받침 중심 정렬 + 부재별 색상 구분

bearing.rs: X 중심, Y 하방향 (-h to 0) 기하학 수정
bridge_scene.rs: 받침 X 오프셋 제거 (girder 정렬)
Mesh: colors 필드 추가 + recolor() 메서드
sweep.rs / occt.rs: 기본 콘크리트 색 자동 채움
bridge_scene: 부재별 색상 (거더/슬래브/받침/교대)
shader.wgsl: base_color 입력 → 조명 계산에 적용

선택(Selection) 기능은 계획대로 별도 Sprint에 구현.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
minsung
2026-04-14 20:26:40 +09:00
parent eac079f46c
commit 3645b85828
7 changed files with 66 additions and 31 deletions

View File

@@ -33,18 +33,20 @@ use glam;
// ─── Vertex ───────────────────────────────────────────────────────────────────
/// Per-vertex data sent to GPU: 3D position + surface normal.
/// Per-vertex data sent to GPU: position + normal + base color.
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct Vertex {
position: [f32; 3],
normal: [f32; 3],
position: [f32; 3],
normal: [f32; 3],
base_color: [f32; 3], // material base colour (modulated by lighting)
}
impl Vertex {
const ATTRIBS: [wgpu::VertexAttribute; 2] = wgpu::vertex_attr_array![
const ATTRIBS: [wgpu::VertexAttribute; 3] = wgpu::vertex_attr_array![
0 => Float32x3, // position
1 => Float32x3, // normal
2 => Float32x3, // base_color
];
fn desc() -> wgpu::VertexBufferLayout<'static> {
@@ -151,8 +153,10 @@ impl RenderState {
let mesh = bridge_scene::build_bridge_scene(&PureRustKernel)
.expect("PureRustKernel bridge scene");
let verts: Vec<Vertex> = mesh.vertices.iter().zip(mesh.normals.iter())
.map(|(p, n)| Vertex { position: *p, normal: *n })
let verts: Vec<Vertex> = mesh.vertices.iter()
.zip(mesh.normals.iter())
.zip(mesh.colors.iter())
.map(|((p, n), c)| Vertex { position: *p, normal: *n, base_color: *c })
.collect();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {