Files
OneCAD-Draft/src/scene/pipeline/face3d_gpu.rs
T
Hakan Seven ee89458f8a fix(solid): use kernel geometry
Derive extrusion, bounds, edges, and fill from cadkernel while preserving precise view filtering and stable GPU uploads.
2026-08-21 19:47:03 +03:00

478 lines
19 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;
pub(crate) fn planar_solid_faces_view(wire: &WireModel, view_dir: glam::Vec3) -> bool {
if !wire.fill_is_2d_solid || wire.fill_is_3d {
return true;
}
let view = view_dir.as_dvec3().normalize_or_zero();
let point = |index: usize| {
let high = wire.fill_tris[index];
let low = wire
.fill_tris_low
.get(index)
.copied()
.unwrap_or([0.0; 3]);
glam::DVec3::new(
high[0] as f64 + low[0] as f64,
high[1] as f64 + low[1] as f64,
high[2] as f64 + low[2] as f64,
)
};
(0..wire.fill_tris.len() / 3).any(|triangle| {
let first = point(triangle * 3);
let second = point(triangle * 3 + 1);
let third = point(triangle * 3 + 2);
let normal = (second - first).cross(third - first).normalize_or_zero();
normal.length_squared() > 0.0 && normal.dot(view).abs() >= 1.0 - 1.0e-5
})
}
pub(crate) fn planar_solid_visibility_key(
wires: &[WireModel],
view_dir: glam::Vec3,
) -> u64 {
let mut key = 0xcbf29ce484222325_u64;
for wire in wires
.iter()
.filter(|wire| wire.fill_is_2d_solid && !wire.fill_is_3d)
{
key ^= planar_solid_faces_view(wire, view_dir) as u64;
key = key.wrapping_mul(0x100000001b3);
}
key
}
// ── 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 drawing 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,
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Face3DInstance {
pub translation: [f32; 3],
pub translation_low: [f32; 3],
pub draw_depth: f32,
pub _pad: [f32; 3],
}
impl Face3DInstance {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute { offset: std::mem::offset_of!(Face3DInstance, translation) as u64, shader_location: 4, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(Face3DInstance, translation_low) as u64, shader_location: 5, format: wgpu::VertexFormat::Float32x3 },
wgpu::VertexAttribute { offset: std::mem::offset_of!(Face3DInstance, draw_depth) as u64, shader_location: 6, format: wgpu::VertexFormat::Float32 },
];
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as u64,
step_mode: wgpu::VertexStepMode::Instance,
attributes: ATTRS,
}
}
}
pub struct BlockFace3DChunk {
pub vertex_buffer: wgpu::Buffer,
pub instance_buffer: wgpu::Buffer,
pub vertex_count: u32,
pub instance_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>,
pub block_chunks_3d: Vec<BlockFace3DChunk>,
pub block_chunks_2d: Vec<BlockFace3DChunk>,
}
impl Face3DGpu {
/// Build a batched GPU buffer from Face3D wire models and mesh fill_tris.
///
/// - `face3d_wires`: kernel-triangulated Face3D entities.
/// - `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.
/// - `show_2d_solid_fills`: false only for Wireframe 3D; removes the
/// legacy planar SOLID interior while keeping other 2-D overlays.
pub fn from_wires(
device: &wgpu::Device,
face3d_wires: &[WireModel],
all_wires: &[WireModel],
keep_3d_mesh_fills: bool,
show_2d_solid_fills: bool,
view_dir: glam::Vec3,
depth_map: &rustc_hash::FxHashMap<u64, [f32; 2]>,
) -> Self {
let depth_of =
|w: &WireModel| -> f32 { super::wire_gpu::wire_draw_depth(w, depth_map) };
let mut verts_3d: Vec<Face3DVertex> = Vec::with_capacity(face3d_wires.len() * 6);
let mut verts_2d: Vec<Face3DVertex> = Vec::new();
// Face3D kernel triangles — only when 3D fills are wanted.
if keep_3d_mesh_fills {
for wire in face3d_wires {
if wire.fill_tris.is_empty() {
continue;
}
let [r, g, b, a] = wire.color;
let fill_color = [r * 0.45, g * 0.45, b * 0.45, a];
for (index, &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(index)
.copied()
.unwrap_or([0.0; 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 go to `verts_2d`; only legacy planar SOLID interiors are
// omitted by Wireframe 3D.
// 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;
}
if wire.render_instance.is_some() {
continue;
}
if !show_2d_solid_fills && wire.fill_is_2d_solid {
continue;
}
if !planar_solid_faces_view(wire, view_dir) {
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 (a mesh emits
// its edges and its fill as *separate* WireModels), and so is
// `!fill_tris_low.is_empty()` — a 2-D overlay fill (SOLID arrowhead,
// dimension text background) at UTM scale carries a low residual
// too, and would be misrouted to the 3-D buffer where it only shows
// in shaded modes. The tessellator flags real surfaces explicitly.
let is_3d_mesh_face = wire.fill_is_3d;
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];
// A fill whose triangles span depth is a genuine 3-D surface (an
// extruded polyline tube), not a flat coplanar overlay (2-D SOLID,
// greek text, dimension background). Keep its real depth so the
// fill occludes correctly and its own edge wires — coincident with
// the surface — win the depth test and stay visible. A flat overlay
// keeps the draw-order bias that layers it in screen order.
let (mut zmin, mut zmax) = (f32::INFINITY, f32::NEG_INFINITY);
for p in &wire.fill_tris {
zmin = zmin.min(p[2]);
zmax = zmax.max(p[2]);
}
let depth = if zmax - zmin > 1e-4 { 0.0 } else { 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]),
});
}
}
}
let (block_chunks_3d, block_chunks_2d) = upload_block_chunks(
device,
all_wires,
keep_3d_mesh_fills,
show_2d_solid_fills,
view_dir,
depth_map,
);
Self {
chunks_3d: upload_chunks(device, &verts_3d, "face3d.vbuf.3d"),
chunks_2d: upload_chunks(device, &verts_2d, "face3d.vbuf.2d"),
block_chunks_3d,
block_chunks_2d,
}
}
}
fn upload_block_chunks(
device: &wgpu::Device,
wires: &[WireModel],
keep_3d_mesh_fills: bool,
show_2d_solid_fills: bool,
view_dir: glam::Vec3,
depth_map: &rustc_hash::FxHashMap<u64, [f32; 2]>,
) -> (Vec<BlockFace3DChunk>, Vec<BlockFace3DChunk>) {
let mut slots = rustc_hash::FxHashMap::default();
let mut groups: Vec<(bool, Vec<&WireModel>)> = Vec::new();
for wire in wires {
let Some(instance) = wire.render_instance else {
continue;
};
if wire.fill_tris.is_empty()
|| (!show_2d_solid_fills && wire.fill_is_2d_solid)
|| !planar_solid_faces_view(wire, view_dir)
|| (wire.fill_is_3d && !keep_3d_mesh_fills)
{
continue;
}
let key = (instance.source_id, wire.fill_is_3d);
let slot = *slots.entry(key).or_insert_with(|| {
let slot = groups.len();
groups.push((wire.fill_is_3d, Vec::new()));
slot
});
groups[slot].1.push(wire);
}
let mut chunks_3d = Vec::new();
let mut chunks_2d = Vec::new();
for (is_3d, group) in groups {
let Some(&source) = group.first() else {
continue;
};
let Some(base) = source.render_instance else {
continue;
};
let [r, g, b, a] = source.color;
let color = if is_3d { [r * 0.45, g * 0.45, b * 0.45, a] } else { source.color };
let vertices: Vec<Face3DVertex> = source
.fill_tris
.iter()
.enumerate()
.map(|(index, &position)| Face3DVertex {
position,
color,
draw_depth: 0.0,
position_low: source
.fill_tris_low
.get(index)
.copied()
.unwrap_or([0.0; 3]),
})
.collect();
if vertices.is_empty() {
continue;
}
let budget = (device.limits().max_buffer_size as usize / 10) * 9;
let max_vertices = ((budget / std::mem::size_of::<Face3DVertex>()).max(3) / 3) * 3;
let max_instances = ((device.limits().max_buffer_size as usize / 10) * 9
/ std::mem::size_of::<Face3DInstance>())
.max(1);
let instances: Vec<Face3DInstance> = group
.iter()
.filter_map(|wire| {
let instance = wire.render_instance?;
let delta = [
instance.translation[0] - base.translation[0],
instance.translation[1] - base.translation[1],
instance.translation[2] - base.translation[2],
];
let high = delta.map(|value| value as f32);
let (mut zmin, mut zmax) = (f32::INFINITY, f32::NEG_INFINITY);
for point in &wire.fill_tris {
zmin = zmin.min(point[2]);
zmax = zmax.max(point[2]);
}
let draw_depth = if is_3d || zmax - zmin > 1e-4 {
0.0
} else {
super::wire_gpu::wire_draw_depth(wire, depth_map)
};
Some(Face3DInstance {
translation: high,
translation_low: [
(delta[0] - high[0] as f64) as f32,
(delta[1] - high[1] as f64) as f32,
(delta[2] - high[2] as f64) as f32,
],
draw_depth,
_pad: [0.0; 3],
})
})
.collect();
let instance_buffers: Vec<(wgpu::Buffer, u32)> = instances
.chunks(max_instances)
.map(|chunk| {
(
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("face3d.block.instances"),
contents: bytemuck::cast_slice(chunk),
usage: wgpu::BufferUsages::VERTEX,
}),
chunk.len() as u32,
)
})
.collect();
for vertex_chunk in vertices.chunks(max_vertices) {
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("face3d.block.vertices"),
contents: bytemuck::cast_slice(vertex_chunk),
usage: wgpu::BufferUsages::VERTEX,
});
for (instance_buffer, instance_count) in &instance_buffers {
let chunk = BlockFace3DChunk {
vertex_buffer: vertex_buffer.clone(),
instance_buffer: instance_buffer.clone(),
vertex_count: vertex_chunk.len() as u32,
instance_count: *instance_count,
};
if is_3d {
chunks_3d.push(chunk);
} else {
chunks_2d.push(chunk);
}
}
}
}
(chunks_3d, chunks_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()
}