Commit Graph
31 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.7 798a391207 refactor(pipeline): drop legacy per-hatch path (Phase 4-B, step 5)
The batched hatch pipeline has soaked through visibility + LOD; it's
correct on every file tested (Floor plan.dxf, UTM site plans, the
non-UTM regression case). Time to remove the parallel per-hatch
plumbing that's been sitting empty since step 3:

- `gpu_hatches: Vec<HatchGpu>` — never populated since
  `upload_hatches` switched to the batched builder; dropped.
- `hatch_pixel_scissors`, `hatch_skip_flags` — same story; dropped.
- `compute_hatch_scissors` — no longer has a consumer; dropped, with
  the render-time call removed from `Primitive::prepare`.
- Hatch render pass — the dead `else if` branch over `gpu_hatches`
  is gone; only the single batched `pass.draw(0..vertex_count, 0..1)`
  remains.
- `compute_hatch_lod` — no fallback path; if `gpu_hatch_batched` is
  `None` (empty hatch list) it just returns early.

`HatchGpu` itself stays — the wipeout pipeline still uses it. So do
`hatch_pipeline` / `hatch_bgl1`, kept around for that path.

`#[allow(dead_code)]` on the four storage-buffer fields in
`HatchBatchedGpu` — they exist only to keep the bind group's
referenced resources alive; nothing reads them directly.

Known gap left as a follow-up: per-hatch viewport scissor for paper-
space MSPACE viewports isn't ported to the batched path yet. Hatches
inside a paper-space viewport can render past the viewport border
until that's added. Hasn't surfaced as a visible regression in the
test files so far.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 20:18:06 +03:00
Hakan SevenandClaude Opus 4.7 398eee551d feat(pipeline): per-instance visibility for batched hatches (Phase 4-B, step 4)
Adds a dedicated `visibility: array<u32>` storage buffer (binding 4)
alongside the existing batched hatch buffers. Vertex shader reads
`visibility[v.instance_index]` — 0 → emit an out-of-NDC clip
position so the GPU rasterizer clips the primitive before the
fragment stage runs.

`compute_hatch_lod` now drives this buffer instead of (or alongside,
for the per-hatch fallback) `hatch_skip_flags`. Walks a per-instance
CPU AABB mirror that the builder fills at upload time (`instance_aabbs`),
applies the same `aabb_below_pixel` (sub-pixel LOD) OR `aabb_offscreen`
(frustum cull) rule the legacy path used, and pushes the resulting
0/1 flags via `queue.write_buffer` on a separate 4 B-per-hatch buffer
— ~40 KB per pan tick for 10 k hatches, far cheaper than re-writing
the 112 B-per-instance data.

Step 5 will remove the legacy `gpu_hatches` Vec, the per-hatch draw
loop, and `hatch_skip_flags` once the batched path has soaked.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 20:11:28 +03:00
Hakan SevenandClaude Opus 4.7 b70c9f9262 perf(pipeline): per-frame hatch+wipeout frustum cull at draw time (Phase 2.3)
The Phase 2.1 step-4 attempt at culling hatches inside
`synced_hatch_models` was wrong: GPU hatch/wipeout buffers are
uploaded on geometry_epoch only (see render.rs — they're "static
buffers"), so any CPU-side cull at build time would freeze the
visible set at the geometry epoch boundary and never re-evaluate on
pan. Reverted that approach; the build-time function now returns the
full visible set again and the cache key is back to geometry_epoch.

The actual per-frame frustum cull moves into the existing draw-time
skip-flag machinery:

- `compute_hatch_lod` now also folds in `aabb_offscreen` (ORed with
  the existing Phase 3.3 sub-pixel skip), so out-of-view hatches are
  skipped at the draw call.
- New `compute_wipeout_lod` + `wipeout_skip_flags` mirror the hatch
  path. The wipeout draw loop honors the flag.
- `Primitive::prepare` calls the new compute step alongside the rest.

Per-frame projection + skip is a few hundred microseconds on dense
docs; far cheaper than re-uploading GPU buffers per pan tick.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-17 15:02:07 +03:00
Hakan SevenandClaude Opus 4.7 8c08ae104a perf(scene): multi-resolution mesh LOD (Phase 3.4)
ACIS SAT entities (Solid3D / Region / Body) were tessellated at one
fixed sampling density (CIRC_SEGS=48, GRID_U=32, GRID_V=16) regardless
of how far they were from the camera. Distant solids paid the full
triangle bill for fragments that mostly resolved to sub-pixel size.

Generate three pre-built LODs per entity at load time:

  * LOD 0 (HIGH)  — 48/32/16 segments. Use above 200 px projected diag.
  * LOD 1 (MID)   — 24/16/8.  Use 50–200 px.
  * LOD 2 (LOW)   — 12/8/4.   Use below 50 px.

Tessellation cost is paid 3× on load (cheap — typical files have few
solids). Render picks per-frame via `compute_mesh_lod` from each mesh's
`world_aabb` projected diagonal. When a level is missing (e.g. a solid
entity that only emits LOD 0), the selector walks down to the nearest
available slot.

API ripples:
  * New `LodConfig` (HIGH/MID/LOW) drives `tess_sat`, `tess_cone_face`,
    `tess_sphere_face`, `tess_torus_face`.
  * `tessellate_solid3d / _region / _body` now return `MeshLodSet`.
  * `MeshLodSet { lods: Vec<MeshModel>, world_aabb }` + `from_single`
    constructor so interactive truck-based commands (BOX/CYLINDER/etc.)
    that only generate one tessellation stay one-line.
  * GPU side gets `MeshLodGpu { lods: Vec<MeshGpu>, world_aabb }` and
    a `mesh_lod_levels` per-frame index vector.
  * STL/STEP export pulls slot 0 explicitly so the on-disk geometry
    isn't downgraded by the view-dependent ladder.

Background-thread lazy generation (per the roadmap) is deferred — the
synchronous eager build is fine for typical CAD files. Switch to a
queue + background tessellator when files with hundreds of solids
become a load-time bottleneck.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-15 23:30:13 +03:00
Hakan SevenandClaude Opus 4.7 e7675be0bc perf(scene): hatch LOD — solid-fill substitute + sub-pixel skip (Phase 3.3)
Hatch fills drew the full per-family pattern loop every frame regardless
of zoom. Two LOD tiers, neither of which existed:

  * **Shader-side solid substitute.** When the densest line family's
    spacing × scale projects to less than 2 px, individual lines blur
    into a solid color and the per-fragment family loop is wasted ALU
    (and produces moiré). Pass `world_per_pixel` through Uniforms; the
    hatch fragment shader now returns `h.color` directly in that case.
  * **CPU-side sub-pixel skip.** When the entire hatch AABB projects
    to less than 2 px, drop the draw call. Adds `world_aabb` to
    HatchGpu plus a per-frame `compute_hatch_lod` pass (mirrors the
    existing scissor pass) and `hatch_skip_flags`. The render pass
    skips flagged hatches.

Factored a shared `aabb_below_pixel` helper for future LOD callers.

The Uniforms layout is unchanged in size (96 B) — the trailing
`_pad: vec2<f32>` becomes `world_per_pixel: f32, _pad: f32`, so wgsl
modules that don't read the new field keep working with their old
`_pad: vec2<f32>` declarations.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-15 23:18:21 +03:00
Hakan SevenandClaude Opus 4.7 fbbac423d4 perf(scene): extend viewport scissor to hatch / image / wipeout passes (Phase 1.4)
Wire pass already uses `WireModel.vp_scissor` to clip viewport-projected
geometry to its paper-space viewport rect; hatch / image / wipeout
passes drew across the whole canvas. When a future paper-space path
projects fills/images into a viewport, they would bleed past the
viewport frame.

Add `vp_scissor: Option<[f32; 4]>` to HatchModel and ImageModel
(mirroring WireModel), forward it through HatchGpu / ImageGpu, and add
per-pass `compute_*_scissors` / `set_scissor_rect` machinery. Factored
the wire-side scissor-projection math into a shared `project_scissor`
helper. Field defaults to None at every constructor site — no producer
sets it yet, so this is plumbing for the paper-viewport fill projection
that Phase 1.4 unblocks without changing current visual output.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-15 23:13:16 +03:00
HakanandClaude Opus 4.7 c5ed83c752 perf(scene): pixel-size LOD cull at zoom-out
Frustum culling only helps at zoom-in (offscreen geometry); zoom-out
still tessellated and uploaded every wire even when an entire entity
projected to a single pixel. Now we also drop wires whose world AABB
projects smaller than 0.5px in the active view — a fit-all view of a
city plan skips sub-pixel symbols, lines, and curves before they ever
hit the GPU.

  - `Scene` captures `world_per_pixel` each render from camera ortho_size
    / widget height.
  - `expand_insert` / `tessellate_entity` take an optional
    `world_per_pixel`; per-LocalWire / per-nested / whole-Insert /
    top-level entity AABB → pixel-size test → skip if < MIN_PIXEL_SIZE.
  - One-off paths (hit-test, viewport pane) pass `None` so they still
    see full geometry regardless of zoom.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-14 14:22:39 +03:00
HakanandClaude Opus 4.7 78cbb5570e perf(scene): frustum-cull wires using camera view AABB
Block defns and top-level entities now know their world-space XY
AABB, and `tessellate_entity` / `expand_insert` early-out for anything
that doesn't intersect the camera's view rect. Tested commit-only on
time_open (correct subset emitted with default camera); GUI run
pending user verification.

Cache plumbing:
  - `LocalWire` / `BlockDefn` carry `aabb_local` (post-build recursive
    union over nested defns).
  - `Scene::view_world_aabb()` derives a 25%-margined world rect from
    the active camera + last-seen render aspect.
  - `wire_cache` / `paper_sheet_cache` keys widen to
    `(geometry_epoch, camera_generation)` so pan/zoom invalidates the
    cached wire list — and pipeline `cached_epoch` widens to match
    so the GPU re-uploads on view change.
  - `XrefStatus::Unloaded` ack already shipped — orthogonal to this.

Also adds `examples/xref_states.rs` to dump per-block_record xref
metadata for diagnosing the is_loaded / unloaded distinction.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-14 13:52:04 +03:00
Hakan ca07268c7c cargo fmt 2026-05-12 10:36:15 +03:00
Hakan Seven 048bb41aef feat(render): solid fill for PolyfaceMesh and PolygonMesh entities
PolyfaceMesh and PolygonMesh were wireframe-only. They now render with
the same flat-color solid fill as Face3D entities.

- Add fill_tris: Vec<[f32;3]> to TruckEntity and WireModel
- PolyfaceMesh: fan-triangulate each face into fill_tris
- PolygonMesh: triangulate each grid quad into fill_tris
- tessellate.rs Lines branch: apply world_offset to fill_tris
- Face3DGpu::from_wires: collect fill_tris from all wires in addition
  to Face3D key_vertices quads
- upload_face3d: pass all_wires so fill_tris are batched into one draw call
2026-05-06 23:24:26 +03:00
Hakan SevenandClaude Sonnet 4.6 899b3f4796 feat: GPU scissor rect for paper-space viewport wires
Viewport-projected wires now clip at pixel level to their viewport boundary.

- WireModel.vp_scissor: Option<[f32; 4]> — paper-space bbox set on projection
- WireGpu.vp_scissor carries it through to the draw loop
- Pipeline.compute_wire_scissors() converts paper→NDC→pixel each frame
- render() calls set_scissor_rect() per wire, reset after viewport group
- INTEGRATION_GAPS.md: Viewport ⚠️ → ✅, all 51 gaps resolved

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-05-06 07:12:05 +03:00
Hakan SevenandClaude Sonnet 4.6 93614ab554 fix: apply global LTSCALE to linetype pattern rendering
Entity linetype_scale is a per-entity multiplier applied on top of the
document-level $LTSCALE header variable. The previous code used only the
entity scale (defaulting to 1.0), ignoring $LTSCALE entirely. Drawings
with a non-default LTSCALE showed dash patterns at the wrong size.

Effective scale is now: document.header.linetype_scale * entity linetype_scale.
Applied in both render::render_style_for and the complex-linetype path in
tessellate_entity.

Fixes part of #10

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-05-01 21:13:56 +03:00
HakanandClaude Sonnet 4.6 d06db45950 feat: adapt white/black entity colors to background luminance
White entities on light backgrounds (e.g. paper space) render as black;
black entities on dark backgrounds (e.g. model space) render as white.
All other colors pass through unchanged.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-30 10:00:46 +03:00
Hakan SevenandClaude Sonnet 4.6 298098e764 perf: dedicated Face3D shader — N draw calls → 2
3DFACE entities previously created one WireGpu buffer per entity,
resulting in N separate draw calls per frame. For files with large
triangle meshes this was the dominant GPU CPU overhead.

New pipeline:
- face3d.wgsl: simple flat-color vertex + fragment shader (MVP only,
  no quad expansion, no pattern distance computation)
- Face3DGpu: batches ALL Face3D entities into a single TriangleList
  buffer (6 vertices per face, per-vertex color) — 1 draw call
- WireGpu::from_batch: merges N Face3D edge wire models into one
  quad-expanded buffer for edge rendering — 1 draw call
- split_face3d_wires: separates face3d from other wires at Primitive
  build time via document handle lookup (O(N), once per epoch)

Hit-testing via WireModel (CPU) is unaffected — face3d wires remain
in entity_wires_arc() and hit_test_wires() as before.

Before: N 3DFACE → N draw calls, N × 96 B/vertex WireVertex
After:  N 3DFACE → 2 draw calls (fill + edges), 28 B/vertex fill

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-28 21:53:31 +03:00
Hakan SevenandClaude Sonnet 4.6 045ab96eab fix: resolve ByBlock color, linetype, and lineweight through INSERT chain
Block sub-entities with ByBlock color now inherit their INSERT's resolved
color instead of rendering as the default white. ByBlock linetype inherits
the INSERT's linetype pattern, and ByBlock lineweight inherits the INSERT's
effective line weight.

Implemented via render_style_for_block_sub(), called in tessellate_entity()
when expanding INSERT exploded entities.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-26 22:07:24 +03:00
Hakan SevenandClaude Sonnet 4.6 2da9301a2b perf: viewport wire cache, Arc hit_test_wires, snap world-space pre-rejection (I+J+K)
Option I: add per-viewport Arc wire cache so paper-space viewport rendering
no longer re-tessellates model content every frame.

Option J: hit_test_wires() returns Arc<Vec<WireModel>> — O(1) pointer copy
in model space instead of a full Vec clone on every mouse move during commands.
paper_canvas_hatches/wipeouts() now route through the epoch caches added in F.

Option K: add world_snap_r + wire_in_range() pre-check to Snapper::snap().
All Endpoint/Midpoint/Nearest/Perpendicular/Intersection loops skip wires
whose chord sphere is outside the snap circle using O(1) scalar comparisons,
eliminating O(entities × vertices) matrix multiply cost when zoomed in.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-26 11:55:08 +03:00
Hakan SevenandClaude Sonnet 4.6 81db3c37d0 perf: cache hatch/wipeout/image/mesh models per geometry epoch (F+G+H)
Add Arc<Vec<...>>-backed epoch caches for hatches, wipeouts, images, and
meshes — the same pattern used for wires. build_primitive() now returns
an O(1) Arc refcount bump on navigation frames instead of rebuilding
every collection from scratch.

Also wrap ImageModel.pixels in Arc<Vec<u8>> so cloning an ImageModel is
O(1) regardless of image resolution.

Navigation frames no longer copy pixel data, tessellated hatch boundaries,
or mesh geometry — all per-frame CPU work on unchanged geometry is now
eliminated.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-26 11:34:52 +03:00
Hakan SevenandClaude Sonnet 4.6 432e35ded3 perf: parallel wire tessellation with Rayon (Option C)
Extract tessellate_one body into a Send-compatible free function
tessellate_entity, then drive it with rayon::into_par_iter() in
wires_for_block(). Spreads file-open and post-edit tessellation across
all CPU cores. Navigation frames are unaffected (Options A/B cache
eliminates per-frame tessellation entirely).

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-26 02:36:34 +03:00
Hakan SevenandClaude Sonnet 4.6 d1ecaf4695 perf: eliminate per-frame re-tessellation and GPU re-upload in large files
Add two complementary render caches that make mouse navigation essentially
free regardless of file size:

Option A – Wire tessellation cache: entity_wires_arc() caches the
tessellated Vec<WireModel> keyed by geometry_epoch and returns an Arc,
so navigation frames (no preview wires) incur zero Vec clones and zero
tessellation work. Primitive::wires changed to Arc<Vec<WireModel>>.

Option B – GPU buffer cache: Pipeline stores cached_epoch; prepare()
skips all upload_wires/hatches/images/meshes calls when the epoch is
unchanged, writing only the 192-byte camera uniform instead.

geometry_epoch is a process-wide AtomicU64 incremented by every Scene
mutation (add/erase entity, selection, layer visibility, layout switch,
populate_*, grip, transform, copy, clear, preview wires). Using a global
counter rather than a per-scene counter prevents two tabs that happen to
have the same local bump count from sharing a cached_epoch value, which
was causing the first file's geometry to remain on screen after opening a
second file.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-26 02:13:31 +03:00
Hakan SevenandClaude Sonnet 4.6 5f3182fa9a fix: NAVVCUBE and UCSICON commands now properly toggle visibility
NAVVCUBE: propagate show_viewcube flag through ViewportPane and the wgpu
Primitive so the ViewCube pipeline skips upload/render when hidden.
UCSICON: bare command (no subcommand) now toggles current state instead
of printing usage info.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-24 01:31:52 +03:00
Hakan SevenandClaude Sonnet 4.6 00da80f6e5 fix: align ViewCube hit-test with widget bounds instead of full window
prepare() was passing viewport.logical_size() (full window) to
viewcube.upload(), while hit_test/hover_id used the shader widget's
bounds. With the properties panel present the widget is narrower than
the full window, so the visual cube was scaled smaller but the click
area stayed full-size — causing the mismatch that grew toward the
bottom-left corner.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-23 21:39:43 +03:00
Hakan SevenandClaude Sonnet 4.6 0a291c877b feat: A4 landscape default paper, white paper area on dark desk
- paper_limits() falls back to A4 landscape (297×210mm) even when no
  Layout object exists in the document
- paper_bg_color default changed to white [1,1,1,1] (paper surface color)
- PaperCanvas::draw() fills canvas with dark desk color first, then draws
  the paper area rectangle in paper_bg_color so the sheet is clearly
  visible against the desk background
- view.rs container background uses the fixed desk color instead of
  paper_bg_color so it no longer conflicts with the paper-surface color
- BACKGROUND RESET for paper space now resets to white instead of dark gray
- Removed unused PaperSheet variant, paper_sheet() constructor,
  build_paper_sheet_primitive() and associated match arms (dead code
  after 2D canvas replacement)

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-23 14:05:07 +03:00
Hakan SevenandClaude Sonnet 4.6 97dbd80c93 feat: render active MSPACE viewport as a true 3D widget in paper space
When a paper-space viewport is activated (double-click / MSPACE command),
it is now rendered through its own dedicated PaperViewportPipeline rather
than the CPU-projection approach used for inactive viewports.

Architecture:
- PaperSheet widget (full-canvas): renders paper entities + CPU-projected
  content of all viewports *except* the active one.
- PaperViewportPane widget (Fixed w×h, positioned at viewport screen rect):
  renders the active viewport with a true 3D camera derived from the
  viewport's view_direction/view_target/view_height.

PaperViewportPipeline is a newtype of Pipeline.  Having a distinct type
gives it its own Iced storage entry (keyed by TypeId), preventing the
shared prepare() overwrite that broke the earlier per-viewport approach.

Changes:
- render.rs: PaperViewportPipeline, PaperViewportPrimitive newtypes;
  build_active_viewport_primitive(); build_paper_sheet_primitive() now
  excludes active_viewport from CPU projection.
- viewport_pane.rs: PaperViewportPane<'a> with shader::Program impl.
- mod.rs: viewport_content_wires() gains exclude_vp parameter;
  viewport_screen_rect() is no longer dead code.
- view.rs: paper_canvas_view() overlays PaperViewportPane when MSPACE
  is active.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-23 03:19:15 +03:00
Hakan SevenandClaude Sonnet 4.6 d1d4bb3d02 fix: restore paper-space viewport rendering as single full-canvas widget
Iced 0.14 batches all shader prepare() calls before any render() calls.
Multiple ViewportPane widgets sharing the same Pipeline type overwrite
each other's GPU buffers, causing the PaperSheet layer (full-canvas) to
render the last viewport's model content — appearing full-screen.

Fix: paper_canvas_view() now renders a single full-canvas PaperSheet
widget. build_paper_sheet_primitive() is updated to include model-space
content projected through each viewport's view matrix (via
viewport_content_wires()), restoring the original working behaviour.

ViewportPane::Paper mode and viewport_screen_rect() are kept with
#[allow(dead_code)] — a per-viewport wgpu sub-renderer that accumulates
data across frames could revive them in the future.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-23 03:02:01 +03:00
Hakan SevenandClaude Sonnet 4.6 da9fafc0f8 feat: introduce ViewportPane widget for unified model/paper rendering
- Remove Scene: shader::Program<Msg> impl; all GPU rendering now goes
  through ViewportPane which supports three modes:
    Model      — full model-space view (unchanged behaviour)
    PaperSheet — paper-space entities only, using the paper camera
    Paper      — model content through a specific viewport's own camera

- Add Scene helper methods (render.rs):
    build_primitive / build_paper_sheet_primitive / build_viewport_primitive
    update_viewcube_state / viewcube_mouse_interaction

- Add Scene helpers (mod.rs):
    paper_sheet_wires()        — paper entities without viewport projection
    camera_for_viewport()      — derive Camera from Viewport entity data
    model_wires_for_viewport() — model wires filtered by per-viewport frozen layers
    viewport_screen_rect()     — paper-space → pixel rect mapping

- Add paper_canvas_view() in view.rs:
    Stack of PaperSheet + one Paper widget per Viewport entity,
    positioned with Space offsets from viewport_screen_rect()

- Update VIEWPORT_WIDGET_PLAN.md: mark Steps 1–4 done, document remaining work

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-23 02:18:41 +03:00
Hakan SevenandClaude Sonnet 4.6 42048362e2 fix: MSAA resolve no longer overwrites widget backgrounds
MSAA and depth textures are now sized to the shader widget's clip
bounds instead of the full surface. The resolve writes to a matching
clip-sized intermediate texture; a blit pass (blit.wgsl, viewport
trick) then copies the result to the exact clip region of the surface
target, leaving all other widgets untouched.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-08 12:20:47 +03:00
Hakan SevenandClaude Sonnet 4.6 c12b30ad3d feat: 4× MSAA anti-aliasing for main drawing pipelines
All main render pipelines (wire, hatch, image, mesh) now use 4×
multisampling. Drawing passes render to a dedicated MSAA color buffer;
a final empty resolve pass transfers the anti-aliased result to the
iced surface target. The ViewCube renders post-resolve at 1× to avoid
pipeline incompatibility. Depth buffer also upgraded to 4× MSAA.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-08 00:52:38 +03:00
Hakan SevenandClaude Sonnet 4.6 c184535d5e fix: render wipeout fills after wire pass so they correctly mask wires
Previously wipeout solid fills were part of the hatch pass (pass 1),
drawn before wires (pass 5), so all wires appeared on top of the
wipeout. This fix moves wipeout fills into a dedicated pass 6 that
runs after wires, so the background-colored polygon correctly covers
the lines/text beneath it — matching AutoCAD behaviour.

- Scene.wipeout_models() separated from synced_hatch_models()
- Primitive.wipeout_hatches populated via wipeout_models()
- Pipeline.gpu_wipeouts + upload_wipeouts() + pass 6 after wires

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-06 23:44:36 +03:00
Hakan SevenandClaude Sonnet 4.6 4312b6c3a5 feat: raster image render pipeline (IMAGE command + GPU textured quad)
- Add IMAGE / IMAGEATTACH / IM command with async file-picker (rfd)
- src/scene/image_model.rs: ImageModel with RGBA pixel data + quad corners
- src/scene/pipeline/image_gpu.rs: ImageGpu with wgpu texture, sampler, opacity uniform
- src/scene/pipeline/mod.rs: image render pipeline (pass 2, between hatches and meshes)
- src/scene/render.rs: include images in Primitive, call upload_images in prepare
- src/scene/mod.rs: images HashMap, populate_images_from_document, cache on add_entity
- src/modules/home/draw/raster_image.rs: ImageCommand (two-click: origin + width, aspect-correct preview)
- src/io/mod.rs: pick_image_file() async helper (file dialog + dimension decode)
- app: ImagePick / ImagePickResult messages, populate on file open and undo/redo

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-06 23:19:08 +03:00
Hakan SevenandClaude Sonnet 4.6 1db3ad6a33 Feat: implement CTB/STB plot style table with PDF export integration
- src/io/plot_style.rs: PlotStyleTable and PlotStyleEntry data structures;
  CTB reader (deflate/zlib decompressed text format) with ACI→RGB and
  ACI→lineweight lookup; CTB writer (zlib compressed); LW_TABLE constant
- src/io/pdf_export.rs: accept optional PlotStyleTable; apply ACI color
  and lineweight overrides during PDF rendering
- src/scene/wire_model.rs: add `aci: u8` field to carry ACI index
- src/scene/render.rs: render_style() now returns ACI alongside RGBA
- src/scene/mod.rs + tessellate.rs: propagate aci through wire building
- app: PlotStyleLoad/Loaded/Clear messages and handlers;
  PLOTSTYLE LOAD | CLEAR | STATUS command; active_plot_style state on H7CAD
- flate2 added as dependency

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-04-06 14:37:23 +03:00
Hakan SevenandClaude Sonnet 4.6 bdde862597 Split large files: ribbon widgets and scene render/selection
- ribbon.rs → ribbon/mod.rs + ribbon/widgets.rs
  Extracted all rendering helpers, button styles, colour constants,
  layout constants and dropdown position calculators into widgets.rs.

- scene/mod.rs → scene/mod.rs + scene/selection.rs + scene/render.rs
  Moved SelectionState into selection.rs; moved CameraState, Primitive,
  shader::Program/Primitive impls, render_style and resolve_pattern
  into render.rs, reducing mod.rs from 1323 to ~1030 lines.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>
2026-03-22 23:07:43 +03:00