batches all DXF 3DFACE entities into a single
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// TriangleList buffer for efficient rendering.
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//
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// Each Face3D quad (4 corners) produces 2 triangles → 6 vertices.
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// All entities are merged into one wgpu::Buffer → 1 draw call total.
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//
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// Vertex layout (28 bytes):
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// position [f32; 3] offset 0 12 B
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// color [f32; 4] offset 12 16 B
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// ------
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// 28 B / vertex
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//
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// 3D vs 2D split: `vertex_buffer_3d` holds 3DFACE quads + PolyfaceMesh /
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// PolygonMesh face triangles (the "3D" geometry that participates in
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// hidden-surface removal). `vertex_buffer_2d` holds the residual fills
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// — text-LOD greek dim, MultiLeader background — whose source
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// WireModels have an empty `points` list. Splitting them lets the
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// render pass send the 3D side through a depth-only pipeline for
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// HiddenLine while keeping the 2D side fully visible.
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use crate::scene::model::wire_model::WireModel;
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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// ── Vertex layout ──────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Face3DVertex {
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pub position: [f32; 3],
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pub color: [f32; 4],
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/// Normalized draw-order depth in (0,1) for 2D fills / 3DFACE quads;
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/// applied as a small clip-z bias in the shader. 0.0 for true 3D mesh
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/// faces (PolyfaceMesh / PolygonMesh) so their real depth is preserved.
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pub draw_depth: f32,
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/// Double-single low residual of `position` so fills stay precise at
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/// UTM-scale coordinates (zero for 3DFACE quads built from key_vertices,
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/// which don't carry a residual).
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pub position_low: [f32; 3],
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}
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impl Face3DVertex {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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const ATTRS: &[wgpu::VertexAttribute] = &[
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(Face3DVertex, position) as u64,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(Face3DVertex, color) as u64,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(Face3DVertex, draw_depth) as u64,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(Face3DVertex, position_low) as u64,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x3,
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},
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];
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Face3DVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: ATTRS,
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}
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}
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}
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// ── GPU handle ─────────────────────────────────────────────────────────────
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/// One vertex buffer + draw count. Fill data is split into as many chunks
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/// as the device's `max_buffer_size` requires: a mesh-heavy DWG (e.g. a
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/// Navisworks import) can hold tens of millions of fill triangles, and at
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/// 44 B/vertex a single batched buffer blows past the default 256 MB limit
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/// once enough layers are thawed — wgpu then raises an uncaptured
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/// validation error and aborts the process (#358). Same scheme as the
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/// solid-mesh batch chunking in `mesh_gpu.rs` (#203).
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pub struct Face3DChunk {
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pub vertex_buffer: wgpu::Buffer,
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pub vertex_count: u32,
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}
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pub struct Face3DGpu {
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/// 3DFACE quads + PolyfaceMesh / PolygonMesh face triangles.
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/// HiddenLine routes this through the depth-only pipeline so the
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/// fragments occlude wires behind them without drawing visible
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/// pixels.
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pub chunks_3d: Vec<Face3DChunk>,
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/// Text-LOD greek dim, MultiLeader background, etc. — fills whose
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/// source wire has an empty `points` list. Always rendered with the
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/// normal face3d pipeline (visible in every mode).
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pub chunks_2d: Vec<Face3DChunk>,
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}
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impl Face3DGpu {
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/// Build a batched GPU buffer from Face3D wire models and mesh fill_tris.
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///
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/// - `face3d_wires`: Face3D entities — `key_vertices` holds 4 quad corners;
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/// emits 2 triangles per face into the 3D buffer.
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/// - `all_wires`: all entity wires — `fill_tris` holds pre-triangulated
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/// fill data. Fills with a non-empty `fill_tris_low` residual (real 3-D
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/// surfaces — PolyfaceMesh / PolygonMesh) feed the 3D buffer at their
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/// true depth; fills with empty `fill_tris_low` (2D fills — text greek,
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/// MultiLeader / dimension backgrounds) feed the 2D draw-order buffer.
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/// - `keep_3d_mesh_fills`: when false (wireframe modes), the 3D side
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/// is left empty; the 2D side is always populated.
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pub fn from_wires(
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device: &wgpu::Device,
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face3d_wires: &[WireModel],
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all_wires: &[WireModel],
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keep_3d_mesh_fills: bool,
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depth_map: &rustc_hash::FxHashMap<u64, f32>,
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) -> Self {
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let depth_of = |w: &WireModel| -> f32 {
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w.name
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.parse::<u64>()
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.ok()
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.and_then(|h| depth_map.get(&h).copied())
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.unwrap_or(0.0)
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};
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let mut verts_3d: Vec<Face3DVertex> = Vec::with_capacity(face3d_wires.len() * 6);
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let mut verts_2d: Vec<Face3DVertex> = Vec::new();
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// Face3D quads (4 key_vertices → 2 triangles) — only when 3D
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// fills are wanted.
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if keep_3d_mesh_fills {
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for wire in face3d_wires {
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if wire.key_vertices.len() < 4 {
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continue;
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}
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let [r, g, b, a] = wire.color;
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let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
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let p = &wire.key_vertices;
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// key_vertices are f64 (offset-relative); split into the
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// double-single (high, low) pair the face3d shader expects.
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let v = |i: usize| {
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let [x, y, z] = p[i];
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let h = [x as f32, y as f32, z as f32];
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Face3DVertex {
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position: h,
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color: fill_color,
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// A 3DFACE is genuine 3D geometry: keep its real depth
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// (no draw-order bias), matching the PolyfaceMesh /
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// PolygonMesh path below. A non-zero draw-order rank
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// here yanked 3DFACEs toward the camera so they drew in
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// front of solids (which carry no such bias).
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draw_depth: 0.0,
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position_low: [
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(x - h[0] as f64) as f32,
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(y - h[1] as f64) as f32,
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(z - h[2] as f64) as f32,
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],
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}
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};
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verts_3d.push(v(0));
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verts_3d.push(v(1));
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verts_3d.push(v(2));
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verts_3d.push(v(0));
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verts_3d.push(v(2));
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verts_3d.push(v(3));
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}
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}
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// PolyfaceMesh / PolygonMesh / unlit fills (text greek, MultiLeader
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// background). Wires whose `points` are empty carry pure 2-D fills
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// that should render at their literal color — applying the 0.45
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// AO-style dim to them would wash out user-picked colors. Wires
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// with both fill_tris and points (mesh edges + faces) keep the dim
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// so PolyfaceMesh / PolygonMesh still look 3-D-shaded.
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//
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// 2-D fills always go to `verts_2d` (visible in every mode).
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// 3-D mesh face data goes to `verts_3d` only when
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// `keep_3d_mesh_fills` is true.
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for wire in all_wires {
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if wire.fill_tris.is_empty() {
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continue;
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}
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// A real 3-D surface fill (PolyfaceMesh / PolygonMesh) carries a
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// double-single low residual paired with `fill_tris` — it lives at
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// true world coordinates and must keep its real depth. 2-D fills
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// (text greek, MultiLeader / dimension backgrounds) deliberately
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// leave `fill_tris_low` empty and order by draw rank instead.
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//
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// NOTE: classifying by `!points.is_empty()` is wrong here — the
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// tessellator emits a mesh's edges and its fill as *separate*
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// WireModels (points-only vs fill-only), so the fill model has no
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// points and was being misrouted to the 2-D (draw-order-biased)
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// buffer, which drew meshes in front of solids.
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let is_3d_mesh_face = !wire.fill_tris_low.is_empty();
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let [r, g, b, a] = wire.color;
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if is_3d_mesh_face {
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if !keep_3d_mesh_fills {
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continue;
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}
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let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
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// True 3D surface: keep real depth (no draw-order bias) so
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// hidden-surface shading is preserved.
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for (i, &position) in wire.fill_tris.iter().enumerate() {
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verts_3d.push(Face3DVertex {
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position,
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color: fill_color,
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draw_depth: 0.0,
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position_low: wire.fill_tris_low.get(i).copied().unwrap_or([0.0; 3]),
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});
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}
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} else {
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let fill_color = [r, g, b, a];
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let depth = depth_of(wire);
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for (i, &position) in wire.fill_tris.iter().enumerate() {
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verts_2d.push(Face3DVertex {
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position,
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color: fill_color,
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draw_depth: depth,
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position_low: wire.fill_tris_low.get(i).copied().unwrap_or([0.0; 3]),
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});
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}
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}
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}
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Self {
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chunks_3d: upload_chunks(device, &verts_3d, "face3d.vbuf.3d"),
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chunks_2d: upload_chunks(device, &verts_2d, "face3d.vbuf.2d"),
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}
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}
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}
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/// Upload `verts` as one or more VERTEX buffers, each under 90% of the
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/// device's `max_buffer_size`, split on whole-triangle boundaries. Also
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/// keeps every chunk's vertex count well below `u32::MAX` so the draw
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/// range never truncates.
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fn upload_chunks(
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device: &wgpu::Device,
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verts: &[Face3DVertex],
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label: &'static str,
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) -> Vec<Face3DChunk> {
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let budget = (device.limits().max_buffer_size as usize / 10) * 9; // 10% headroom
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let vsize = std::mem::size_of::<Face3DVertex>();
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// Round down to a multiple of 3 so triangles never straddle chunks.
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let max_verts = ((budget / vsize).max(3) / 3) * 3;
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verts
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.chunks(max_verts)
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.map(|c| Face3DChunk {
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vertex_buffer: device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(label),
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contents: bytemuck::cast_slice(c),
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usage: wgpu::BufferUsages::VERTEX,
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}),
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vertex_count: c.len() as u32,
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})
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.collect()
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}
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