render: translucent faces in both renderers; datum planes get a light fill (#302)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UhhZMBTviDQxZvwnyP89fo
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jyvikoandClaude Opus 5.5 authored and Irakli Kourtis committed 2026-10-15 10:17:28 -04:00
1 parent 89dfc62c2f
commit bbf2dba092
4 files changed
+115 -33

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@@ -26,6 +26,14 @@ pub struct SceneTri {
pub color: Rgb,
}
/// A translucent triangle (a datum plane's fill): drawn after the opaque faces, depth-tested
/// against them without hiding what is behind, blended at `alpha` (0–1).
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct SceneFill {
pub tri: SceneTri,
pub alpha: f64,
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct SceneLine {
pub a: Vec3,
@@ -55,6 +63,8 @@ pub struct SceneLabel {
#[derive(Clone, Debug, Default, PartialEq)]
pub struct Scene {
pub tris: Vec<SceneTri>,
/// Translucent triangles ([`SceneFill`]).
pub fills: Vec<SceneFill>,
pub lines: Vec<SceneLine>,
pub points: Vec<ScenePoint>,
pub labels: Vec<SceneLabel>,
@@ -71,6 +81,7 @@ impl Scene {
/// Add `other`'s primitives (not its background or radius) to this scene.
pub fn append(&mut self, other: Scene) {
self.tris.extend(other.tris);
self.fills.extend(other.fills);
self.lines.extend(other.lines);
self.points.extend(other.points);
self.labels.extend(other.labels);
@@ -221,7 +232,7 @@ const DEPTH_BIAS: f64 = 2e-4;
/// [`render`] with overlays drawn over the scene (the setup's symbols, a selection highlight):
/// their faces over the scene's faces they coincide with (a highlight repeats the faces it
/// marks), then every layer's lines and points depth-tested, then every layer's
/// marks), then every layer's translucent faces blended over them, then every layer's lines and points depth-tested, then every layer's
/// [`Scene::on_top`] lines and labels over everything. The overlays' background and radius are
/// not used.
pub fn render_layers(scene: &Scene, overlays: &[&Scene], cam: &Camera, w: usize, h: usize) -> Result<Canvas, RenderError> {
@@ -229,7 +240,13 @@ pub fn render_layers(scene: &Scene, overlays: &[&Scene], cam: &Camera, w: usize,
return Err(RenderError::Size { w, h });
}
let count = |s: &Scene| {
s.tris.len().saturating_add(s.lines.len()).saturating_add(s.points.len()).saturating_add(s.labels.len()).saturating_add(s.on_top.len())
s.tris
.len()
.saturating_add(s.fills.len())
.saturating_add(s.lines.len())
.saturating_add(s.points.len())
.saturating_add(s.labels.len())
.saturating_add(s.on_top.len())
};
let primitives = overlays.iter().fold(count(scene), |n, o| n.saturating_add(count(o)));
if primitives > MAX_PRIMITIVES {
@@ -277,6 +294,18 @@ pub fn render_layers(scene: &Scene, overlays: &[&Scene], cam: &Camera, w: usize,
});
}
let layers = || std::iter::once(scene).chain(overlays.iter().copied());
// Translucent faces over the opaque ones, without writing depth: what is behind shows.
for f in layers().flat_map(|s| &s.fills) {
let t = &f.tri;
let (Some(a), Some(b), Some(cc)) = (project(t.p[0]), project(t.p[1]), project(t.p[2])) else { continue };
let alpha = if f.alpha.is_finite() { f.alpha.clamp(0.0, 1.0) } else { 0.0 };
let col = shade(t.normal, view_dir, t.color.f());
raster_tri(a, b, cc, sw, sh, |x, y, z| {
if c.depth.get(y * sw + x).is_some_and(|d| z < *d) {
c.put(x, y, col, alpha);
}
});
}
let line = |c: &mut Canvas, l: &SceneLine, depth_test: bool| {
let (Some(a), Some(b)) = (biased(l.a, 1.0), biased(l.b, 1.0)) else { return };
let len = ((b[0] - a[0]).powi(2) + (b[1] - a[1]).powi(2)).sqrt();
@@ -486,6 +515,28 @@ mod tests {
assert!(p[2] > 200 && p[0] < 60, "{p:?}");
}
/// A translucent face tints what is behind it and hides nothing; one behind an opaque face
/// does not show (#302).
#[test]
fn translucent_faces_blend_over_what_is_in_front_only() {
let mut cam = Camera { distance: 50.0, ..Default::default() };
cam.set_view(StandardView::Front);
let px = |c: &Canvas| c.rgba[(32 * c.w + 32) * 4..(32 * c.w + 32) * 4 + 3].to_vec();
let red = red_triangle();
let plain = px(&render(&red, &cam, 64, 64).unwrap());
let fill = |y: f64| SceneFill {
tri: SceneTri { p: red.tris[0].p.map(|p| Vec3::new(p.x, y, p.z)), color: Rgb(0, 0, 255), ..red.tris[0] },
alpha: 0.25,
};
let mut front = red.clone();
front.fills.push(fill(-1.0));
let tinted = px(&render(&front, &cam, 64, 64).unwrap());
assert!(tinted[2] > plain[2] + 20 && tinted[0] > 120, "red still shows, tinted blue: {tinted:?} over {plain:?}");
let mut back = red.clone();
back.fills.push(fill(1.0));
assert_eq!(px(&render(&back, &cam, 64, 64).unwrap()), plain);
}
/// In perspective, close to the part (the near plane at its smallest), a line a little
/// behind a face stays hidden and one on it shows (#282).
#[test]