fix(text): show selection highlight

Render tinted SDF glyphs in the final xray pass so base text and wipeouts cannot occlude them.\n\nRefs #479
This commit is contained in:
Hakan Seven committed 2026-07-27 14:13:35 +03:00
1 parent cff4903c1e
commit a4235a1243
2 files changed
+91 -70

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+37 -27
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@@ -102,6 +102,8 @@ pub struct Pipeline {
/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
text_pipeline: wgpu::RenderPipeline,
/// Depth-independent variant used by selection / rollover highlighting.
text_highlight_pipeline: wgpu::RenderPipeline,
mesh_pipeline: wgpu::RenderPipeline,
/// Depth-write-disabled variant of `mesh_pipeline` for non-opaque solids.
mesh_transparent_pipeline: wgpu::RenderPipeline,
@@ -1602,8 +1604,8 @@ impl Pipeline {
// ── Text (SDF glyph quads) ─────────────────────────────────────────
let text_atlas_bgl = text_gpu::TextAtlasGpu::bind_group_layout(device);
let text_pipeline =
text_gpu::create_pipeline(device, &frame_bgl, &text_atlas_bgl, format, MSAA_SAMPLES);
let (text_pipeline, text_highlight_pipeline) =
text_gpu::create_pipelines(device, &frame_bgl, &text_atlas_bgl, format, MSAA_SAMPLES);
let viewcube = ViewCubePipeline::new(device, queue, format);
@@ -1745,6 +1747,7 @@ impl Pipeline {
hatch_compat_pipeline,
image_pipeline,
text_pipeline,
text_highlight_pipeline,
text_atlas_bgl,
text_atlas_gpu: None,
text_vbuf: None,
@@ -3619,14 +3622,13 @@ impl Pipeline {
}
// ── Pass 5c: SDF text quads (drawn over wires) ────────────────────
// The highlight buffer (selected / hovered text, tinted) is drawn in
// the same pass right after the base text so it recolours those glyphs.
// Selection / rollover text is drawn later with the selected-wire xray
// overlay, after wipeouts, so normal text cannot hide its own tint.
if let Some(atlas) = &self.text_atlas_gpu {
let have_base = self.text_vbuf.is_some() && self.text_vcount > 0;
let have_hl = self.text_highlight_vbuf.is_some() && self.text_highlight_vcount > 0;
let have_preview =
self.text_preview_vbuf.is_some() && self.text_preview_vcount > 0;
if have_base || have_hl || have_preview {
if have_base || have_preview {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("text.render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
@@ -3660,12 +3662,6 @@ impl Pipeline {
pass.draw(0..self.text_vcount, 0..1);
}
}
if let Some(hlbuf) = &self.text_highlight_vbuf {
if self.text_highlight_vcount > 0 {
pass.set_vertex_buffer(0, hlbuf.slice(..));
pass.draw(0..self.text_highlight_vcount, 0..1);
}
}
// Grip-drag / command-preview glyphs, drawn over the base text.
if let Some(pbuf) = &self.text_preview_vbuf {
if self.text_preview_vcount > 0 {
@@ -3714,12 +3710,14 @@ impl Pipeline {
}
}
// ── Pass 7: selected wire overlay pass ───────────────────────────
// Redraws selected wires with depth_compare=Always so they appear on
// top of all other geometry at full brightness.
if !self.gpu_selected_wires.is_empty() {
// ── Pass 7: selection overlay pass ───────────────────────────────
// Redraws selected wires and text with depth_compare=Always so both
// appear on top of all other geometry at full brightness.
let have_text_highlight =
self.text_highlight_vbuf.is_some() && self.text_highlight_vcount > 0;
if !self.gpu_selected_wires.is_empty() || have_text_highlight {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("wire_xray.render_pass"),
label: Some("selection_xray.render_pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: msaa,
depth_slice: None,
@@ -3741,19 +3739,31 @@ impl Pipeline {
occlusion_query_set: None,
});
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
pass.set_pipeline(&self.wire_xray_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
pass.set_stencil_reference(stencil_ref);
for wire in &self.gpu_selected_wires {
if wire.instance_count > 0 {
if let Some(bg) = &wire.const_bind_group {
pass.set_bind_group(1, bg.as_ref(), &[]);
if !self.gpu_selected_wires.is_empty() {
pass.set_pipeline(&self.wire_xray_pipeline);
for wire in &self.gpu_selected_wires {
if wire.instance_count > 0 {
if let Some(bg) = &wire.const_bind_group {
pass.set_bind_group(1, bg.as_ref(), &[]);
}
pass.set_vertex_buffer(0, wire.instance_buffer.slice(..));
pass.draw(
0..6,
wire.first_instance..wire.first_instance + wire.instance_count,
);
}
pass.set_vertex_buffer(0, wire.instance_buffer.slice(..));
pass.draw(
0..6,
wire.first_instance..wire.first_instance + wire.instance_count,
);
}
}
if let (Some(atlas), Some(hlbuf)) =
(&self.text_atlas_gpu, &self.text_highlight_vbuf)
{
if self.text_highlight_vcount > 0 {
pass.set_pipeline(&self.text_highlight_pipeline);
pass.set_bind_group(1, &atlas.bind_group, &[]);
pass.set_vertex_buffer(0, hlbuf.slice(..));
pass.draw(0..self.text_highlight_vcount, 0..1);
}
}
}
+54 -43
View File
@@ -250,16 +250,17 @@ impl TextAtlasGpu {
// ── Pipeline ─────────────────────────────────────────────────────────────────
/// Build the text render pipeline. Mirrors the image pipeline: alpha blending,
/// `LessEqual` depth with write, 4x MSAA. `frame_bgl` is group 0 (shared
/// uniforms), `atlas_bgl` is group 1 (the atlas).
pub fn create_pipeline(
/// Build the base and highlight text pipelines. The base mirrors the image
/// pipeline (`LessEqual` depth with write); the highlight variant always draws
/// without changing depth, matching the selected-wire xray overlay.
/// `frame_bgl` is group 0 (shared uniforms), `atlas_bgl` is group 1 (the atlas).
pub fn create_pipelines(
device: &wgpu::Device,
frame_bgl: &wgpu::BindGroupLayout,
atlas_bgl: &wgpu::BindGroupLayout,
color_format: wgpu::TextureFormat,
sample_count: u32,
) -> wgpu::RenderPipeline {
) -> (wgpu::RenderPipeline, wgpu::RenderPipeline) {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("text.wgsl"),
source: wgpu::ShaderSource::Wgsl(include_str!("../../shaders/text.wgsl").into()),
@@ -269,44 +270,54 @@ pub fn create_pipeline(
bind_group_layouts: &[frame_bgl, atlas_bgl],
push_constant_ranges: &[],
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("text.pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[TextVertex::layout()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
})
let create = |label, depth_write_enabled, depth_compare| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[TextVertex::layout()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24PlusStencil8,
depth_write_enabled,
depth_compare,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: sample_count,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
})
};
(
create("text.pipeline", true, wgpu::CompareFunction::LessEqual),
create(
"text.highlight.pipeline",
false,
wgpu::CompareFunction::Always,
),
)
}
/// Upload a finished vertex list; `None` if empty.