forked from 1b-agent/opencadstudio-upstream
Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
1690 lines
61 KiB
Rust
1690 lines
61 KiB
Rust
// Mesh GPU buffers — TriangleList rendering for solid objects.
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//
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// Vertex layout (40 bytes):
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// position [f32; 3] offset 0 12 B
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// normal [f32; 3] offset 12 12 B
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// color [f32; 4] offset 24 16 B
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// ------
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// 40 B / vertex
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use crate::scene::model::mesh_model::{MeshLodSet, MeshModel};
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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 MeshVertex {
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pub position: [f32; 3],
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pub normal: [f32; 3],
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pub color: [f32; 4],
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pub position_low: [f32; 3],
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/// gloss, reflectivity, self-illumination, luminance
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pub material: [f32; 4],
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/// specular RGB and refraction index
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pub specular: [f32; 4],
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pub uv_diffuse: [f32; 2],
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/// ambient RGB and translucence
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pub ambient: [f32; 4],
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/// normal strength, bump scale, reflectance scale, transmittance scale
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pub advanced: [f32; 4],
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/// illumination model, channel flags, material mode, luminance mode
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pub flags: [u32; 4],
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pub uv_specular: [f32; 2],
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pub uv_reflection: [f32; 2],
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pub uv_opacity: [f32; 2],
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pub uv_bump: [f32; 2],
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pub uv_refraction: [f32; 2],
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pub uv_normal: [f32; 2],
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}
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impl MeshVertex {
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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!(MeshVertex, 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!(MeshVertex, normal) as u64,
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shader_location: 1,
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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!(MeshVertex, color) as u64,
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shader_location: 2,
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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!(MeshVertex, 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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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, material) as u64,
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shader_location: 4,
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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!(MeshVertex, specular) as u64,
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shader_location: 5,
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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!(MeshVertex, uv_diffuse) as u64,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, ambient) as u64,
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shader_location: 7,
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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!(MeshVertex, advanced) as u64,
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shader_location: 8,
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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!(MeshVertex, flags) as u64,
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shader_location: 9,
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format: wgpu::VertexFormat::Uint32x4,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_specular) as u64,
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shader_location: 10,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_reflection) as u64,
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shader_location: 11,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_opacity) as u64,
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shader_location: 12,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_bump) as u64,
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shader_location: 13,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_refraction) as u64,
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shader_location: 14,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(MeshVertex, uv_normal) as u64,
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shader_location: 15,
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format: wgpu::VertexFormat::Float32x2,
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},
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];
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<MeshVertex>() 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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/// Minimal layout shared by native and WebGL mesh edge pipelines.
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///
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/// Edge fragments only need position and entity color. Advertising the
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/// material/normal/UV attributes here would keep the full surface-shader
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/// interface alive on WebGL even though the edge entry point never reads
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/// those values.
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pub fn edge_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!(MeshVertex, 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!(MeshVertex, color) as u64,
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shader_location: 2,
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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!(MeshVertex, 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::<MeshVertex>() 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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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct MeshInstanceGpu {
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pub model_row_0: [f32; 4],
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pub model_row_1: [f32; 4],
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pub model_row_2: [f32; 4],
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pub translation_low: [f32; 4],
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pub normal_row_0: [f32; 4],
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pub normal_row_1: [f32; 4],
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pub normal_row_2: [f32; 4],
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}
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impl MeshInstanceGpu {
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fn identity() -> Self {
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Self {
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model_row_0: [1.0, 0.0, 0.0, 0.0],
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model_row_1: [0.0, 1.0, 0.0, 0.0],
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model_row_2: [0.0, 0.0, 1.0, 0.0],
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translation_low: [0.0; 4],
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normal_row_0: [1.0, 0.0, 0.0, 0.0],
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normal_row_1: [0.0, 1.0, 0.0, 0.0],
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normal_row_2: [0.0, 0.0, 1.0, 0.0],
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}
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}
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fn from_transform(transform: acadrust::types::Transform) -> Self {
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let m = transform.matrix.m;
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let translation = [m[0][3], m[1][3], m[2][3]];
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let translation_high = [
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translation[0] as f32,
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translation[1] as f32,
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translation[2] as f32,
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];
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let linear = glam::DMat3::from_cols_array(&[
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m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2],
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]);
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let normal = if linear.determinant().abs() > 1e-18 {
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linear.inverse().transpose()
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} else {
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glam::DMat3::IDENTITY
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};
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let n = normal.to_cols_array();
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Self {
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model_row_0: [
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m[0][0] as f32,
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m[0][1] as f32,
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m[0][2] as f32,
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translation_high[0],
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],
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model_row_1: [
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m[1][0] as f32,
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m[1][1] as f32,
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m[1][2] as f32,
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translation_high[1],
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],
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model_row_2: [
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m[2][0] as f32,
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m[2][1] as f32,
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m[2][2] as f32,
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translation_high[2],
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],
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translation_low: [
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(translation[0] - translation_high[0] as f64) as f32,
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(translation[1] - translation_high[1] as f64) as f32,
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(translation[2] - translation_high[2] as f64) as f32,
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0.0,
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],
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normal_row_0: [n[0] as f32, n[3] as f32, n[6] as f32, 0.0],
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normal_row_1: [n[1] as f32, n[4] as f32, n[7] as f32, 0.0],
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normal_row_2: [n[2] as f32, n[5] as f32, n[8] as f32, 0.0],
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}
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}
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}
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// ── Batched mesh buffers ──────────────────────────────────────────────────
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//
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// One GPU allocation per solid means one vertex/index bind + draw call per solid —
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// ~10k draw calls a frame on a heavy 3D model, which strangles the GPU front
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// end. The batch concatenates every solid's LOD0 geometry into a handful of
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// large buffers (split only to stay under the 256 MB per-buffer cap), so the
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// whole mesh set draws in a few calls. Vertices already carry their own colour,
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// so no per-mesh state is needed between draws. Built once per geometry epoch —
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// selection/hover no longer rebuild it (that tint is dropped in the batch path).
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pub struct MeshBatchChunk {
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pub vertex_buffer: wgpu::Buffer,
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/// Opaque triangle indices (mesh colour alpha ≈ 1). Drawn with depth write.
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pub index_buffer: wgpu::Buffer,
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pub index_count: u32,
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/// Transparent triangle indices (mesh colour alpha < 1). Drawn after the
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/// opaque fills with depth write disabled so they blend over — rather than
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/// erase — the geometry behind them.
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pub transp_index_buffer: wgpu::Buffer,
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pub transp_index_count: u32,
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/// Triangle-edge line list (into `vertex_buffer`) for plain meshes that
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/// carry no B-rep edges — the tessellation wireframe.
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pub wire_index_buffer: wgpu::Buffer,
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pub wire_index_count: u32,
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/// B-rep feature edges of ACIS solids, as a standalone LineList vertex
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/// buffer (pairs of endpoints), drawn non-indexed. Empty for plain meshes.
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pub edge_vertex_buffer: wgpu::Buffer,
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pub edge_vertex_count: u32,
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pub instance_buffer: wgpu::Buffer,
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pub instance_count: u32,
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pub highlight_ranges: Vec<MeshBatchRange>,
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pub handles: rustc_hash::FxHashSet<acadrust::Handle>,
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pub world_aabb: [f32; 6],
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pub visible: bool,
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pub material: Option<crate::scene::model::material_model::MeshMaterial>,
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pub material_bind_group: Option<wgpu::BindGroup>,
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}
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#[derive(Clone, Copy)]
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pub struct MeshBatchRange {
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pub handle: acadrust::Handle,
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pub index_start: u32,
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pub index_count: u32,
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pub transparent: bool,
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pub instance_start: u32,
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pub instance_count: u32,
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}
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fn make_chunk(
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device: &wgpu::Device,
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verts: &[MeshVertex],
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indices: &[u32],
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transp_indices: &[u32],
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wire_indices: &[u32],
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edge_verts: &[MeshVertex],
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highlight_ranges: &[MeshBatchRange],
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instances: &[MeshInstanceGpu],
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handles: &rustc_hash::FxHashSet<acadrust::Handle>,
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bounds_override: Option<[f32; 6]>,
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material: Option<&crate::scene::model::material_model::MeshMaterial>,
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) -> MeshBatchChunk {
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// `create_buffer_init` with an empty slice yields a zero-sized buffer that
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// some backends reject for INDEX usage; a chunk can legitimately hold only
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// opaque or only transparent tris, so fall back to a 1-index stub (count
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// stays 0, so the draw loop skips it).
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let mk_index = |data: &[u32], label: &'static str| {
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let stub = [0u32];
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let src = if data.is_empty() { &stub[..] } else { data };
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(label),
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contents: bytemuck::cast_slice(src),
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usage: wgpu::BufferUsages::INDEX,
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})
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};
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let mk_vertex = |data: &[MeshVertex], label: &'static str| {
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let stub = [MeshVertex {
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position: [0.0; 3],
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normal: [0.0, 1.0, 0.0],
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color: [0.0; 4],
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position_low: [0.0; 3],
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material: [0.0; 4],
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specular: [1.0, 1.0, 1.0, 1.0],
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uv_diffuse: [0.0; 2],
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ambient: [0.3, 0.3, 0.3, 0.0],
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advanced: [1.0; 4],
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flags: [0, 127, 0, 0],
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uv_specular: [0.0; 2],
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uv_reflection: [0.0; 2],
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uv_opacity: [0.0; 2],
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uv_bump: [0.0; 2],
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uv_refraction: [0.0; 2],
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uv_normal: [0.0; 2],
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}];
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let src = if data.is_empty() { &stub[..] } else { data };
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(label),
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contents: bytemuck::cast_slice(src),
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usage: wgpu::BufferUsages::VERTEX,
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})
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};
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let identity = [MeshInstanceGpu::identity()];
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let instance_data = if instances.is_empty() {
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&identity[..]
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} else {
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instances
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};
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let instance_usage =
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if device.limits().max_storage_buffers_per_shader_stage > 0 {
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wgpu::BufferUsages::STORAGE
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} else {
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wgpu::BufferUsages::UNIFORM
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};
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let mut computed_aabb = [
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f32::INFINITY,
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f32::INFINITY,
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f32::INFINITY,
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f32::NEG_INFINITY,
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f32::NEG_INFINITY,
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f32::NEG_INFINITY,
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];
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for vertex in verts.iter().chain(edge_verts) {
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let point = [
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vertex.position[0] + vertex.position_low[0],
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vertex.position[1] + vertex.position_low[1],
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vertex.position[2] + vertex.position_low[2],
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];
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for axis in 0..3 {
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computed_aabb[axis] = computed_aabb[axis].min(point[axis]);
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computed_aabb[axis + 3] = computed_aabb[axis + 3].max(point[axis]);
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}
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}
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let world_aabb = bounds_override.unwrap_or(computed_aabb);
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MeshBatchChunk {
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vertex_buffer: mk_vertex(verts, "mesh.batch.vbuf"),
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index_buffer: mk_index(indices, "mesh.batch.ibuf"),
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index_count: indices.len() as u32,
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transp_index_buffer: mk_index(transp_indices, "mesh.batch.transp_ibuf"),
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transp_index_count: transp_indices.len() as u32,
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wire_index_buffer: mk_index(wire_indices, "mesh.batch.wire_ibuf"),
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wire_index_count: wire_indices.len() as u32,
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edge_vertex_buffer: mk_vertex(edge_verts, "mesh.batch.edge_vbuf"),
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edge_vertex_count: edge_verts.len() as u32,
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instance_buffer: device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("mesh.batch.instances"),
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contents: bytemuck::cast_slice(instance_data),
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usage: instance_usage,
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}),
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instance_count: instance_data.len() as u32,
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highlight_ranges: highlight_ranges.to_vec(),
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handles: handles.clone(),
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world_aabb,
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visible: true,
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material: material.cloned(),
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material_bind_group: None,
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||
}
|
||
}
|
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|
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#[repr(C)]
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||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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||
struct MaterialMapParams {
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||
/// diffuse, specular, reflection and opacity blend factors.
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blends0: [f32; 4],
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/// Presence bits for the same four maps.
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present0: [u32; 4],
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/// bump, refraction, normal and reserved blend factors.
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blends1: [f32; 4],
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/// Presence bits for the same four maps.
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present1: [u32; 4],
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}
|
||
|
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fn upload_rgba_texture(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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||
label: &'static str,
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||
image: Option<&crate::scene::model::material_model::MaterialImage>,
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||
fallback: [u8; 4],
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srgb: bool,
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) -> wgpu::TextureView {
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let (width, height, pixels) = image.map_or((1, 1, fallback.as_slice()), |image| {
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(image.width, image.height, image.rgba.as_slice())
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});
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some(label),
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||
size: wgpu::Extent3d {
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width,
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height,
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||
depth_or_array_layers: 1,
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||
},
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||
mip_level_count: 1,
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||
sample_count: 1,
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||
dimension: wgpu::TextureDimension::D2,
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||
format: if srgb {
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||
wgpu::TextureFormat::Rgba8UnormSrgb
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||
} else {
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||
wgpu::TextureFormat::Rgba8Unorm
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||
},
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||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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||
view_formats: &[],
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||
});
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||
queue.write_texture(
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||
texture.as_image_copy(),
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||
pixels,
|
||
wgpu::TexelCopyBufferLayout {
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||
offset: 0,
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||
bytes_per_row: Some(width * 4),
|
||
rows_per_image: Some(height),
|
||
},
|
||
wgpu::Extent3d {
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||
width,
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||
height,
|
||
depth_or_array_layers: 1,
|
||
},
|
||
);
|
||
texture.create_view(&wgpu::TextureViewDescriptor::default())
|
||
}
|
||
|
||
pub fn create_material_bind_group(
|
||
device: &wgpu::Device,
|
||
queue: &wgpu::Queue,
|
||
layout: &wgpu::BindGroupLayout,
|
||
material: Option<&crate::scene::model::material_model::MeshMaterial>,
|
||
instance_buffer: Option<&wgpu::Buffer>,
|
||
) -> wgpu::BindGroup {
|
||
let diffuse = material.and_then(|material| material.diffuse_map.image.as_deref());
|
||
let specular = material.and_then(|material| material.specular_map.image.as_deref());
|
||
let reflection = material.and_then(|material| material.reflection_map.image.as_deref());
|
||
let opacity = material.and_then(|material| material.opacity_map.image.as_deref());
|
||
let bump = material.and_then(|material| material.bump_map.image.as_deref());
|
||
let refraction = material.and_then(|material| material.refraction_map.image.as_deref());
|
||
let normal = material.and_then(|material| material.normal_map.image.as_deref());
|
||
let diffuse_view =
|
||
upload_rgba_texture(device, queue, "mesh.material.diffuse", diffuse, [255; 4], true);
|
||
let specular_view =
|
||
upload_rgba_texture(device, queue, "mesh.material.specular", specular, [255; 4], true);
|
||
let reflection_view =
|
||
upload_rgba_texture(device, queue, "mesh.material.reflection", reflection, [0, 0, 0, 255], true);
|
||
let opacity_view =
|
||
upload_rgba_texture(device, queue, "mesh.material.opacity", opacity, [255; 4], false);
|
||
let bump_view =
|
||
upload_rgba_texture(device, queue, "mesh.material.bump", bump, [128, 128, 128, 255], false);
|
||
let refraction_view =
|
||
upload_rgba_texture(device, queue, "mesh.material.refraction", refraction, [255; 4], true);
|
||
let normal_view = upload_rgba_texture(
|
||
device,
|
||
queue,
|
||
"mesh.material.normal",
|
||
normal,
|
||
[128, 128, 255, 255],
|
||
false,
|
||
);
|
||
let sampler = |label: &'static str, tiling: u8| {
|
||
let address = match tiling {
|
||
1 => wgpu::AddressMode::Repeat,
|
||
4 => wgpu::AddressMode::MirrorRepeat,
|
||
_ => wgpu::AddressMode::ClampToEdge,
|
||
};
|
||
device.create_sampler(&wgpu::SamplerDescriptor {
|
||
label: Some(label),
|
||
address_mode_u: address,
|
||
address_mode_v: address,
|
||
address_mode_w: address,
|
||
mag_filter: wgpu::FilterMode::Linear,
|
||
min_filter: wgpu::FilterMode::Linear,
|
||
mipmap_filter: wgpu::FilterMode::Linear,
|
||
..Default::default()
|
||
})
|
||
};
|
||
let tiling = |channel: usize| {
|
||
material.map_or(1, |material| {
|
||
[
|
||
material.diffuse_map.tiling,
|
||
material.specular_map.tiling,
|
||
material.reflection_map.tiling,
|
||
material.opacity_map.tiling,
|
||
material.bump_map.tiling,
|
||
material.refraction_map.tiling,
|
||
material.normal_map.tiling,
|
||
][channel]
|
||
})
|
||
};
|
||
let diffuse_sampler = sampler("mesh.material.diffuse_sampler", tiling(0));
|
||
let specular_sampler = sampler("mesh.material.specular_sampler", tiling(1));
|
||
let reflection_sampler = sampler("mesh.material.reflection_sampler", tiling(2));
|
||
let opacity_sampler = sampler("mesh.material.opacity_sampler", tiling(3));
|
||
let bump_sampler = sampler("mesh.material.bump_sampler", tiling(4));
|
||
let refraction_sampler = sampler("mesh.material.refraction_sampler", tiling(5));
|
||
let normal_sampler = sampler("mesh.material.normal_sampler", tiling(6));
|
||
let params = MaterialMapParams {
|
||
blends0: material.map_or([0.0; 4], |material| {
|
||
[
|
||
material.diffuse_map.blend_factor,
|
||
material.specular_map.blend_factor,
|
||
material.reflection_map.blend_factor,
|
||
material.opacity_map.blend_factor,
|
||
]
|
||
}),
|
||
present0: material.map_or([0; 4], |material| {
|
||
[
|
||
material.diffuse_map.image.is_some() as u32,
|
||
material.specular_map.image.is_some() as u32,
|
||
material.reflection_map.image.is_some() as u32,
|
||
material.opacity_map.image.is_some() as u32,
|
||
]
|
||
}),
|
||
blends1: material.map_or([0.0; 4], |material| {
|
||
[
|
||
material.bump_map.blend_factor,
|
||
material.refraction_map.blend_factor,
|
||
material.normal_map.blend_factor,
|
||
0.0,
|
||
]
|
||
}),
|
||
present1: material.map_or([0; 4], |material| {
|
||
[
|
||
material.bump_map.image.is_some() as u32,
|
||
material.refraction_map.image.is_some() as u32,
|
||
material.normal_map.image.is_some() as u32,
|
||
0,
|
||
]
|
||
}),
|
||
};
|
||
let params_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("mesh.material.params"),
|
||
contents: bytemuck::bytes_of(¶ms),
|
||
usage: wgpu::BufferUsages::UNIFORM,
|
||
});
|
||
let fallback_instances;
|
||
let instance_buffer = match instance_buffer {
|
||
Some(buffer) => buffer,
|
||
None => {
|
||
let usage =
|
||
if device.limits().max_storage_buffers_per_shader_stage > 0 {
|
||
wgpu::BufferUsages::STORAGE
|
||
} else {
|
||
wgpu::BufferUsages::UNIFORM
|
||
};
|
||
fallback_instances =
|
||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("mesh.instances.identity"),
|
||
contents: bytemuck::bytes_of(&MeshInstanceGpu::identity()),
|
||
usage,
|
||
});
|
||
&fallback_instances
|
||
}
|
||
};
|
||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("mesh.material.bind_group"),
|
||
layout,
|
||
entries: &[
|
||
wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: wgpu::BindingResource::TextureView(&diffuse_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 1,
|
||
resource: wgpu::BindingResource::TextureView(&specular_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 2,
|
||
resource: wgpu::BindingResource::TextureView(&reflection_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 3,
|
||
resource: wgpu::BindingResource::TextureView(&opacity_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 4,
|
||
resource: wgpu::BindingResource::TextureView(&bump_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 5,
|
||
resource: wgpu::BindingResource::TextureView(&refraction_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 6,
|
||
resource: wgpu::BindingResource::TextureView(&normal_view),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 7,
|
||
resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 8,
|
||
resource: wgpu::BindingResource::Sampler(&specular_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 9,
|
||
resource: wgpu::BindingResource::Sampler(&reflection_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 10,
|
||
resource: wgpu::BindingResource::Sampler(&opacity_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 11,
|
||
resource: wgpu::BindingResource::Sampler(&bump_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 12,
|
||
resource: wgpu::BindingResource::Sampler(&refraction_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 13,
|
||
resource: wgpu::BindingResource::Sampler(&normal_sampler),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 14,
|
||
resource: params_buffer.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 15,
|
||
resource: instance_buffer.as_entire_binding(),
|
||
},
|
||
],
|
||
})
|
||
}
|
||
|
||
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
|
||
struct MaterialBatchKey([u32; 16]);
|
||
|
||
fn material_key(
|
||
material: Option<&crate::scene::model::material_model::MeshMaterial>,
|
||
color: [f32; 4],
|
||
) -> MaterialBatchKey {
|
||
let Some(material) = material else {
|
||
return MaterialBatchKey([
|
||
0,
|
||
0,
|
||
color[0].to_bits(),
|
||
color[1].to_bits(),
|
||
color[2].to_bits(),
|
||
color[3].to_bits(),
|
||
0,
|
||
0,
|
||
0,
|
||
0,
|
||
0,
|
||
0,
|
||
0,
|
||
0,
|
||
0,
|
||
0,
|
||
]);
|
||
};
|
||
let handle = material.handle.map_or(0, |handle| handle.value());
|
||
MaterialBatchKey([
|
||
handle as u32,
|
||
(handle >> 32) as u32,
|
||
material.diffuse[0].to_bits(),
|
||
material.diffuse[1].to_bits(),
|
||
material.diffuse[2].to_bits(),
|
||
material.diffuse[3].to_bits(),
|
||
material.specular[0].to_bits(),
|
||
material.specular[1].to_bits(),
|
||
material.specular[2].to_bits(),
|
||
material.gloss.to_bits(),
|
||
material.reflectivity.to_bits(),
|
||
material.self_illumination.to_bits(),
|
||
material.luminance.to_bits(),
|
||
material.refraction_index.to_bits(),
|
||
material.diffuse_map.projection as u32,
|
||
material.diffuse_map.tiling as u32,
|
||
])
|
||
}
|
||
|
||
fn morton_axis(mut value: u32) -> u64 {
|
||
value &= 0x3ff;
|
||
let mut result = 0u64;
|
||
for bit in 0..10 {
|
||
result |= ((value >> bit) as u64 & 1) << (bit * 3);
|
||
}
|
||
result
|
||
}
|
||
|
||
fn mesh_spatial_key(set: &MeshLodSet, bounds: [f32; 6]) -> u64 {
|
||
let center = [
|
||
(set.world_aabb[0] + set.world_aabb[2]) * 0.5,
|
||
(set.world_aabb[1] + set.world_aabb[3]) * 0.5,
|
||
(set.z_aabb[0] + set.z_aabb[1]) * 0.5,
|
||
];
|
||
let quantize = |value: f32, min: f32, max: f32| {
|
||
let span = max - min;
|
||
if !value.is_finite() || !span.is_finite() || span <= f32::EPSILON {
|
||
0
|
||
} else {
|
||
(((value - min) / span).clamp(0.0, 1.0) * 1023.0).round() as u32
|
||
}
|
||
};
|
||
let x = quantize(center[0], bounds[0], bounds[3]);
|
||
let y = quantize(center[1], bounds[1], bounds[4]);
|
||
let z = quantize(center[2], bounds[2], bounds[5]);
|
||
morton_axis(x) | (morton_axis(y) << 1) | (morton_axis(z) << 2)
|
||
}
|
||
|
||
struct MeshBatchPart<'a> {
|
||
set: &'a MeshLodSet,
|
||
mesh: &'a MeshModel,
|
||
display_mesh: &'a MeshModel,
|
||
material: Option<&'a crate::scene::model::material_model::MeshMaterial>,
|
||
color: [f32; 4],
|
||
indices: Vec<u32>,
|
||
include_faces: bool,
|
||
include_edges: bool,
|
||
part_slot: u32,
|
||
}
|
||
|
||
#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord)]
|
||
struct InstanceGroupKey {
|
||
material: MaterialBatchKey,
|
||
source: u64,
|
||
part_slot: u32,
|
||
index_count: usize,
|
||
index_hash: u64,
|
||
include_faces: bool,
|
||
include_edges: bool,
|
||
}
|
||
|
||
fn index_hash(indices: &[u32]) -> u64 {
|
||
use std::hash::{Hash, Hasher};
|
||
let mut hasher = rustc_hash::FxHasher::default();
|
||
indices.hash(&mut hasher);
|
||
hasher.finish()
|
||
}
|
||
|
||
fn build_instanced_chunk(
|
||
device: &wgpu::Device,
|
||
parts: &[MeshBatchPart<'_>],
|
||
) -> Option<(MeshBatchChunk, u64)> {
|
||
let first = parts.first()?;
|
||
let source = first.set.instance_source.as_ref()?;
|
||
let mesh = first.mesh;
|
||
let material = first.material;
|
||
let color = first.color;
|
||
let has_normals = mesh.normals.len() == mesh.verts.len();
|
||
let (material_params, specular, ambient, advanced, flags) =
|
||
material_vertex_params(material);
|
||
let vertex = |index: usize, edge: bool| {
|
||
let normal = if edge {
|
||
[0.0, 1.0, 0.0]
|
||
} else if has_normals {
|
||
mesh.normals[index]
|
||
} else {
|
||
[0.0, 1.0, 0.0]
|
||
};
|
||
let position = if edge {
|
||
source.edge_verts[index]
|
||
} else {
|
||
mesh.verts[index]
|
||
};
|
||
let position_low = if edge {
|
||
source
|
||
.edge_verts_low
|
||
.get(index)
|
||
.copied()
|
||
.unwrap_or([0.0; 3])
|
||
} else {
|
||
mesh.verts_low.get(index).copied().unwrap_or([0.0; 3])
|
||
};
|
||
let uvs = if edge {
|
||
[[0.0; 2]; 7]
|
||
} else {
|
||
material_uvs(material, position, normal)
|
||
};
|
||
MeshVertex {
|
||
position,
|
||
normal,
|
||
color,
|
||
position_low,
|
||
material: material_params,
|
||
specular,
|
||
uv_diffuse: uvs[0],
|
||
ambient,
|
||
advanced,
|
||
flags,
|
||
uv_specular: uvs[1],
|
||
uv_reflection: uvs[2],
|
||
uv_opacity: uvs[3],
|
||
uv_bump: uvs[4],
|
||
uv_refraction: uvs[5],
|
||
uv_normal: uvs[6],
|
||
}
|
||
};
|
||
let verts: Vec<_> = (0..mesh.verts.len())
|
||
.map(|index| vertex(index, false))
|
||
.collect();
|
||
let edge_color = first
|
||
.set
|
||
.visual_style
|
||
.as_ref()
|
||
.map_or(first.display_mesh.color, |style| {
|
||
style.edge_color(first.display_mesh.color)
|
||
});
|
||
let edge_verts: Vec<_> = if first.include_edges {
|
||
(0..source.edge_verts.len())
|
||
.map(|index| {
|
||
let mut out = vertex(index, true);
|
||
out.color = edge_color;
|
||
out
|
||
})
|
||
.collect()
|
||
} else {
|
||
Vec::new()
|
||
};
|
||
let has_feature_edges = !edge_verts.is_empty();
|
||
let mut wire_indices = Vec::new();
|
||
if first.include_edges && !has_feature_edges {
|
||
wire_indices.reserve(first.indices.len() * 2);
|
||
for triangle in first.indices.chunks_exact(3) {
|
||
wire_indices.extend_from_slice(&[
|
||
triangle[0],
|
||
triangle[1],
|
||
triangle[1],
|
||
triangle[2],
|
||
triangle[2],
|
||
triangle[0],
|
||
]);
|
||
}
|
||
}
|
||
let transparent = color[3] < 0.999;
|
||
let face_indices = first.include_faces.then_some(first.indices.as_slice());
|
||
let opaque_indices = if transparent {
|
||
&[][..]
|
||
} else {
|
||
face_indices.unwrap_or(&[])
|
||
};
|
||
let transparent_indices = if transparent {
|
||
face_indices.unwrap_or(&[])
|
||
} else {
|
||
&[][..]
|
||
};
|
||
let mut instances = Vec::with_capacity(parts.len());
|
||
let mut highlights = Vec::with_capacity(parts.len());
|
||
let mut handles = rustc_hash::FxHashSet::default();
|
||
let mut bounds = [
|
||
f32::INFINITY,
|
||
f32::INFINITY,
|
||
f32::INFINITY,
|
||
f32::NEG_INFINITY,
|
||
f32::NEG_INFINITY,
|
||
f32::NEG_INFINITY,
|
||
];
|
||
for part in parts {
|
||
let transform = part.set.instance_transform?;
|
||
let instance_start = instances.len() as u32;
|
||
instances.push(MeshInstanceGpu::from_transform(transform));
|
||
bounds[0] = bounds[0].min(part.set.world_aabb[0]);
|
||
bounds[1] = bounds[1].min(part.set.world_aabb[1]);
|
||
bounds[2] = bounds[2].min(part.set.z_aabb[0]);
|
||
bounds[3] = bounds[3].max(part.set.world_aabb[2]);
|
||
bounds[4] = bounds[4].max(part.set.world_aabb[3]);
|
||
bounds[5] = bounds[5].max(part.set.z_aabb[1]);
|
||
if let Some(handle) = part
|
||
.display_mesh
|
||
.name
|
||
.parse::<u64>()
|
||
.ok()
|
||
.map(acadrust::Handle::new)
|
||
{
|
||
handles.insert(handle);
|
||
if first.include_faces {
|
||
highlights.push(MeshBatchRange {
|
||
handle,
|
||
index_start: 0,
|
||
index_count: first.indices.len() as u32,
|
||
transparent,
|
||
instance_start,
|
||
instance_count: 1,
|
||
});
|
||
}
|
||
}
|
||
}
|
||
let triangles = if first.include_faces {
|
||
(first.indices.len() / 3) as u64 * instances.len() as u64
|
||
} else {
|
||
0
|
||
};
|
||
Some((
|
||
make_chunk(
|
||
device,
|
||
&verts,
|
||
opaque_indices,
|
||
transparent_indices,
|
||
&wire_indices,
|
||
&edge_verts,
|
||
&highlights,
|
||
&instances,
|
||
&handles,
|
||
Some(bounds),
|
||
material,
|
||
),
|
||
triangles,
|
||
))
|
||
}
|
||
|
||
fn material_map_uv(
|
||
map: &crate::scene::model::material_model::MeshTextureMap,
|
||
position: [f32; 3],
|
||
normal: [f32; 3],
|
||
) -> [f32; 2] {
|
||
let m = &map.transform;
|
||
let p = [
|
||
position[0] * m[0] + position[1] * m[1] + position[2] * m[2] + m[3],
|
||
position[0] * m[4] + position[1] * m[5] + position[2] * m[6] + m[7],
|
||
position[0] * m[8] + position[1] * m[9] + position[2] * m[10] + m[11],
|
||
];
|
||
match map.projection {
|
||
3 => [
|
||
p[1].atan2(p[0]) / std::f32::consts::TAU + 0.5,
|
||
p[2],
|
||
],
|
||
4 => {
|
||
let radius = (p[0] * p[0] + p[1] * p[1] + p[2] * p[2]).sqrt();
|
||
if radius <= f32::EPSILON {
|
||
[0.0; 2]
|
||
} else {
|
||
[
|
||
p[1].atan2(p[0]) / std::f32::consts::TAU + 0.5,
|
||
(p[2] / radius).clamp(-1.0, 1.0).acos() / std::f32::consts::PI,
|
||
]
|
||
}
|
||
}
|
||
2 => {
|
||
let n = [normal[0].abs(), normal[1].abs(), normal[2].abs()];
|
||
if n[0] >= n[1] && n[0] >= n[2] {
|
||
[p[1], p[2]]
|
||
} else if n[1] >= n[2] {
|
||
[p[0], p[2]]
|
||
} else {
|
||
[p[0], p[1]]
|
||
}
|
||
}
|
||
_ => [p[0], p[1]],
|
||
}
|
||
}
|
||
|
||
fn material_uvs(
|
||
material: Option<&crate::scene::model::material_model::MeshMaterial>,
|
||
position: [f32; 3],
|
||
normal: [f32; 3],
|
||
) -> [[f32; 2]; 7] {
|
||
let Some(material) = material else {
|
||
return [[0.0; 2]; 7];
|
||
};
|
||
[
|
||
material_map_uv(&material.diffuse_map, position, normal),
|
||
material_map_uv(&material.specular_map, position, normal),
|
||
material_map_uv(&material.reflection_map, position, normal),
|
||
material_map_uv(&material.opacity_map, position, normal),
|
||
material_map_uv(&material.bump_map, position, normal),
|
||
material_map_uv(&material.refraction_map, position, normal),
|
||
material_map_uv(&material.normal_map, position, normal),
|
||
]
|
||
}
|
||
|
||
fn material_vertex_params(
|
||
material: Option<&crate::scene::model::material_model::MeshMaterial>,
|
||
) -> ([f32; 4], [f32; 4], [f32; 4], [f32; 4], [u32; 4]) {
|
||
let Some(material) = material else {
|
||
return (
|
||
[0.5, 0.0, 0.0, 0.0],
|
||
[1.0, 1.0, 1.0, 1.0],
|
||
[0.3, 0.3, 0.3, 0.0],
|
||
[1.0; 4],
|
||
[0, 127, 0, 0],
|
||
);
|
||
};
|
||
(
|
||
[
|
||
material.gloss,
|
||
material.reflectivity,
|
||
material.self_illumination,
|
||
material.luminance,
|
||
],
|
||
[
|
||
material.specular[0],
|
||
material.specular[1],
|
||
material.specular[2],
|
||
material.refraction_index,
|
||
],
|
||
[
|
||
material.ambient[0],
|
||
material.ambient[1],
|
||
material.ambient[2],
|
||
material.translucence,
|
||
],
|
||
[
|
||
material.normal_map_strength,
|
||
material.indirect_bump_scale,
|
||
material.reflectance_scale,
|
||
material.transmittance_scale,
|
||
],
|
||
[
|
||
material.illumination_model as u32,
|
||
material.channel_flags as u32,
|
||
material.mode as u32,
|
||
material.luminance_mode as u32,
|
||
],
|
||
)
|
||
}
|
||
|
||
/// Concatenate every set's first non-empty LOD into a few large GPU buffers.
|
||
/// Returns the chunks plus the total triangle count drawn (for diagnostics).
|
||
///
|
||
/// Every emitted buffer stays under the device's `max_buffer_size` (default
|
||
/// 256 MB). Both the vertex buffer (`size_of::<MeshVertex>()` B/vert) and the
|
||
/// wire-index buffer (6 u32 = 24 B/triangle — the fattest index buffer) are
|
||
/// bounded; a single mesh too large for one chunk is split into triangle-soup
|
||
/// sub-chunks so an XREF-heavy model can never overflow a single buffer (#203).
|
||
pub fn build_mesh_batch(device: &wgpu::Device, sets: &[MeshLodSet]) -> (Vec<MeshBatchChunk>, u64) {
|
||
build_mesh_batch_filtered(device, sets, None)
|
||
}
|
||
|
||
pub fn build_mesh_batch_filtered(
|
||
device: &wgpu::Device,
|
||
sets: &[MeshLodSet],
|
||
handles: Option<&rustc_hash::FxHashSet<acadrust::Handle>>,
|
||
) -> (Vec<MeshBatchChunk>, u64) {
|
||
// Derive the caps from the real device limit and vertex size. The previous
|
||
// fixed 6 M-vertex cap assumed 40 B/vertex, but `position_low` (RTE) grew
|
||
// MeshVertex to 52 B, so 6 M × 52 B = 312 MB blew past the 256 MB cap.
|
||
let hard_budget = (device.limits().max_buffer_size as usize / 10) * 9;
|
||
let budget = hard_budget.min(32 * 1024 * 1024);
|
||
let vsize = std::mem::size_of::<MeshVertex>();
|
||
let max_verts = (budget / vsize).max(3);
|
||
let max_tris = (budget / (6 * 4)).max(1); // wire-index buffer: 6 u32 per tri
|
||
|
||
let mut chunks = Vec::new();
|
||
let mut verts: Vec<MeshVertex> = Vec::new();
|
||
let mut indices: Vec<u32> = Vec::new();
|
||
let mut transp_indices: Vec<u32> = Vec::new();
|
||
let mut wire_indices: Vec<u32> = Vec::new();
|
||
let mut edge_verts: Vec<MeshVertex> = Vec::new();
|
||
let mut highlight_ranges: Vec<MeshBatchRange> = Vec::new();
|
||
let mut chunk_handles: rustc_hash::FxHashSet<acadrust::Handle> =
|
||
rustc_hash::FxHashSet::default();
|
||
let mut total_tris = 0u64;
|
||
let mut ordered: Vec<MeshBatchPart<'_>> = Vec::new();
|
||
for set in sets {
|
||
let Some(display_mesh) = set.lods.iter().find(|mesh| !mesh.indices.is_empty()) else {
|
||
continue;
|
||
};
|
||
let display_handle = display_mesh
|
||
.name
|
||
.parse::<u64>()
|
||
.ok()
|
||
.map(acadrust::Handle::new);
|
||
if handles.is_some_and(|wanted| {
|
||
display_handle.is_none_or(|handle| !wanted.contains(&handle))
|
||
}) {
|
||
continue;
|
||
}
|
||
let mesh = set
|
||
.instance_source
|
||
.as_ref()
|
||
.and_then(|source| source.lods.iter().find(|mesh| !mesh.indices.is_empty()))
|
||
.unwrap_or(display_mesh);
|
||
let triangle_count = display_mesh.indices.len() / 3;
|
||
let has_face_materials =
|
||
display_mesh.triangle_material_handles.len() == triangle_count
|
||
&& !set.face_materials.is_empty();
|
||
let has_face_colors = display_mesh.triangle_colors.len() == triangle_count
|
||
&& display_mesh.triangle_colors.iter().any(Option::is_some);
|
||
let include_faces = set
|
||
.visual_style
|
||
.as_ref()
|
||
.map_or(true, |style| style.face_visible());
|
||
let include_edges = set
|
||
.visual_style
|
||
.as_ref()
|
||
.map_or(true, |style| style.edges_visible());
|
||
if !has_face_materials && !has_face_colors {
|
||
let base_color =
|
||
set.material.as_ref().map_or(display_mesh.color, |material| material.diffuse);
|
||
let color = set
|
||
.visual_style
|
||
.as_ref()
|
||
.map_or(base_color, |style| style.face_color(base_color));
|
||
ordered.push(MeshBatchPart {
|
||
set,
|
||
mesh,
|
||
display_mesh,
|
||
material: set.material.as_ref(),
|
||
color,
|
||
indices: display_mesh.indices.clone(),
|
||
include_faces,
|
||
include_edges,
|
||
part_slot: 0,
|
||
});
|
||
continue;
|
||
}
|
||
let mut groups: std::collections::BTreeMap<
|
||
MaterialBatchKey,
|
||
(
|
||
Option<&crate::scene::model::material_model::MeshMaterial>,
|
||
[f32; 4],
|
||
Vec<u32>,
|
||
),
|
||
> = std::collections::BTreeMap::new();
|
||
for (triangle, indices) in display_mesh.indices.chunks_exact(3).enumerate() {
|
||
let material = if has_face_materials {
|
||
display_mesh.triangle_material_handles[triangle]
|
||
.and_then(|handle| set.face_materials.get(&handle))
|
||
.or(set.material.as_ref())
|
||
} else {
|
||
set.material.as_ref()
|
||
};
|
||
let base_color =
|
||
material.map_or(display_mesh.color, |material| material.diffuse);
|
||
let base_color = if has_face_colors {
|
||
display_mesh.triangle_colors[triangle].unwrap_or(base_color)
|
||
} else {
|
||
base_color
|
||
};
|
||
let color = set
|
||
.visual_style
|
||
.as_ref()
|
||
.map_or(base_color, |style| style.face_color(base_color));
|
||
groups
|
||
.entry(material_key(material, color))
|
||
.or_insert_with(|| (material, color, Vec::new()))
|
||
.2
|
||
.extend_from_slice(indices);
|
||
}
|
||
for (part_index, (_, (material, color, indices))) in groups.into_iter().enumerate() {
|
||
ordered.push(MeshBatchPart {
|
||
set,
|
||
mesh,
|
||
display_mesh,
|
||
material,
|
||
color,
|
||
indices,
|
||
include_faces,
|
||
include_edges: include_edges && part_index == 0,
|
||
part_slot: part_index as u32,
|
||
});
|
||
}
|
||
}
|
||
let spatial_bounds = sets.iter().fold(
|
||
[
|
||
f32::INFINITY,
|
||
f32::INFINITY,
|
||
f32::INFINITY,
|
||
f32::NEG_INFINITY,
|
||
f32::NEG_INFINITY,
|
||
f32::NEG_INFINITY,
|
||
],
|
||
|mut bounds, set| {
|
||
bounds[0] = bounds[0].min(set.world_aabb[0]);
|
||
bounds[1] = bounds[1].min(set.world_aabb[1]);
|
||
bounds[2] = bounds[2].min(set.z_aabb[0]);
|
||
bounds[3] = bounds[3].max(set.world_aabb[2]);
|
||
bounds[4] = bounds[4].max(set.world_aabb[3]);
|
||
bounds[5] = bounds[5].max(set.z_aabb[1]);
|
||
bounds
|
||
},
|
||
);
|
||
ordered.sort_by_key(|part| {
|
||
(
|
||
material_key(part.material, part.color),
|
||
mesh_spatial_key(part.set, spatial_bounds),
|
||
)
|
||
});
|
||
let storage_instancing =
|
||
device.limits().max_storage_buffers_per_shader_stage > 0;
|
||
let mut instance_groups: std::collections::BTreeMap<
|
||
InstanceGroupKey,
|
||
Vec<MeshBatchPart<'_>>,
|
||
> = std::collections::BTreeMap::new();
|
||
let mut direct_parts = Vec::with_capacity(ordered.len());
|
||
for mut part in ordered {
|
||
let eligible = storage_instancing
|
||
&& part.set.instance_transform.is_some()
|
||
&& part.set.instance_source.is_some()
|
||
&& part.mesh.verts.len() <= max_verts
|
||
&& part.indices.len() / 3 <= max_tris
|
||
&& part
|
||
.set
|
||
.instance_source
|
||
.as_ref()
|
||
.is_some_and(|source| source.edge_verts.len() <= max_verts)
|
||
&& part
|
||
.indices
|
||
.iter()
|
||
.all(|index| (*index as usize) < part.mesh.verts.len());
|
||
if eligible {
|
||
let source = part
|
||
.set
|
||
.instance_source
|
||
.as_ref()
|
||
.expect("checked above")
|
||
.handle
|
||
.value();
|
||
instance_groups
|
||
.entry(InstanceGroupKey {
|
||
material: material_key(part.material, part.color),
|
||
source,
|
||
part_slot: part.part_slot,
|
||
index_count: part.indices.len(),
|
||
index_hash: index_hash(&part.indices),
|
||
include_faces: part.include_faces,
|
||
include_edges: part.include_edges,
|
||
})
|
||
.or_default()
|
||
.push(part);
|
||
} else {
|
||
// Compatibility and non-instanced meshes keep their already
|
||
// transformed display vertices in the ordinary static batch.
|
||
part.mesh = part.display_mesh;
|
||
direct_parts.push(part);
|
||
}
|
||
}
|
||
let sparse_groups: Vec<_> = instance_groups
|
||
.iter()
|
||
.filter_map(|(key, parts)| {
|
||
let first = parts.first()?;
|
||
let geometry_bytes = first
|
||
.mesh
|
||
.verts
|
||
.len()
|
||
.saturating_mul(std::mem::size_of::<MeshVertex>())
|
||
.saturating_add(first.indices.len().saturating_mul(12))
|
||
.saturating_add(
|
||
first
|
||
.set
|
||
.instance_source
|
||
.as_ref()
|
||
.map_or(0, |source| {
|
||
source
|
||
.edge_verts
|
||
.len()
|
||
.saturating_mul(std::mem::size_of::<MeshVertex>())
|
||
}),
|
||
);
|
||
let saved_bytes = geometry_bytes.saturating_mul(parts.len().saturating_sub(1));
|
||
(parts.len() < 4 && saved_bytes < 512 * 1024).then_some(*key)
|
||
})
|
||
.collect();
|
||
for key in sparse_groups {
|
||
if let Some(parts) = instance_groups.remove(&key) {
|
||
for mut part in parts {
|
||
part.mesh = part.display_mesh;
|
||
direct_parts.push(part);
|
||
}
|
||
}
|
||
}
|
||
direct_parts.sort_by_key(|part| {
|
||
(
|
||
material_key(part.material, part.color),
|
||
mesh_spatial_key(part.set, spatial_bounds),
|
||
)
|
||
});
|
||
let ordered = direct_parts;
|
||
let mut active_key: Option<MaterialBatchKey> = None;
|
||
let mut active_material: Option<&crate::scene::model::material_model::MeshMaterial> = None;
|
||
for part in ordered {
|
||
let set = part.set;
|
||
let mesh = part.mesh;
|
||
let material = part.material;
|
||
let part_color = part.color;
|
||
let entity_handle = part
|
||
.display_mesh
|
||
.name
|
||
.parse::<u64>()
|
||
.ok()
|
||
.map(acadrust::Handle::new);
|
||
let key = material_key(material, part_color);
|
||
if active_key.is_some_and(|active| active != key)
|
||
&& (!verts.is_empty() || !edge_verts.is_empty())
|
||
{
|
||
chunks.push(make_chunk(
|
||
device,
|
||
&verts,
|
||
&indices,
|
||
&transp_indices,
|
||
&wire_indices,
|
||
&edge_verts,
|
||
&highlight_ranges,
|
||
&[],
|
||
&chunk_handles,
|
||
None,
|
||
active_material,
|
||
));
|
||
verts.clear();
|
||
indices.clear();
|
||
transp_indices.clear();
|
||
wire_indices.clear();
|
||
edge_verts.clear();
|
||
highlight_ranges.clear();
|
||
chunk_handles.clear();
|
||
}
|
||
active_key = Some(key);
|
||
active_material = material;
|
||
if let Some(handle) = entity_handle {
|
||
chunk_handles.insert(handle);
|
||
}
|
||
let has_normals = mesh.normals.len() == mesh.verts.len();
|
||
let (material_params, specular, ambient, advanced, flags) =
|
||
material_vertex_params(material);
|
||
let edge_color = set
|
||
.visual_style
|
||
.as_ref()
|
||
.map_or(mesh.color, |style| style.edge_color(mesh.color));
|
||
let vtx = |vi: usize| {
|
||
let normal = if has_normals {
|
||
mesh.normals[vi]
|
||
} else {
|
||
[0.0, 1.0, 0.0]
|
||
};
|
||
let uv = material_uvs(material, mesh.verts[vi], normal);
|
||
MeshVertex {
|
||
position: mesh.verts[vi],
|
||
normal,
|
||
color: part_color,
|
||
position_low: mesh.verts_low.get(vi).copied().unwrap_or([0.0; 3]),
|
||
material: material_params,
|
||
specular,
|
||
uv_diffuse: uv[0],
|
||
ambient,
|
||
advanced,
|
||
flags,
|
||
uv_specular: uv[1],
|
||
uv_reflection: uv[2],
|
||
uv_opacity: uv[3],
|
||
uv_bump: uv[4],
|
||
uv_refraction: uv[5],
|
||
uv_normal: uv[6],
|
||
}
|
||
};
|
||
// A solid whose baked colour is not fully opaque routes into the
|
||
// transparent index stream so it is drawn last, without depth writes.
|
||
let is_transp = part_color[3] < 0.999;
|
||
let mesh_tris = part.indices.len() / 3;
|
||
if part.include_faces {
|
||
total_tris += mesh_tris as u64;
|
||
}
|
||
|
||
// Feature edges present (ACIS solid) → emit the B-rep edges as a line
|
||
// list and skip the triangulation wireframe. Absent (plain mesh) → keep
|
||
// the triangle edges so the mesh still shows a wireframe.
|
||
let has_feat = !set.edge_verts.is_empty();
|
||
if has_feat && part.include_edges {
|
||
// Feature edges use their own vertex buffer, so they need their
|
||
// own cap. Large ACIS models can have relatively few faces but
|
||
// millions of B-rep edge vertices; only checking `mesh.verts`
|
||
// allowed `edge_vbuf` to exceed wgpu's max_buffer_size.
|
||
let mut edge_start = 0;
|
||
let edge_end = set.edge_verts.len() & !1usize;
|
||
while edge_start < edge_end {
|
||
let available = max_verts.saturating_sub(edge_verts.len());
|
||
// LineList consumes pairs. Never split a segment between
|
||
// chunks even when the vertex budget is odd.
|
||
let take = available
|
||
.min(edge_end - edge_start)
|
||
& !1usize;
|
||
if take == 0 {
|
||
chunks.push(make_chunk(
|
||
device,
|
||
&verts,
|
||
&indices,
|
||
&transp_indices,
|
||
&wire_indices,
|
||
&edge_verts,
|
||
&highlight_ranges,
|
||
&[],
|
||
&chunk_handles,
|
||
None,
|
||
active_material,
|
||
));
|
||
verts.clear();
|
||
indices.clear();
|
||
transp_indices.clear();
|
||
wire_indices.clear();
|
||
edge_verts.clear();
|
||
highlight_ranges.clear();
|
||
chunk_handles.clear();
|
||
if let Some(handle) = entity_handle {
|
||
chunk_handles.insert(handle);
|
||
}
|
||
continue;
|
||
}
|
||
for i in edge_start..edge_start + take {
|
||
edge_verts.push(MeshVertex {
|
||
position: set.edge_verts[i],
|
||
normal: [0.0, 1.0, 0.0],
|
||
color: edge_color,
|
||
position_low: set.edge_verts_low.get(i).copied().unwrap_or([0.0; 3]),
|
||
material: material_params,
|
||
specular,
|
||
uv_diffuse: [0.0; 2],
|
||
ambient,
|
||
advanced,
|
||
flags,
|
||
uv_specular: [0.0; 2],
|
||
uv_reflection: [0.0; 2],
|
||
uv_opacity: [0.0; 2],
|
||
uv_bump: [0.0; 2],
|
||
uv_refraction: [0.0; 2],
|
||
uv_normal: [0.0; 2],
|
||
});
|
||
}
|
||
edge_start += take;
|
||
if edge_start < edge_end {
|
||
chunks.push(make_chunk(
|
||
device,
|
||
&verts,
|
||
&indices,
|
||
&transp_indices,
|
||
&wire_indices,
|
||
&edge_verts,
|
||
&highlight_ranges,
|
||
&[],
|
||
&chunk_handles,
|
||
None,
|
||
active_material,
|
||
));
|
||
verts.clear();
|
||
indices.clear();
|
||
transp_indices.clear();
|
||
wire_indices.clear();
|
||
edge_verts.clear();
|
||
highlight_ranges.clear();
|
||
chunk_handles.clear();
|
||
if let Some(handle) = entity_handle {
|
||
chunk_handles.insert(handle);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// A single mesh larger than a whole chunk: emit as triangle-soup
|
||
// sub-chunks (corners expanded, no vertex sharing) so each buffer fits.
|
||
if mesh.verts.len() > max_verts || mesh_tris > max_tris {
|
||
if !verts.is_empty() || !edge_verts.is_empty() {
|
||
chunks.push(make_chunk(
|
||
device,
|
||
&verts,
|
||
&indices,
|
||
&transp_indices,
|
||
&wire_indices,
|
||
&edge_verts,
|
||
&highlight_ranges,
|
||
&[],
|
||
&chunk_handles,
|
||
None,
|
||
active_material,
|
||
));
|
||
verts.clear();
|
||
indices.clear();
|
||
transp_indices.clear();
|
||
wire_indices.clear();
|
||
edge_verts.clear();
|
||
highlight_ranges.clear();
|
||
chunk_handles.clear();
|
||
if let Some(handle) = entity_handle {
|
||
chunk_handles.insert(handle);
|
||
}
|
||
}
|
||
let tris_per = (max_verts / 3).min(max_tris).max(1);
|
||
let mut t = 0;
|
||
while t < mesh_tris {
|
||
let end = (t + tris_per).min(mesh_tris);
|
||
let (mut sv, mut si, mut swi) = (Vec::new(), Vec::new(), Vec::new());
|
||
for tri in t..end {
|
||
let ix = &part.indices[tri * 3..tri * 3 + 3];
|
||
let b = sv.len() as u32;
|
||
sv.push(vtx(ix[0] as usize));
|
||
sv.push(vtx(ix[1] as usize));
|
||
sv.push(vtx(ix[2] as usize));
|
||
if part.include_faces {
|
||
si.extend_from_slice(&[b, b + 1, b + 2]);
|
||
}
|
||
if part.include_edges && !has_feat {
|
||
swi.extend_from_slice(&[b, b + 1, b + 1, b + 2, b + 2, b]);
|
||
}
|
||
}
|
||
// The whole mesh shares one colour, so a sub-chunk is entirely
|
||
// opaque or entirely transparent.
|
||
let sub_ranges: Vec<MeshBatchRange> = if part.include_faces {
|
||
entity_handle
|
||
.map(|handle| {
|
||
vec![MeshBatchRange {
|
||
handle,
|
||
index_start: 0,
|
||
index_count: si.len() as u32,
|
||
transparent: is_transp,
|
||
instance_start: 0,
|
||
instance_count: 1,
|
||
}]
|
||
})
|
||
.unwrap_or_default()
|
||
} else {
|
||
Vec::new()
|
||
};
|
||
if is_transp {
|
||
let sub_handles: rustc_hash::FxHashSet<_> =
|
||
entity_handle.into_iter().collect();
|
||
chunks.push(make_chunk(
|
||
device,
|
||
&sv,
|
||
&[],
|
||
&si,
|
||
&swi,
|
||
&[],
|
||
&sub_ranges,
|
||
&[],
|
||
&sub_handles,
|
||
None,
|
||
active_material,
|
||
));
|
||
} else {
|
||
let sub_handles: rustc_hash::FxHashSet<_> =
|
||
entity_handle.into_iter().collect();
|
||
chunks.push(make_chunk(
|
||
device,
|
||
&sv,
|
||
&si,
|
||
&[],
|
||
&swi,
|
||
&[],
|
||
&sub_ranges,
|
||
&[],
|
||
&sub_handles,
|
||
None,
|
||
active_material,
|
||
));
|
||
}
|
||
t = end;
|
||
}
|
||
chunk_handles.clear();
|
||
continue;
|
||
}
|
||
|
||
// Flush when adding this mesh would overflow either the vertex buffer
|
||
// or the wire-index buffer.
|
||
if !verts.is_empty()
|
||
&& (verts.len() + mesh.verts.len() > max_verts
|
||
|| wire_indices.len() / 6 + mesh_tris > max_tris)
|
||
{
|
||
chunks.push(make_chunk(
|
||
device,
|
||
&verts,
|
||
&indices,
|
||
&transp_indices,
|
||
&wire_indices,
|
||
&edge_verts,
|
||
&highlight_ranges,
|
||
&[],
|
||
&chunk_handles,
|
||
None,
|
||
active_material,
|
||
));
|
||
verts.clear();
|
||
indices.clear();
|
||
transp_indices.clear();
|
||
wire_indices.clear();
|
||
edge_verts.clear();
|
||
highlight_ranges.clear();
|
||
chunk_handles.clear();
|
||
if let Some(handle) = entity_handle {
|
||
chunk_handles.insert(handle);
|
||
}
|
||
}
|
||
let base = verts.len() as u32;
|
||
for i in 0..mesh.verts.len() {
|
||
verts.push(vtx(i));
|
||
}
|
||
if part.include_faces {
|
||
let fill = if is_transp { &mut transp_indices } else { &mut indices };
|
||
let index_start = fill.len() as u32;
|
||
for &idx in &part.indices {
|
||
fill.push(base + idx);
|
||
}
|
||
if let Some(handle) = entity_handle {
|
||
highlight_ranges.push(MeshBatchRange {
|
||
handle,
|
||
index_start,
|
||
index_count: part.indices.len() as u32,
|
||
transparent: is_transp,
|
||
instance_start: 0,
|
||
instance_count: 1,
|
||
});
|
||
}
|
||
}
|
||
if part.include_edges && !has_feat {
|
||
for tri in part.indices.chunks_exact(3) {
|
||
let (a, b, c) = (base + tri[0], base + tri[1], base + tri[2]);
|
||
wire_indices.extend_from_slice(&[a, b, b, c, c, a]);
|
||
}
|
||
}
|
||
}
|
||
if !indices.is_empty()
|
||
|| !transp_indices.is_empty()
|
||
|| !wire_indices.is_empty()
|
||
|| !edge_verts.is_empty()
|
||
{
|
||
chunks.push(make_chunk(
|
||
device,
|
||
&verts,
|
||
&indices,
|
||
&transp_indices,
|
||
&wire_indices,
|
||
&edge_verts,
|
||
&highlight_ranges,
|
||
&[],
|
||
&chunk_handles,
|
||
None,
|
||
active_material,
|
||
));
|
||
}
|
||
for parts in instance_groups.values() {
|
||
let Some(first) = parts.first() else {
|
||
continue;
|
||
};
|
||
let source_bytes = first
|
||
.mesh
|
||
.verts
|
||
.len()
|
||
.saturating_mul(std::mem::size_of::<MeshVertex>())
|
||
.saturating_add(first.indices.len().saturating_mul(12))
|
||
.saturating_add(
|
||
first
|
||
.set
|
||
.instance_source
|
||
.as_ref()
|
||
.map_or(0, |source| {
|
||
source
|
||
.edge_verts
|
||
.len()
|
||
.saturating_mul(std::mem::size_of::<MeshVertex>())
|
||
}),
|
||
)
|
||
.max(1);
|
||
// Keep repeated geometry bounded while retaining useful culling
|
||
// granularity. Small block definitions get spatial clusters of roughly
|
||
// 64–256 INSERTs; a huge source is duplicated only a few times.
|
||
let max_clusters = ((64 * 1024 * 1024) / source_bytes).clamp(1, 64);
|
||
let cluster_len = parts
|
||
.len()
|
||
.div_ceil(max_clusters)
|
||
.max(64);
|
||
for cluster in parts.chunks(cluster_len) {
|
||
if let Some((chunk, triangles)) = build_instanced_chunk(device, cluster) {
|
||
total_tris += triangles;
|
||
chunks.push(chunk);
|
||
}
|
||
}
|
||
}
|
||
(chunks, total_tris)
|
||
}
|