feat(web): unify fonts and refine viewcube

Preload one language-aware font resource across the interface, drawing text, and navigation labels.\n\nRender the navigation cube, ring, outlines, and labels through a 4x MSAA target.
This commit is contained in:
Hakan Seven committed 2026-08-03 15:28:51 +03:00
1 parent 8dc642d40c
commit 53cf31f33d
26 files changed
+1337 -522

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+17 -4
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@@ -1,4 +1,4 @@
// ViewCube shader — Phong lighting + hover highlight.
// ViewCube shader — flat surface fill, hover highlight, and edge lines.
struct Uniforms {
view_proj: mat4x4<f32>,
@@ -26,9 +26,22 @@ fn fs_main(in: VOut) -> @location(0) vec4<f32> {
let is_hovered = abs(in.region_f - u.hover_region.x) < 0.001 && u.hover_region.x >= 0.0;
var final_rgb = in.color;
if is_hovered {
let glow = vec3<f32>(0.68, 0.88, 1.0);
final_rgb = mix(final_rgb, glow, 0.60);
final_rgb = clamp(final_rgb * 1.30, vec3<f32>(0.0), vec3<f32>(1.0));
final_rgb = vec3<f32>(0.20, 0.72, 0.66);
}
return vec4<f32>(final_rgb, 1.0);
}
struct LineIn {
@location(0) pos: vec3<f32>,
}
@vertex
fn line_vs_main(in: LineIn) -> @builtin(position) vec4<f32> {
let rotated = (u.rotation * vec4<f32>(in.pos, 1.0)).xyz;
return u.view_proj * vec4<f32>(rotated, 1.0);
}
@fragment
fn line_fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(0.05, 0.08, 0.13, 1.0);
}
+44
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@@ -0,0 +1,44 @@
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
struct CompositeUniforms {
uv_scale: vec2<f32>,
_pad: vec2<f32>,
}
var<private> POSITIONS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, 1.0),
vec2<f32>(-1.0, -1.0),
vec2<f32>( 1.0, -1.0),
vec2<f32>( 1.0, 1.0),
);
var<private> UVS: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 0.0),
vec2<f32>(0.0, 1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(1.0, 0.0),
);
@vertex
fn vs_main(@builtin(vertex_index) index: u32) -> VertexOutput {
var output: VertexOutput;
output.position = vec4<f32>(POSITIONS[index], 0.0, 1.0);
output.uv = UVS[index];
return output;
}
@group(0) @binding(0) var resolved_texture: texture_2d<f32>;
@group(0) @binding(1) var resolved_sampler: sampler;
@group(0) @binding(2) var<uniform> uniforms: CompositeUniforms;
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(resolved_texture, resolved_sampler, input.uv * uniforms.uv_scale);
}
+2 -2
View File
@@ -8,7 +8,7 @@ struct Uniforms {
@group(0) @binding(2) var tex: texture_2d<f32>;
struct VsIn {
@location(0) pos: vec2<f32>,
@location(0) pos: vec3<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec4<f32>,
};
@@ -26,7 +26,7 @@ fn vs_main(input: VsIn) -> VsOut {
(input.pos.x / u.screen.x) * 2.0 - 1.0,
1.0 - (input.pos.y / u.screen.y) * 2.0
);
out.pos = vec4<f32>(ndc, 0.0, 1.0);
out.pos = vec4<f32>(ndc, input.pos.z, 1.0);
out.uv = input.uv;
out.color = input.color;
return out;