Headless pictures draw on the GPU, with the viewport's pipelines (CPU rasterizer as last tier) (#1555)
Thanks @jyviko.
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@@ -108,18 +108,8 @@ pub fn srgb(c: [f32; 3]) -> Color32 {
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}
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/// Surface analysis colours, straight sRGB 0..1 as the shader takes them (exact, so they read
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/// the same as when they were literals in the WGSL).
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct AnalysisColors {
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/// Draft Analysis: at least the draft angle, between, at most minus the angle.
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pub draft: [[f32; 3]; 3],
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/// Accessibility Analysis: reachable, blocked.
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pub access: [[f32; 3]; 2],
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/// Curvature Map: flat, the middle of the scale, at or below the analysis radius.
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pub curvature: [[f32; 3]; 3],
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/// Stripe the negative draft and blocked faces too, so colour is not the only cue.
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pub hatch: bool,
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}
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/// the same as when they were literals in the WGSL). The light theme's are the headless default.
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pub use solidcraft_engine::render::AnalysisColors;
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/// The colours icons draw of their own (`icons::paint` takes ink, fill and accent from its
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/// caller). Every icon colour is a token so a colour vision mode can reach it.
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