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brep_render/
thumbnail.rs

1//! Part thumbnails: a small CPU rasterizer over the [`RenderScene`]'s display
2//! meshes, the one picture producer that runs the same on native, in the
3//! browser and in the headless bake worker (which has no GPU device at all).
4//!
5//! The picture is the ViewCube's ISO view (from +X+Y+Z, +Y up), orthographic,
6//! fit to what is drawn, square, on a transparent background: Lambert shading
7//! under a fixed light, a depth buffer, each body's viewport colour (a face's
8//! colour, else its solid's, else the name-hashed colour), and the display
9//! edges drawn over it. It is supersampled [`SUPERSAMPLE`]× per axis and
10//! averaged down, so silhouettes are anti-aliased.
11//!
12//! [`capture`] copies what the picture needs out of the scene (cheap, on the
13//! caller's thread); [`render_png`] does the rest and is `Send`-safe, so a
14//! native host can run it on a thread of its own. The PNG carries no text or
15//! time chunks: the same scene gives the same bytes.
16
17use crate::color::solid_color_srgb;
18use crate::scene::RenderScene;
19
20/// The renderer's version, stored beside each thumbnail on the server. Bump it
21/// whenever the picture for the same document would change, so a server can
22/// tell a thumbnail made by an older renderer.
23pub const RENDERER: &str = "brep-thumb/1";
24
25/// The default thumbnail edge, in pixels.
26pub const SIZE: u32 = 256;
27
28/// Samples per pixel per axis.
29const SUPERSAMPLE: u32 = 2;
30
31/// The fraction of the picture the model's projected extent fills.
32const FILL: f64 = 0.9;
33
34/// Edge colour (sRGB 0..1).
35const EDGE: [f32; 3] = [0.10, 0.11, 0.13];
36
37/// One body's triangles, ready to draw.
38#[derive(Debug, Clone, Default)]
39pub struct Body {
40    pub positions: Vec<[f32; 3]>,
41    pub normals: Vec<[f32; 3]>,
42    pub indices: Vec<u32>,
43    /// sRGB colour per triangle.
44    pub colors: Vec<[f32; 3]>,
45    /// World polylines of the body's display edges.
46    pub edges: Vec<Vec<[f32; 3]>>,
47}
48
49/// What [`render_png`] draws: an owned copy of the visible scene.
50#[derive(Debug, Clone, Default)]
51pub struct Capture {
52    pub bodies: Vec<Body>,
53}
54
55impl Capture {
56    pub fn triangles(&self) -> usize {
57        self.bodies.iter().map(|b| b.indices.len() / 3).sum()
58    }
59
60    pub fn is_empty(&self) -> bool {
61        self.triangles() == 0
62    }
63}
64
65/// Copy the visible bodies out of `scene`: every visible solid and committed
66/// sketch sheet, hidden faces left out, in the viewport's colours.
67pub fn capture(scene: &RenderScene) -> Capture {
68    let mut bodies = Vec::new();
69    for solid in scene.solids().iter().filter(|s| s.visible) {
70        let mesh = &solid.mesh;
71        let base = solid.color_override.unwrap_or_else(|| solid_color_srgb(&solid.name).map(|c| c as f32));
72        let mut body = Body { positions: mesh.positions.clone(), normals: mesh.normals.clone(), ..Body::default() };
73        for (tri, idx) in mesh.indices.chunks_exact(3).enumerate() {
74            let face_index = mesh.face_ids.get(tri).map(|&f| f as usize);
75            if face_index.is_some_and(|f| !solid.visibility.is_face_visible(f)) {
76                continue;
77            }
78            let face = face_index.and_then(|f| solid.faces.get(f));
79            body.indices.extend_from_slice(idx);
80            body.colors.push(face.and_then(|f| f.color_override).unwrap_or(base));
81        }
82        body.edges = solid
83            .edges
84            .iter()
85            .enumerate()
86            .filter(|(i, e)| !e.centerline && solid.visibility.is_edge_visible(*i))
87            .map(|(_, e)| e.polyline.clone())
88            .collect();
89        if !body.indices.is_empty() {
90            bodies.push(body);
91        }
92    }
93    Capture { bodies }
94}
95
96/// The ISO view's orthonormal basis: right, up, and the direction from the
97/// model toward the eye.
98fn iso_basis() -> ([f64; 3], [f64; 3], [f64; 3]) {
99    let k = 1.0 / 3f64.sqrt();
100    let back = [k, k, k];
101    let up_world = [0.0, 1.0, 0.0];
102    let right = normalize(cross(up_world, back));
103    let up = cross(back, right);
104    (right, up, back)
105}
106
107fn cross(a: [f64; 3], b: [f64; 3]) -> [f64; 3] {
108    [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]]
109}
110
111fn dot(a: [f64; 3], b: [f64; 3]) -> f64 {
112    a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
113}
114
115fn normalize(v: [f64; 3]) -> [f64; 3] {
116    let n = dot(v, v).sqrt();
117    if n > 0.0 { [v[0] / n, v[1] / n, v[2] / n] } else { v }
118}
119
120fn f64s(p: [f32; 3]) -> [f64; 3] {
121    [p[0] as f64, p[1] as f64, p[2] as f64]
122}
123
124/// World → the supersampled raster: `(x, y, depth)`, x right, y down, depth
125/// growing away from the eye.
126struct Projection {
127    right: [f64; 3],
128    up: [f64; 3],
129    back: [f64; 3],
130    center: [f64; 3],
131    scale: f64,
132    half: f64,
133}
134
135impl Projection {
136    fn fit(capture: &Capture, pixels: u32) -> Self {
137        let (right, up, back) = iso_basis();
138        // Fit the projected extent of every vertex, not the bbox's corners, so
139        // a long thin part fills the picture.
140        let (mut lo, mut hi) = ([f64::INFINITY; 2], [f64::NEG_INFINITY; 2]);
141        for body in &capture.bodies {
142            for &i in &body.indices {
143                let p = f64s(body.positions[i as usize]);
144                let (x, y) = (dot(p, right), dot(p, up));
145                lo = [lo[0].min(x), lo[1].min(y)];
146                hi = [hi[0].max(x), hi[1].max(y)];
147            }
148        }
149        let extent = (hi[0] - lo[0]).max(hi[1] - lo[1]).max(1e-12);
150        let mid = [(lo[0] + hi[0]) * 0.5, (lo[1] + hi[1]) * 0.5];
151        let center = [
152            right[0] * mid[0] + up[0] * mid[1],
153            right[1] * mid[0] + up[1] * mid[1],
154            right[2] * mid[0] + up[2] * mid[1],
155        ];
156        Self { right, up, back, center, scale: pixels as f64 * FILL / extent, half: pixels as f64 * 0.5 }
157    }
158
159    fn project(&self, p: [f64; 3]) -> [f64; 3] {
160        let d = [p[0] - self.center[0], p[1] - self.center[1], p[2] - self.center[2]];
161        [self.half + dot(d, self.right) * self.scale, self.half - dot(d, self.up) * self.scale, -dot(d, self.back) * self.scale]
162    }
163}
164
165/// Render `capture` as a `size`×`size` RGBA PNG. `None` when nothing is drawn
166/// (an empty document gets no thumbnail; consumers show their placeholder).
167pub fn render_png(capture: &Capture, size: u32) -> Option<Vec<u8>> {
168    let rgba = render_rgba(capture, size)?;
169    encode_png(&rgba, size, size).ok()
170}
171
172/// [`render_png`]'s pixels, before encoding: `size`² RGBA, row-major.
173pub fn render_rgba(capture: &Capture, size: u32) -> Option<Vec<u8>> {
174    if capture.is_empty() || size == 0 {
175        return None;
176    }
177    let n = size * SUPERSAMPLE;
178    let w = n as usize;
179    let projection = Projection::fit(capture, n);
180    let mut depth = vec![f32::INFINITY; w * w];
181    let mut color = vec![[0f32; 4]; w * w];
182    // The key light, from the upper left of the view and toward the viewer; a
183    // fill from the opposite side keeps faces turned away from it readable.
184    let (right, up, back) = (projection.right, projection.up, projection.back);
185    let key = normalize([
186        -0.45 * right[0] + 0.6 * up[0] + 0.66 * back[0],
187        -0.45 * right[1] + 0.6 * up[1] + 0.66 * back[1],
188        -0.45 * right[2] + 0.6 * up[2] + 0.66 * back[2],
189    ]);
190    for body in &capture.bodies {
191        let screen: Vec<[f64; 3]> = body.positions.iter().map(|&p| projection.project(f64s(p))).collect();
192        for (tri, idx) in body.indices.chunks_exact(3).enumerate() {
193            let [a, b, c] = [idx[0] as usize, idx[1] as usize, idx[2] as usize];
194            let (pa, pb, pc) = (screen[a], screen[b], screen[c]);
195            let normal_at = |i: usize| -> [f64; 3] {
196                match body.normals.get(i) {
197                    Some(&n) if n != [0.0; 3] => normalize(f64s(n)),
198                    _ => {
199                        let (wa, wb, wc) = (f64s(body.positions[a]), f64s(body.positions[b]), f64s(body.positions[c]));
200                        normalize(cross([wb[0] - wa[0], wb[1] - wa[1], wb[2] - wa[2]], [wc[0] - wa[0], wc[1] - wa[1], wc[2] - wa[2]]))
201                    }
202                }
203            };
204            let shade = |n: [f64; 3]| -> f32 {
205                // Two-sided: a normal facing away from the eye is flipped.
206                let n = if dot(n, back) < 0.0 { [-n[0], -n[1], -n[2]] } else { n };
207                (0.34 + 0.56 * dot(n, key).max(0.0) + 0.10 * dot(n, back).max(0.0)) as f32
208            };
209            let (sa, sb, sc) = (shade(normal_at(a)), shade(normal_at(b)), shade(normal_at(c)));
210            let rgb = body.colors[tri];
211            fill_triangle(&mut depth, &mut color, w, [pa, pb, pc], [sa, sb, sc], rgb);
212        }
213    }
214    // Edges over the faces, depth-tested with a bias of a couple of samples so
215    // an edge lying on its face wins.
216    let bias = 2.5f32;
217    for body in &capture.bodies {
218        for line in &body.edges {
219            for seg in line.windows(2) {
220                let (p, q) = (projection.project(f64s(seg[0])), projection.project(f64s(seg[1])));
221                draw_segment(&mut depth, &mut color, w, p, q, bias);
222            }
223        }
224    }
225    // Box-filter down to the output size.
226    let s = SUPERSAMPLE as usize;
227    let out_w = size as usize;
228    let mut out = vec![0u8; out_w * out_w * 4];
229    let inv = 1.0 / (s * s) as f32;
230    for y in 0..out_w {
231        for x in 0..out_w {
232            let mut acc = [0f32; 4];
233            for dy in 0..s {
234                for dx in 0..s {
235                    let c = color[(y * s + dy) * w + x * s + dx];
236                    // Premultiplied accumulation.
237                    for k in 0..3 {
238                        acc[k] += c[k] * c[3];
239                    }
240                    acc[3] += c[3];
241                }
242            }
243            let alpha = acc[3] * inv;
244            let o = (y * out_w + x) * 4;
245            if acc[3] > 0.0 {
246                for k in 0..3 {
247                    out[o + k] = ((acc[k] / acc[3]).clamp(0.0, 1.0) * 255.0).round() as u8;
248                }
249            }
250            out[o + 3] = (alpha.clamp(0.0, 1.0) * 255.0).round() as u8;
251        }
252    }
253    Some(out)
254}
255
256/// Fill one screen triangle with Gouraud-interpolated shade, depth-tested.
257fn fill_triangle(depth: &mut [f32], color: &mut [[f32; 4]], w: usize, p: [[f64; 3]; 3], shade: [f32; 3], rgb: [f32; 3]) {
258    let area = (p[1][0] - p[0][0]) * (p[2][1] - p[0][1]) - (p[2][0] - p[0][0]) * (p[1][1] - p[0][1]);
259    if area.abs() < 1e-12 {
260        return;
261    }
262    let min_x = p.iter().map(|q| q[0]).fold(f64::INFINITY, f64::min).floor().max(0.0) as usize;
263    let max_x = (p.iter().map(|q| q[0]).fold(f64::NEG_INFINITY, f64::max).ceil() as i64).min(w as i64 - 1);
264    let min_y = p.iter().map(|q| q[1]).fold(f64::INFINITY, f64::min).floor().max(0.0) as usize;
265    let max_y = (p.iter().map(|q| q[1]).fold(f64::NEG_INFINITY, f64::max).ceil() as i64).min(w as i64 - 1);
266    if max_x < 0 || max_y < 0 {
267        return;
268    }
269    let inv_area = 1.0 / area;
270    for y in min_y..=max_y as usize {
271        let cy = y as f64 + 0.5;
272        for x in min_x..=max_x as usize {
273            let cx = x as f64 + 0.5;
274            let w0 = ((p[1][0] - cx) * (p[2][1] - cy) - (p[2][0] - cx) * (p[1][1] - cy)) * inv_area;
275            let w1 = ((p[2][0] - cx) * (p[0][1] - cy) - (p[0][0] - cx) * (p[2][1] - cy)) * inv_area;
276            let w2 = 1.0 - w0 - w1;
277            if w0 < 0.0 || w1 < 0.0 || w2 < 0.0 {
278                continue;
279            }
280            let z = (w0 * p[0][2] + w1 * p[1][2] + w2 * p[2][2]) as f32;
281            let i = y * w + x;
282            if z >= depth[i] {
283                continue;
284            }
285            depth[i] = z;
286            let s = w0 as f32 * shade[0] + w1 as f32 * shade[1] + w2 as f32 * shade[2];
287            color[i] = [rgb[0] * s, rgb[1] * s, rgb[2] * s, 1.0];
288        }
289    }
290}
291
292/// Draw one edge segment, about 1.5 output pixels wide, where it is not hidden.
293fn draw_segment(depth: &mut [f32], color: &mut [[f32; 4]], w: usize, p: [f64; 3], q: [f64; 3], bias: f32) {
294    let steps = ((q[0] - p[0]).abs().max((q[1] - p[1]).abs()).ceil() as usize).max(1);
295    for i in 0..=steps {
296        let t = i as f64 / steps as f64;
297        let (x, y, z) = (p[0] + (q[0] - p[0]) * t, p[1] + (q[1] - p[1]) * t, (p[2] + (q[2] - p[2]) * t) as f32);
298        for (dx, dy) in [(0i64, 0i64), (1, 0), (0, 1), (1, 1)] {
299            let (px, py) = (x.floor() as i64 + dx, y.floor() as i64 + dy);
300            if px < 0 || py < 0 || px >= w as i64 || py >= w as i64 {
301                continue;
302            }
303            let k = py as usize * w + px as usize;
304            if z - bias <= depth[k] {
305                color[k] = [EDGE[0], EDGE[1], EDGE[2], 1.0];
306            }
307        }
308    }
309}
310
311/// 8-bit RGBA PNG, no ancillary chunks.
312fn encode_png(rgba: &[u8], width: u32, height: u32) -> Result<Vec<u8>, String> {
313    let mut out = Vec::new();
314    {
315        let mut encoder = png::Encoder::new(&mut out, width, height);
316        encoder.set_color(png::ColorType::Rgba);
317        encoder.set_depth(png::BitDepth::Eight);
318        let mut writer = encoder.write_header().map_err(|error| format!("png header: {error}"))?;
319        writer.write_image_data(rgba).map_err(|error| format!("png data: {error}"))?;
320    }
321    Ok(out)
322}
323
324/// Portable preview carried by native CAD JSON. The image has no external URL.
325pub fn embedded_png(png: &[u8], size: u32, status: &str) -> serde_json::Value {
326    use base64::Engine;
327    serde_json::json!({
328        "mimeType": "image/png", "data": base64::engine::general_purpose::STANDARD.encode(png),
329        "width": size, "height": size, "renderer": RENDERER, "status": status,
330    })
331}
332
333/// Empty documents and edits still rebuilding have an honest empty preview.
334pub fn empty_embedded(status: &str) -> serde_json::Value {
335    static EMPTY: std::sync::OnceLock<Vec<u8>> = std::sync::OnceLock::new();
336    let png = EMPTY.get_or_init(|| encode_png(&vec![0; (SIZE * SIZE * 4) as usize], SIZE, SIZE)
337        .expect("a fixed-size in-memory PNG can be encoded"));
338    embedded_png(png, SIZE, status)
339}
340