Commit Graph
95 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 5.5 de6e27304d perf(layers): toggle layer visibility without re-tessellating
Turning a 141k-entity layer off/on took 1.5-5 s; it now takes ~0.6-0.9 s.

- Off/freeze toggles go through invalidate_layer_visibility: entities on
  the layer keep their tessellation memo (visibility gates them before
  tessellation); only block users re-expand. No mesh recolor.
- The resident patch reuses a surviving memo entry instead of
  re-tessellating, guarded by the same display-context hash as the full
  build.
- The patch looked up `layout.order` linearly per re-shown entity, which
  made turning a big layer back on quadratic.
- recolor_meshes_for_handles resolved materials for handles with no mesh.
- Wire arena: a hidden slab keeps its instances and sets a `hidden` flag
  in its consts (collapsed in the vertex shader); an unchanged re-show only
  clears the flag. Const writes are batched into merged spans.
- The `layer_visible` automation action indexed the document's layer
  table instead of the sortable panel rows the Layer* messages use.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-05 15:53:27 +03:00
Hakan SevenandClaude Opus 5.5 d6dfd0d46d fix(render): miter the joints of wide polyline bands
Each band segment was a rectangle ending square at its vertex, so the
outer corner of every joint showed a notch. Every segment end now carries
the tangent of half its turn, and the shader slides that end's corners
onto the joint's bisector so neighbours meet in a miter. Turns sharper
than the limit keep butt ends. Constant-width runs inside a polyline split
around its arcs no longer count as tapered, which had kept them unmitred.

Fixes #1565

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-04 20:44:08 +03:00
ramox81andClaude Opus 5.5 15c0da8b79 Point clouds: measured lighting, highlighted extents box, gizmo shaft grab
- Lighting follows the view: the default source is a key light from the
  upper left and a fill light from the lower right over an ambient term,
  the other source one light from above; POINTCLOUDLIGHTING 1 lights the
  front faces, 2 both.
- A selected or hovered point cloud shows its extents box.
- A move-gizmo arrow can be grabbed along its shaft; the grab offset is
  taken on the press, so click-and-place and typed distances start from
  the insertion point.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 17:21:33 +03:00
ramox81andClaude Opus 5.5 b69ae291bb Point clouds: lighting, 2D visual style, real-time density
Points carry their world normal: POINTCLOUDLIGHTING lights them in the
shaded visual styles (1 lit from both sides, 2 with back faces dark),
from the view (POINTCLOUDLIGHTSOURCE 0) or the default lights (1).
The 2D wireframe style draws no cloud points: a found cloud shows its
extents and "Point clouds are not displayed in 2D visual style.",
or nothing with POINTCLOUD2DVSDISPLAY 1. While the view moves only
POINTCLOUDRTDENSITY per cent of the points are drawn; the points are
stored in an order where every leading part samples the whole cloud.
The colour map dialog lists its schemes by name.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-30 14:54:03 +03:00
ramox81andClaude Opus 5.5 e9c4e501db Point clouds: drawn from their scans, placed, cropped and attached as the reference does
Scans (.rcs) and projects (.rcp) are read and their points drawn as
screen-sized dots, coloured by the cloud's stylization. The cloud's
placement carries its scale and rotation; its extents and crops stay in
the scan's coordinates. A missing scan shows the extents with the saved
path. -POINTCLOUDATTACH / POINTCLOUDATTACH, POINTCLOUDCROP and the
POINTCLOUD* settings follow the reference's prompts and messages, the
Properties list is the reference's, and a locked cloud is left alone by
edits.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-29 17:08:46 +03:00
Hakan SevenandClaude Opus 5.5 80372abf2c fix(render): transparency toggle also governs hatches, text and fills
Only the wire shaders read transparency_enable; hatch (solid, gradient
and pattern), text and 3D/fill-triangle fragments always drew the
entity's alpha, so turning Show Transparency off left them see-through.

Fixes #1529

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-29 09:09:42 +03:00
ramox81andClaude Opus 5.5 5de0ce069f Image shader: fully transparent pixels are discarded
A transparent pixel wrote depth, hiding lines and objects under the image
that were drawn after it.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-28 13:17:31 +03:00
ramox81andClaude Opus 5.5 5ca7becd97 Raster images: transparency off draws pixels opaque; TRANSPARENCY command
An image's transparency flag decides whether transparent pixels show what
is behind the image or draw in their stored colour: the image pass and PDF
plots now follow it (it was ignored, so every PNG alpha showed through).
TRANSPARENCY selects images and asks for the mode, defaulting to the first
image's current one.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-09-28 11:23:19 +03:00
Christopher Overbeck e52e565b1f fix(renderer): keep draw-order offsets within clipping planes 2026-09-15 12:36:05 -05:00
Hakan Seven 07acd1284c Render procedural checker materials correctly 2026-09-13 01:50:42 +03:00
Hakan Seven d07e8cf7d4 Fix wipeout rotation and block frame width 2026-09-11 20:38:00 +03:00
ramox81 61e5271055 Keep wipeout frames continuous 2026-09-11 17:27:34 +03:00
Karim Jerbi 0ad31ece6f fix(render): correct polyline segment widths, flat arc end caps, and zero-width endpoints 2026-09-10 12:43:25 +01:00
Karim Jerbi ed177cbf25 Host wide polyline quads on their 3D plane instead of billboarding in screen space 2026-09-09 14:23:10 +01:00
Karim Jerbi 76e1610dcc fix(render): render wide polyline segments as flat 2D rectangles instead of rounded pill shapes 2026-09-09 13:44:57 +01:00
Karim Jerbi 9bbc5c3182 feat(render): render thick and tapered analytical arcs directly on GPU
- Repurpose CircleInstance center_high.w and params.w for start_width and end_width (preserving exact 128-byte stride)
- Route wide polylines, tapered polylines with bulges, and donuts through split_mixed_polyline into GPU analytical arc instances
- Compute physical annular bands, width tapers, and round end caps in circle.wgsl using world-space distances to prevent 3D perspective foreshortening distortion
- Expand bounding quad margins dynamically with grazing-angle compensation to eliminate clipping
- Relax pick_tris check in wire classification and partition routines so wide entities retain CPU picking while drawing analytically
- Add unit and hardware GPU integration tests, including tilted 3D perspective rendering verification
2026-09-09 13:02:02 +01:00
Karim Jerbi 0425f979f9 feat(render): GPU analytical rendering for circles, arcs, and ellipses
- Render planar circles, circular arcs, ellipses, and elliptical arcs analytically via GPU-instanced screen-space quads and WGSL shaders.
- Implement exact arc sweep clamping with round end caps matching the CAD wire shader.
- Implement robust Newton-Raphson closest-point solver for ellipses with isotropic screen-space derivative anti-aliasing.
- Integrate into wire pipeline and PersistentWireArena upload paths.
- Remove unused mesh_volume_centroid function in doc_api.
2026-09-07 13:50:12 +01:00
Hakan Seven bf4614856c Merge PR #1023: preserve minified text strokes
Keep adaptive sampling in both text shaders with compact sampling loops. Validate shader derivatives and existing text rendering, including GPU pipeline creation.

Closes #964
2026-09-06 21:04:14 +03:00
codallos 995b25ae51 Fix SDF text minification artifacts 2026-09-05 22:30:16 -06:00
PanosandClaude Opus 5 6599b82776 perf: store block-wire segments once instead of six times
The layout-switch OOM names its buffer: `Buffer with 'block_wire.vertices'
label is invalid`, right after `uncaptured wgpu error #1 … Out of Memory`.
That buffer is the largest thing this renderer allocates, and five sixths
of it is duplication.

A segment reaches the shader once per corner of its quad, and the packed
path satisfies that by writing the whole 60-byte record six times —
360 bytes a segment — with `vs_main` recovering the corner from
`vertex_index % 6`. Six identical copies, on a 2 GB card.

`block_wire_storage.wgsl` puts the segments in a read-only storage buffer
indexed by `vertex_index / 6` instead, so each record is stored once. The
geometry vertex buffer disappears; the placements move to slot 0 and the
segments arrive through the definition's bind group, which becomes
per-chunk because each chunk binds its own slice.

This is the pattern `wire_indexed.wgsl` already uses for per-wire
constants, down to the capability gate: `supports_wire_storage` asks for
exactly one vertex-stage storage binding, which is exactly what this
needs. Where it is false — WebGL, the forced compatibility renderer — the
packed shader and its vertex buffer are built as before.

`Segment` is declared with scalar members rather than `vec3<f32>`, which
would align to 16 in storage and reintroduce the padding this removes. A
test validates the shader through naga and asserts the struct's stride
equals `size_of::<BlockWireVertex>()`, because a layout mismatch would
otherwise surface only as garbage geometry on a real device.

`block-wire-geometry` reports the bytes uploaded and what the packed path
would have taken, so the saving is measured rather than assumed.

The cache value becomes `Arc<Vec<BlockGeometryChunk>>` while keeping the
translation-aware key from #1006 — both modes still have to invalidate
when the base instance moves, because the records hold its world
coordinates either way. `const_bgl` and the mode are decided together
when the pipeline is built, so they travel as one `BlockWireTarget`
rather than pushing `from_wires` past the argument limit.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-09-05 18:53:09 +03:00
Hakan Seven 2cd1d36661 fix(render): match model lineweight preview curve 2026-09-02 23:28:34 +03:00
Hakan Seven edbc4d8ff8 fix(render): correct lineweight display scaling
Remove the global display boost and scale paper-space lineweights with the current sheet zoom across wire, block-wire, and hatch paths.

Fixes #962
2026-09-02 22:32:53 +03:00
Hakan Seven fd801fac1b fix(hatch): render weighted pattern strokes
Show styled boundaries only while selected.\n\nRefs #821
2026-08-25 22:44:51 +03:00
Hakan Seven 7293bec1b9 fix(point): preserve relative marker sizing
Keep rendering, picking, block transforms, and plotted output on the
same viewport-relative PDSIZE geometry without overloading wire width
fields.
2026-08-22 22:22:01 +03:00
ramox81 c5fe70627a Honor point display geometry and sizing 2026-08-22 17:18:30 +03:00
Hakan Seven 44efb8fd53 feat(frame): complete frame controls
Preserve frame geometry for selection while separating viewport and plot visibility across supported reference entities.

Refs #642
2026-08-20 23:37:02 +03:00
Hakan Seven 5b9fffdfba fix(hatch): clip fill with kernel mesh
Resolve boundary topology before rendering so corner-aligned pattern rows cannot flip shader parity. Chunk indexed geometry to device buffer limits and retain the texture compatibility transport.

Refs #489
2026-08-13 00:29:03 +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 15ab027d70 fix(scene): preserve viewport settings
Reuse full VPort records during camera and tile synchronization so
navigation cannot replace file-defined display state with defaults.

Honor image, ground, IBL, and sun-backed sky parameters in
background rendering.
2026-08-12 13:11:12 +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 53cf31f33d feat(web): unify fonts and refine viewcube
Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.
2026-08-03 15:28:51 +03:00
Hakan Seven 8e2b67bfa5 fix(hatch): delay complex pattern LOD
Keep every pattern family visible until all projected spacings
become sub-pixel, then switch the hatch to solid.

Refs #569
2026-07-29 16:50:16 +03:00
Hakan Seven d80637cda7 refactor(hatch): unify capability backends
Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
2026-07-29 13:40:46 +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 Seven 12bf126646 perf: remove large drawing stalls
Keep resident geometry and GPU resources stable across edits, MSPACE zoom, and Model/Paper switches. Add unified PERF output for tracing remaining costs.
2026-07-25 13:34:48 +03:00
Hakan Seven 71e0b88839 perf: optimize large drawing workflows 2026-07-25 02:58:46 +03:00
Hakan SevenandClaude Fable 5 fd2607452d fix(wipeout): frame draws above the mask; mask joins the draw order
The wipeout pass ran after the wire pass with no draw-order bias, so
the mask erased its own boundary frame (and everything else at its
plane regardless of draw order). The mask uniform now carries the
entity's draw-order depth (uniform grows 80 → 96 bytes) and biases its
clip-z like every other pipeline, and the frame wire rides a
+half-rank override — the later mask pass fails the depth test at the
frame's pixels, so the boundary stays visible, while entities drawn
above the wipeout are no longer erased.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-23 07:23:10 +03:00
Hakan SevenandClaude Fable 5 f72852e94b fix(hatch): radial gradient stops run outside-in
SPHERICAL/HEMISPHERICAL gradients painted colour 1 at the centre;
AutoCAD's convention is colour 1 at the rim and colour 2 at the centre
(the INV variants swap them back). Both the native and the WebGL2
shader now mix the radial branch outside-in; linear/cylinder/curved
are untouched.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-23 07:23:10 +03:00
Hakan SevenandClaude Fable 5 805da6428a fix(hatch): finite GPU sentinel for boundary loop separators (#386, #416)
Hatch/wipeout boundary sub-loops were separated by NaN vertices that the
fill shaders detected with `p.x == p.x`. Intel Mesa folds that NaN
self-compare to `true` under fast math, so separators read as real
vertices, the ray-cast crossing count broke, and fills bled outside
their boundary — only on Intel iGPUs. GPU uploads now rewrite the
separators to a finite 1e30 sentinel (GPU_BOUNDARY_SEP) and the shaders
test `abs(x) < 1e29`, which every driver evaluates identically. The
CPU-side NaN representation is unchanged.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-22 21:45:37 +03:00
Hakan SevenandClaude Fable 5 1cf64161d3 fix(render): hatch dpdx in uniform control flow (#414)
Tint (Chrome/Edge WebGPU) rejects derivative builtins reached after the
family loop's non-uniform early return, invalidating hatch_web/wipeout
shaders on Windows. Take dpdx/dpdy(xz) once at fs_main top and rotate
into the family frame in check_family — same math, uniform flow.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-21 18:06:01 +03:00
Hakan SevenandClaude Fable 5 a6d4b30dca fix(web): pack wire instance attributes under the 16-attribute cap
The web wire pipeline (fat-instance wire.wgsl) had grown to 17 vertex
attributes as the width-band and taper fields were added; WebGL2 and
WebGPU cap vertex attributes at 16, so pipeline creation failed and
the web viewport drew no lines at all — UI and SDF text still worked,
which is why it looked like "the app stopped working" rather than a
crash (#414). Scalars now ride in packed vec4/vec2 attributes (10
locations total); the instance struct's memory layout is unchanged.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-21 13:06:09 +03:00
Hakan SevenandClaude Fable 5 930d8c51ea feat(gradient): selectable gradient types + working creation
GRADIENT silently degraded to a plain hatch: add_hatch rebuilt the
render model from the DXF entity but never encoded the gradient on it,
so the committed fill lost its gradient entirely. The entity now
carries the full gradient record (name, angle, colour stops,
solid-fill flag), and the standard shape set became selectable:
Linear / Cylinder / Spherical / Hemispherical / Curved plus an Invert
toggle, offered as prompt buttons on the GRADIENT command and as a
Gradient type dropdown + Invert box in the properties panel. All nine
standard DXF names round-trip (inverted linear persists by swapping
the colour stops), and the shaders shape each kind distinctly —
mirrored cylinder, eased curve, dome-profiled hemisphere — on both the
native and web pipelines without changing the GPU struct sizes.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-21 12:51:08 +03:00
Hakan SevenandClaude Fable 5 84adb71cee fix(render): round joints and caps on lineweight/width bands
Wire segments expanded only perpendicular to their axis, leaving wedge
gaps on the outside of corners and along tessellated arcs once a band
is wider than a pixel. Extend each quad longitudinally by the end
half-width and round the overhang off in the fragment stage: adjoining
segments now meet in overlapping round joints and line ends get round
caps, with the dash arc-length extrapolated across the overhang so
patterns stay continuous through a joint.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-21 09:27:44 +03:00
Hakan SevenandClaude Opus 4.8 b3016ca892 feat(polyline): smooth per-segment taper for varying-width wide polylines
A wide polyline with per-vertex varying widths rendered at its widest edge
(uniform-width ones were already exact). Draw the true taper instead.

`WireModel.taper_widths` carries a per-point full band width. The wire
instance (native slim + web fat) gains per-endpoint `world_hw_a/b`, and both
wire shaders interpolate `mix(hw_a, hw_b, which_end)` so each segment's band
narrows/widens linearly — depth-tested, and the linetype dash still applies.

Alignment (widths must match the tessellated points) is solved by building
both together: a new `TruckObject::TaperedLines(points, widths)`, filled by
`common::tapered_band_points` (straight = endpoints, arc = 16 samples with the
width lerped along it). to_truck routes a varying-width polyline here —
LwPolyline before the PLINEGEN split, Polyline2D at its return — while a
uniform-width one keeps the constant-band Contour path unchanged. `world_width`
stays the widest edge as the PDF-stroke + zoom-floor fallback.

Blocks fall back to the constant-widest band (`LocalWire` carries no
taper_widths).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-20 16:36:06 +03:00