Headless pictures draw on the GPU, with the viewport's pipelines (CPU rasterizer as last tier) (#1555)

Thanks @jyviko.
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Irakli Kourtis authored and GitHub committed 2026-10-15 22:19:26 -04:00
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@@ -108,18 +108,8 @@ pub fn srgb(c: [f32; 3]) -> Color32 {
}
/// Surface analysis colours, straight sRGB 0..1 as the shader takes them (exact, so they read
/// the same as when they were literals in the WGSL).
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct AnalysisColors {
/// Draft Analysis: at least the draft angle, between, at most minus the angle.
pub draft: [[f32; 3]; 3],
/// Accessibility Analysis: reachable, blocked.
pub access: [[f32; 3]; 2],
/// Curvature Map: flat, the middle of the scale, at or below the analysis radius.
pub curvature: [[f32; 3]; 3],
/// Stripe the negative draft and blocked faces too, so colour is not the only cue.
pub hatch: bool,
}
/// the same as when they were literals in the WGSL). The light theme's are the headless default.
pub use solidcraft_engine::render::AnalysisColors;
/// The colours icons draw of their own (`icons::paint` takes ink, fill and accent from its
/// caller). Every icon colour is a token so a colour vision mode can reach it.