Commit Graph
4 Commits
Author SHA1 Message Date
Hakan SevenandClaude Opus 4.8 f5870b011d fix(text): show text in command previews (move/copy/etc) (#316)
Command previews (MOVE, COPY, ROTATE, SCALE, STRETCH, MIRROR, ARRAY,
PASTE, INSERT) build ghost WireModels via WireModel::translated/rotated/
scaled/stretched/mirrored, but those helpers moved only `points`, never
`text_verts`, and the ghosts' glyphs were never uploaded — so text
vanished (or froze at its source) during the preview, same root cause as
the grip-drag case.

Transform text_verts alongside points in all five helpers (shared
map_text_verts, reconstructing + re-splitting the double-single world
position), and gather preview_wires' glyphs into the per-frame
preview-text buffer in the render path. This covers every command
preview automatically. The grip-drag else branch no longer sets
preview_text explicitly (the render gather handles it); the grip-slide
fast path keeps its own scene.preview_text channel (empty preview_wires,
so no double-draw).

MIRROR honours MIRRTEXT: on -> true glyph mirror via mirrored(); off ->
readable relocation via translated().

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 10:49:13 +03:00
Hakan SevenandClaude Opus 4.8 67fe363775 fix(text): grip-drag no longer hides text (#316)
Dragging text by a grip hid it until release. The dragged entity is
hidden from the base wire set and shown as a preview overlay, but its
SDF glyph quads (text_verts) were never uploaded for the preview, so
the text vanished mid-drag.

Add a per-frame preview_text GPU buffer (sibling to preview_wires). A
rigid whole-entity move of pure text (TEXT/MTEXT, Square insertion grip)
slides the drag-start glyphs by the drag delta instead of re-shaping the
run every move; reshape grips (MTEXT width), dimensions and wire
entities re-tessellate and feed the same buffer.

Also fold preview_text into render_signature: a pure-text slide leaves
preview_wires empty, so without it the scene-render cache froze the
dragged text at its first frame (grip moved but text stayed, then
jumped to place on release).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-10 10:39:44 +03:00
Hakan SevenandClaude Opus 4.8 896b6c385c feat(text): render TEXT as SDF quads behind OCS_TEXT_SDF flag
Wires the SDF glyph atlas into the render loop end-to-end for top-level
TEXT entities, gated by the OCS_TEXT_SDF env var so the default path is
unchanged. Verified rendering on a real drawing: glyph quads land exactly
over the existing stroke text (position, size, rotation), confirming the
atlas → shader → pipeline → screen path and the RTE / UV math.

- text::text_run_placement — extracted from to_truck (behaviour-preserved)
  so the stroke and SDF-quad paths compute an identical run placement.
- sdf_atlas::text_atlas — process-wide GlyphAtlas (Mutex/OnceLock), shared
  by the collector (bakes glyphs) and the GPU upload (reads texels).
- Scene::sdf_text_vertices — collects per-glyph TextVertex for the frame's
  TEXT entities via layout_glyph_quads + push_glyph_vertices. Empty unless
  OCS_TEXT_SDF is set.
- ViewportData.text_verts + Pipeline text_pipeline/atlas/vbuf, upload_text
  (rebuilds the R8 atlas texture when it grows), and a text render pass
  drawn over the wires.

Still additive over the stroke text; only top-level TEXT is wired (MTEXT,
attributes, and block-internal text are next), and the collector re-runs
per frame (vertex caching by geometry epoch is a follow-up).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-06 23:02:34 +03:00
Hakan SevenandClaude Opus 4.8 374cf7e89f feat(text): SDF glyph-atlas foundation for shader text rendering
Groundwork to render CAD text as per-glyph SDF quads (box-quad snap,
perf, no LOD) instead of stroke-polyline wires. CPU side fully tested;
GPU side compiles but is not yet wired into the render loop.

- scene::text::sdf_atlas — GlyphAtlas: shelf packer + R8 SDF tiles baked
  per (font, char). Unified field so one shader draws both kinds: TrueType
  = signed distance to the filled outline, LFF stroke = pen band. Uses only
  crates already in the tree (ttf-parser/lyon via the existing Glyph).
- scene::text::glyph_quads — layout_glyph_quads: lays a run out as per-glyph
  quads using the exact tessellate_text_run transform, so quads land where
  the strokes would. Per-char advance (TTF shaping is a follow-up).
- shaders/text.wgsl — SDF fragment shader (smoothstep over fwidth), RTE
  vertex path mirroring image.wgsl, per-vertex colour + draw-order bias.
- scene::pipeline::text_gpu — TextVertex + double-single vertex builder,
  R8 atlas texture upload, bind group, and the image-cloned pipeline.

13 unit tests across the three CPU stages, all green. Modules carry
#![allow(dead_code)] until the render-loop integration lands.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-06 22:03:36 +03:00