Commit Graph
179 Commits
Author SHA1 Message Date
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 ac8183ec91 refactor(cad): use direct stack dependencies 2026-08-10 15:03:31 +03:00
Hakan Seven dc998fe46b refactor(tess): move solid sampling to kernel
Remove local face, edge, spline, sweep, loft, and silhouette
samplers. Meshes and overlays share the kernel tolerance and edge
schedule.
2026-08-10 10:18:53 +03:00
Hakan SevenandClaude Opus 5 62dfbfe2be fix(paper): give the sheet back its desk and its edge
A paper layout painted its whole canvas in the page colour, so the sheet
had no visible edge — zooming out never reached one, because the surround
was the same colour as the page. Floating viewports then painted
themselves black over it.

Both come from the same idea, that a viewport's canvas is a colour it can
be handed. What lies behind a viewport depends on what the viewport is:

- The full-canvas sheet shows the desk. `paper_bg_color` is the page, and
  the page is a bounded rectangle `paper_sheet_fill` already draws; using
  it for the canvas too erased the boundary between them. The desk is now
  its own colour, defined once in the scene and read by both the widget
  and the renderer, so the two cannot drift apart.
- A floating viewport sits on that sheet and must paint no canvas at all.
  Handing it a transparent one does not work: the background shader
  returns an opaque colour whatever alpha it is given, so alpha zero came
  out black. Skipping the pass is the only way to ask for see-through, so
  `skip_background` now suppresses both the clear and the pass. It is part
  of the frame signature too — without that, a cached frame would keep
  showing the canvas the flag was just turned off for.

Shading and fog still blend toward what is behind a floating viewport,
which is the page, so the uniform keeps that colour even though nothing
paints it.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-08 00:11:47 +03:00
Hakan SevenandClaude Opus 5 01d8b87db1 fix(solid3d): trim sphere caps and pierced cone legs
Sphere faces drew as complete balls. ACIS parametrises a sphere about
any pole, so a vessel's dished head is commonly bounded by a circle that
is no line of latitude in that frame, and a theta/phi bounding box of
such a boundary covers nearly the whole ball. Derive the window
analytically instead: when a face's loops are circles lying on the
sphere, re-pole the frame onto their common axis, where each seam is an
exact latitude at acos(d / R). One ring bounds a cap, two bound a zone;
the material side comes from the boundary winding, reusing the helper
the torus path already had.

Separately, the longitude wrap flag was resetting the colatitude window
to the whole meridian. A cap centred on the pole covers every longitude
while still ending at its seam, so that reset grew every cap back into a
ball. Trim the two angles independently and rename the flag theta_full
so the split reads at each use, including the silhouette generator,
which skipped the colatitude test the same way.

Cone faces took their height span from the first boundary loop alone. A
lateral face closed off by one rim and one pierce curve -- a pipe branch
meeting its run -- carries its two ends on different loops, so the tube
was sized to whichever came first and the leg above the junction went
undrawn. Read every loop.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-06 21:44:49 +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 b1d55c6a7e feat(view): add visual style previews
- preview render modes on hover without committing
- distinguish 2D and 3D wireframe fill and depth behavior

Refs #483
2026-08-04 21:23:25 +03:00
Hakan Seven 282a5176af fix(groups): highlight full group on hover
Refs #454
2026-08-04 16:40:22 +03:00
Hakan Seven 1955e022bf fix(viewport): clip text to stencil 2026-08-04 11:34:32 +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 3e6693b93f feat(locale): localize full interface 2026-08-02 22:09:25 +03:00
Hakan Seven baf9b240a4 feat(annotation): show all scales on highlight 2026-08-02 14:37:12 +03:00
Hakan Seven f2d7a7ffd8 fix(render): bind wireframe material 2026-07-31 19:00:11 +03:00
Hakan Seven 3ab8dc3ca5 fix(ui): make modal layouts intrinsic
Pin Iced 0.15 so dialogs can measure content before distributing the resolved frame across child panels. Keep the web plugin notice compact and non-resizable.\n\nCloses #582
2026-07-30 14:47:28 +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 25166b9508 fix(hatch): preview pattern grip drag 2026-07-28 20:07:10 +03:00
Hakan Seven 05b044f367 perf(scene): make geometry edits incremental
Avoid full document, cache, and GPU rebuilds for entity deltas so add, delete, history, selection, and live polyline edits stay responsive on large drawings.
2026-07-28 17:16:27 +03:00
Hakan Seven 73b8dbe9d4 fix(render): prevent live polyline flicker
Reject segment-count-changing arena patches before mutating GPU buffers so repeated live updates rebuild from a consistent state.
2026-07-28 15:22:57 +03:00
Hakan Seven 2ac61bf99a fix(ui): theme remaining interface text 2026-07-28 12:29:31 +03:00
Hakan Seven a4235a1243 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
2026-07-27 14:13:35 +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 b5f9a06e78 fix(render): split oversized edge buffers 2026-07-26 23:38:42 +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 bca65600cd fix: stabilize web loading and paper rendering 2026-07-25 21:34:29 +03:00
Hakan Seven fe49cc8eb5 revert(web): drop vendored iced renderer
Keep iced_wgpu external and leave the WebGPU storage-buffer optimization out of scope.
2026-07-25 19:24:32 +03:00
Hakan Seven deec48ad99 perf: keep heavy work off UI thread 2026-07-25 18:49:18 +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 39449ec684 perf: speed large drawing workflows 2026-07-25 09:05:52 +03:00
Hakan Seven 71e0b88839 perf: optimize large drawing workflows 2026-07-25 02:58:46 +03:00
Hakan Seven da34c6817a perf: eliminate dense edit stalls
Keep resident wires, draw depths, GPU slabs, and edit history incremental across entity changes. Defer rollover work to avoid cursor jumps on dense drawings.
2026-07-25 01:06:00 +03:00
Hakan Seven ea93e169ea perf: make edit history incremental
Replace full-document snapshots with Arc first-touch deltas and batch cache invalidation. Reuse interaction and GPU category caches across unrelated edits.
2026-07-24 23:25:33 +03:00
Hakan Seven 91326e9a0c fix(renderer): add automatic compat fallback
Use packed wire and texture-backed hatches on low-limit adapters.

Refs #475
2026-07-24 17:05:54 +03:00
Hakan SevenandClaude Opus 4.8 346f4ce27d fix(wipeout): bias the mask toward the camera so it wins coincident depth
Even collected at the right place, a block-internal wipeout still let
geometry show through: the wipeout pipeline's depth bias was positive,
pushing the mask behind geometry at the same depth (a block's wipeout and
its shapes are coincident at Z=0), so LessEqual rejected it. Bias toward
the camera (constant -8, slope -1) so the mask wins against coincident
2-D geometry, small enough that genuinely nearer geometry still occludes.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-23 23:22:55 +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 f4f8c0687c fix(image): stop darkening rasters; X only for broken references
Image textures were created Rgba8UnormSrgb: sampling decoded sRGB to
linear, but the surface isn't sRGB, so every raster (images, OLE, PDF
underlays) rendered visibly dark. Rgba8Unorm passes the texels through
in the same space as every other colour in the app.

The frame wire also always carried the X diagonals — that's the
broken-reference placeholder, and it scribbled over resolvable images.
The diagonals now draw only when the reference doesn't resolve.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-23 03:41:52 +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 e177f92ff5 fix(xref): blocks respect their internal draw order
Xref merge now inserts entities in the source block's chain order and
carries SortEntitiesTable objects across (remapped to merged handles).
draw_depth_map values become [depth, half] so exploded block/xref fills
and wide-polyline band wires both compose child depth as
insert_depth + in-block rank x half, recursing into nested inserts with
the same divisor - bands and fills from one block interleave by the
block's internal order instead of stacking at the insert's single depth.
Band batches split per rank via WireModel.depth_override; thin wires
stay merged. The wire arena falls back to a full rebuild when a slab
carries mixed depths so refreshes don't flatten band overrides.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-21 15:53:28 +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 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
Hakan SevenandClaude Opus 4.8 bd1a5affd7 feat(lwpolyline): render the wide-polyline band via the wire shader
A wide polyline's flat band was drawn by the hatch pipeline: a solid fill
with only draw-order depth. It ignored the entity linetype (the width
"crushed" the dash pattern) and showed through 3-D geometry in a tilted view.

Draw the band from the polyline's own centre-line wire instead. A new
`WireModel.world_width` (drawing units) makes the wire vertex shader expand
the quad by `world_half_width / world_per_pixel` (clamped to a hairline), so
the band is sized in world units and tracks zoom. Because it is now a wire:

- the GPU dash shader dashes the band by arc-length — the linetype applies;
- it is depth-tested at the polyline elevation — no draw-order see-through;
- no CPU band triangles or per-dash geometry are generated.

`world_half_width` rides in `WireConst` (native, replacing a pad) and the web
`WireInstance` (loc 14); both wire shaders branch on it. The tessellator sets
`world_width` from the LwPolyline width on the Contour / SegmentedLines arms,
and the model-space fill loop no longer emits a hatch band for any LwPolyline.
Pick still uses the band polygon (`pick_tris`).

Blocks keep the hatch band: `LocalWire` carries no `world_width` (finalize
zeroes it), so a scaled insert still scales its band correctly.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-20 14:50:27 +03:00
Hakan SevenandClaude Opus 4.8 3d37e1f8d8 fix(thickness): edit persists + wide polyline extrudes as a solid tube
Entering a thickness (DXF 39 extrusion) on a wide polyline now works end
to end:

- The properties Thickness field is a General-group common prop, so it is
  routed to apply_common_prop (set_entity_thickness) instead of the
  geometry setter, which ignored it — the value was silently dropped and
  reverted to 0.
- A wide polyline extrudes its whole band into a 3-D tube (outer + inner
  walls with top and bottom caps), not just its centreline.
- The tube is real 3-D geometry, not a flat draw-order hatch: it renders
  solid in every view mode with true depth, so nothing shows through the
  walls. The flat 2-D band fill is skipped for a thickened polyline.
- A fill whose triangles span depth keeps its real depth (no draw-order
  bias), so the extrusion's own edge wires stay in front of the surface
  and remain visible instead of only the silhouette.
- The corner and cap edge lines read black, framing the coloured tube.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-20 13:40:12 +03:00
Hakan SevenandClaude Opus 4.8 626e8091f7 refactor(viewport): unify content-viewport clipping on the stencil path
Rectangular paper viewports now go through the same GPU stencil clip as
non-rectangular ones: viewport_clip_boundary_ndc returns the four rect
corners (a full-target mask) instead of nothing, so the render path has
no rect/non-rect special case — every content viewport carries a clip
boundary and draws with stencil reference 0xFF.

With a single clip path, the old per-wire / -image / -wipeout scissor
mechanism is fully dead and removed: compute_*_scissors, the
*_pixel_scissors buffers, the project_scissor helper, the per-pass
set_scissor_rect blocks, the vp_scissor field threaded through
WireModel / ImageModel / HatchModel and their GPU mirrors (WireGpu /
ImageGpu / WipeoutGpu / HatchWebGpu), from_run's scissor parameter, the
scissor grouping in build_wire_buffers, and the is_arena_eligible gate.
Net -245 lines across 54 files.

Rectangular viewports still clip exactly via their own render rectangle;
the stencil mask is a redundant full-target no-op there, kept only so
the clip code path stays uniform. XCLIP keeps its CPU wire clip.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-20 11:06:28 +03:00
Hakan SevenandClaude Opus 4.8 c97c2a8250 fix(viewport): clip non-rectangular paper viewports to their boundary shape
Paper content viewports with a circle / spline / ellipse clip boundary
drew their model content to the full bounding rectangle instead of the
shape. Each paper content viewport is its own render into its own screen
rectangle, so clipping is done per viewport: the boundary polygon is
projected into that viewport's render-target NDC (paper shape mapped
through the same visible-sub-rect crop as the content, so it stays fixed
to the viewport frame) and stamped into the stencil buffer with an
even-odd Invert, which marks the interior of any shape, convex or not,
without triangulation. Every content pass then draws only where the
stencil is set, so hatch, wire, mesh, 3DFACE, text, image, wipeout and
selection are all clipped uniformly.

Because Invert turns the cleared 0x00 into 0xFF, clipped content draws
with stencil reference 0xFF (unclipped content keeps reference 0). The
shared depth buffer moves to Depth24PlusStencil8 across every pipeline.

Rectangular viewports keep clipping via their own render rectangle and
XCLIP keeps its existing CPU wire clip; neither needs the stencil path.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-20 10:02:02 +03:00
Hakan SevenandClaude Opus 4.8 fc29139056 fix(hatch): radial gradients and correct gradient stop colours
A gradient hatch was drawn linear from the entity colour to its second
stop, so a red->yellow spherical fill came out as a pale linear wash. Two
fixes:
- Colour: start from the gradient's first stop, not the entity colour.
  hatch_model_from_dxf already baked stop-0 in; stop synced_hatch_models
  from clobbering it with the entity's resolved colour for gradient fills.
- Shape: spherical / hemispherical / curved gradient names now render as a
  radial fill (new shader mode 3, centred on the boundary with radius to the
  farthest vertex) instead of linear. Native and web shaders both updated.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-18 22:01:22 +03:00
Hakan SevenandClaude Opus 4.8 b3e5743808 feat(image): fetch remote rasters and clip them to their boundary
A raster image reference now resolves through one memoised path shared by
the loader and the unresolved-reference placeholder:
- http/https URLs are fetched natively (rustls, 8s timeout, 32MB cap); a
  local file is read as before. The web build never fetches. The cache is
  cleared when a new document opens.
- Online, the fetched image displays; offline or on a broken/missing
  reference, the frame + saved path text still shows. One resolver keeps the
  two in agreement without fetching twice.

The raster is also clipped to its boundary: the image draws as the
triangulated clip polygon (ear-clipped) with per-vertex UVs instead of a
full quad, so pixels appear only inside the clip. Clip-boundary Y is raster
space (top-down), so it is flipped to the image's Y-up space in both the
outline and the clip triangulation so they align.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-18 20:11:29 +03:00