Commit Graph
18 Commits
Author SHA1 Message Date
Hakan Seven 07acd1284c Render procedural checker materials correctly 2026-09-13 01:50:42 +03:00
Hakan Seven 5e8221f8f1 perf(render): keep solid meshes resident
Keep all solid geometry GPU-resident during navigation. Use vertex-rate instancing, compact untextured vertices, vertex-cache ordering, and cached silhouette sources without culling geometry.
2026-08-12 16:02:10 +03:00
Hakan Seven 4fd9b98da4 perf(render): instance block geometry
Share source buffers across block placements and render nested content with GPU instance transforms.\n\nChunk silhouettes and compact mesh material data so large drawings stay under device buffer limits and remain responsive.
2026-08-12 02:33:10 +03:00
Hakan Seven a1f64d7663 fix(render): restore solid surface rendering
Keep viewport styles from disabling selected shaded modes.\n\nPack mesh shader inputs to stay within WebGL limits.
2026-08-11 15:44:40 +03:00
Hakan Seven c45daeffb6 feat(render): add scene environment pipeline 2026-08-05 23:42:18 +03:00
Hakan Seven b667eeeb05 refactor(render): unify scene rendering paths
Route model, paper, viewport and nested block content through one traversal while preserving leaf renderers. Carry decoded material state into mesh shading and harden solid geometry conversion.
2026-08-05 21:44:59 +03:00
Hakan Seven 93b9a840ff refactor(renderer): select paths by GPU limits
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.
2026-07-29 12:49:41 +03:00
Hakan Seven 4887a53d66 perf(render): batch and cull mesh instances
Share repeated block geometry across GPU instances.\n\nPatch changed mesh chunks and cull large batches with indirect draws.
2026-07-27 01:11:21 +03:00
Hakan Seven 6fb68d1c7c feat(scene): integrate DWG object data 2026-07-26 23:38:38 +03:00
Hakan Seven eb23715605 feat(scene): integrate standard DWG data 2026-07-26 22:30:14 +03:00
Hakan SevenandClaude Opus 4.8 1065bc12b2 feat(render): draw ACIS solids as B-rep feature edges, meshes as tri edges
Solid wireframes rendered every triangle edge of the tessellation, so a
curved solid read as a dense mesh instead of its real outline. Now each ACIS
solid's B-rep face-boundary edges are collected from the SAT `edge` records
(straight edges as segments, ellipse/circle edges sampled along their bounded
arc), body-transformed and split into the double-single pair, and stored on
the MeshLodSet. The block-instance and top-level offset paths transform these
edges alongside the mesh vertices.

The batch builder routes a solid with feature edges into a dedicated LineList
vertex buffer and skips its triangle wireframe; a mesh with no B-rep edges
keeps its triangulation edges. Edge colour follows the display mode: the flat
`fs_edge` shader draws the entity colour in the lines-only modes (wireframe,
hidden-line) and a `fs_edge_black` twin forces black for the edge overlay in
filled render modes.

Verified: the Clinic storefront arch bars now yield ~14-16 clean edge
segments (vs the full triangulation) bounded to the solid's true extent.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-04 17:57:00 +03:00
Hakan SevenandClaude Opus 4.8 04c93df2c4 refactor: remove the legacy full view_proj (CPU cull now relative-to-eye)
The GPU draws exclusively via the rotation-only `view_rot` + eye double-
single; the full view-projection survived only to project AABBs in the
CPU frustum-cull / scissor / LOD passes. Migrate those to the same
relative-to-eye math (project `point - eye` through `view_rot`) — pixel-
equivalent but precise at UTM scale — then drop the dead uniform:

- pipeline cull/scissor/LOD helpers take (view_rot, eye) instead of the
  full view_proj; render.rs reconstructs eye from the uniform's
  eye_high/eye_low and passes the cropped view_rot.
- Remove the `view_proj` field from the shared Uniforms struct and all six
  shader structs that only declared it for layout (none read it), and
  delete Camera::view_proj(). The struct shrinks by one mat4 on both
  sides, keeping the Rust / WGSL layouts in lock-step.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 20:14:41 +03:00
Hakan SevenandClaude Opus 4.7 65413a2c2a refactor(render): drop dead camera_pos from the shared uniform
No GPU pipeline reads camera_pos any more — lighting and all transforms
moved to the relative-to-eye path (view_rot + eye_high/eye_low). Remove
the field from the shared Uniforms and every shader struct, plus the now
unused Camera::position_vec4. view_proj stays: the CPU frustum-cull /
scissor / LOD passes still project offset-relative AABBs with it (it is
no longer part of any GPU draw).

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.7 ddf6344dbe feat(render): double-single vertices for the mesh pipeline
3D solid / surface meshes were the last single-f32 path. truck's mesh
tessellation now returns a paired verts_low residual (TruckTessResult::Mesh,
polygon_to_result), MeshModel/MeshLodSet carry it, the model-space offset
and block-instance transforms reconstruct the f64 position and re-split it
after subtracting world_offset, MeshVertex gains position_low (location 3),
and mesh.wgsl reconstructs the eye-relative position. Native SAT / ACIS /
OBJ mesh paths default to a zero residual (no regression — they were never
sub-f32 precise).

With this every world-space pipeline (wire, hatch, image, face3d, mesh)
is full double-single relative-to-eye; large-coordinate jitter is gone.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 a0b4968ad2 feat(render): relative-to-eye for mesh, image, face3d and hatch pipelines
Switch the remaining world-space shaders (mesh, image, face3d, hatch,
hatch_batched) to the same relative-to-eye transform the wire pipeline
uses: subtract the eye (high+low f32) per vertex and multiply by the
rotation-only view-projection. Each shader's Uniforms struct is widened
to the full shared layout so the appended RTE fields land at the correct
offsets. Math is unchanged (proj·R·(pos−eye)); large coordinates no
longer jitter on camera movement.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-23 18:28:52 +03:00
Hakan SevenandClaude Opus 4.8 0badf48454 feat(scene): tessellate loaded ACIS solids via the truck B-rep kernel
Rebuild every ACIS face as a truck topological Face and mesh it with truck,
routing loaded 3DSOLID/BODY/REGION/SURFACE through the same kernel the Model
tab uses. plane→try_attach_plane, cone/cylinder/sphere/torus→revolution faces
(truck's Surface has no cone/sphere/torus), spline→BSplineSurface grid sample.
Per-vertex normals are computed analytically outward per surface type and
triangle winding is oriented to match, since truck's own orientation isn't
consistent across independently built faces. `tessellate_solid3d|body|region|
surface` try this first and fall back to the bespoke sampler.

Light the mesh shader with three spread directional lights plus ambient
(abs(dot) per light, two-sided) so faces — including the inner walls of an
open lofted surface — never read as a flat dark mass.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-15 00:30:18 +03:00
Hakan SevenandClaude Opus 4.7 132efe6574 feat(render): Flat/Gouraud shading, WithEdges overlay, paper-viewport mode
Faz 3 — FlatShaded vs GouraudShaded
- Uniforms.flat_shade (f32, 0/1) + mesh shader fragment derivative
  bazlı per-triangle face normal hesabı; GouraudShaded ise interpolate
  edilen vertex normalini kullanıyor.

Faz 4 — *WithEdges varyantları
- Pipeline::render.show_3d_edges parametresi:
  - FlatShaded / GouraudShaded → 3DFACE edge pass'i atlanıyor
  - *WithEdges varyantları → shaded fill'in üstüne mesh_wireframe
    pipeline ile triangle-edge overlay (LessEqual depth test ile)
  - face3d_edges pass'i show_3d_edges ile gate'lendi

Faz 5 — Paper-space viewport entity round-trip
- build_viewport_primitive / build_active_viewport_primitive artık
  render_mode parametresi almıyor; viewport entity'sinin kendi
  render_mode alanından okuyor. PaperViewportPane'dan render_mode
  field'i kaldırıldı. Model layout'taki tab.render_mode hala
  pick_list ile yönetiliyor.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-27 05:57:19 +03:00
Hakan Seven d2fdac7f1e first commit 2026-03-22 14:56:27 +03:00