Files
OneCAD-Draft/src/scene/pipeline/image_gpu.rs
T
Hakan SevenandClaude Opus 4.8 09e7e90aae feat(draworder): cross-type draw order + context menu
DRAWORDER now affects rendering immediately (bump geometry epoch so the
sort cache rebuilds) and front/back anchor to the block's full effective
sort range instead of only existing table entries, so bring-to-front
actually lands on top. The render fallback sorts table-absent entities by
their own handle.

Draw order now applies across entity types, not just within a type. A
per-entity draw-order rank (SortEntitiesTable override or own handle,
ranked per block) is encoded as a small signed clip-z bias in the wire,
hatch, image, and 3DFACE pipelines. The shared LessEqual depth buffer then
orders fills, lines, rasters and 2D solids against each other regardless of
pass order — without touching model coordinates. 3D meshes keep real
geometric depth; wipeouts stay always-on-top.

Adds a Draw Order submenu to the viewport context menu (Bring to Front,
Send to Back, Bring Above/Send Under Object). The above/under items run an
interactive reference-object pick, then reorder the captured selection.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-05-30 21:29:01 +03:00

199 lines
7.4 KiB
Rust

// Image GPU buffers — renders raster images as textured quads.
//
// Group 1 bindings per image:
// binding 0 — texture_2d<f32> (RGBA image texture)
// binding 1 — sampler (bilinear filtering)
// binding 2 — ImageParams (opacity uniform, 16 bytes)
use crate::scene::image_model::ImageModel;
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
// ── Vertex ────────────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ImageVertex {
pub pos: [f32; 3],
pub uv: [f32; 2],
}
impl ImageVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<ImageVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
],
}
}
}
// ── Uniform ───────────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct ImageParams {
opacity: f32,
/// Signed draw-order depth (-1,1); applied as a clip-z bias in the shader
/// so the raster orders against other entity types. 0.0 = neutral.
draw_depth: f32,
_pad: [f32; 2],
} // 16 bytes
// ── Per-image GPU handle ──────────────────────────────────────────────────
pub struct ImageGpu {
pub vertex_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
/// Mirrors `ImageModel.vp_scissor` — see `HatchGpu.vp_scissor`.
pub vp_scissor: Option<[f32; 4]>,
_texture: wgpu::Texture,
_sampler: wgpu::Sampler,
_params_buf: wgpu::Buffer,
}
impl ImageGpu {
pub fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
model: &ImageModel,
bgl1: &wgpu::BindGroupLayout,
) -> Option<Self> {
if model.pixels.is_empty() || model.width == 0 || model.height == 0 {
return None;
}
// ── Upload texture ────────────────────────────────────────────────
let tex_label = format!("image.texture:{}", model.file_path);
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some(&tex_label),
size: wgpu::Extent3d {
width: model.width,
height: model.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
texture.as_image_copy(),
&model.pixels[..],
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4 * model.width),
rows_per_image: Some(model.height),
},
wgpu::Extent3d {
width: model.width,
height: model.height,
depth_or_array_layers: 1,
},
);
let tex_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
// ── Sampler ───────────────────────────────────────────────────────
let _sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("image.sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
// ── Opacity uniform ───────────────────────────────────────────────
let params = ImageParams {
opacity: model.opacity.clamp(0.0, 1.0),
draw_depth: model.draw_depth,
_pad: [0.0; 2],
};
let _params_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("image.params"),
contents: bytemuck::bytes_of(&params),
usage: wgpu::BufferUsages::UNIFORM,
});
// ── Bind group ────────────────────────────────────────────────────
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("image.bind_group1"),
layout: bgl1,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&tex_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&_sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: _params_buf.as_entire_binding(),
},
],
});
// ── Vertex buffer — two triangles ─────────────────────────────────
// corners: [p0=BL, p1=BR, p2=TR, p3=TL]
// UV: BL=(0,1), BR=(1,1), TR=(1,0), TL=(0,0)
let [p0, p1, p2, p3] = model.corners;
let verts = [
ImageVertex {
pos: p0,
uv: [0.0, 1.0],
},
ImageVertex {
pos: p1,
uv: [1.0, 1.0],
},
ImageVertex {
pos: p2,
uv: [1.0, 0.0],
},
ImageVertex {
pos: p0,
uv: [0.0, 1.0],
},
ImageVertex {
pos: p2,
uv: [1.0, 0.0],
},
ImageVertex {
pos: p3,
uv: [0.0, 0.0],
},
];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("image.vbuf"),
contents: bytemuck::cast_slice(&verts),
usage: wgpu::BufferUsages::VERTEX,
});
Some(Self {
vertex_buffer,
bind_group,
vp_scissor: model.vp_scissor,
_texture: texture,
_sampler,
_params_buf,
})
}
}