feat(render): render thick and tapered analytical arcs directly on GPU

- Repurpose CircleInstance center_high.w and params.w for start_width and end_width (preserving exact 128-byte stride)
- Route wide polylines, tapered polylines with bulges, and donuts through split_mixed_polyline into GPU analytical arc instances
- Compute physical annular bands, width tapers, and round end caps in circle.wgsl using world-space distances to prevent 3D perspective foreshortening distortion
- Expand bounding quad margins dynamically with grazing-angle compensation to eliminate clipping
- Relax pick_tris check in wire classification and partition routines so wide entities retain CPU picking while drawing analytically
- Add unit and hardware GPU integration tests, including tilted 3D perspective rendering verification
This commit is contained in:
Karim Jerbi committed 2026-09-09 13:02:02 +01:00
1 parent 50e4f2bfe3
commit 9bbc5c3182
8 files changed
+714 -72

No files matched your search

+79 -29
View File
@@ -32,12 +32,12 @@ const MODEL_LINEWEIGHT_MAX_PX: f32 = 10.0;
const TAU: f32 = 6.283185307179586;
struct InstanceIn {
@location(0) center_high: vec4<f32>, // xyz = center_high, w = unused
@location(0) center_high: vec4<f32>, // xyz = center_high, w = start_width
@location(1) center_low: vec4<f32>, // xyz = center_low, w = radius
@location(2) axis_x: vec4<f32>, // xyz = axis_x, w = start_angle
@location(3) axis_y: vec4<f32>, // xyz = axis_y, w = end_angle
@location(4) color: vec4<f32>, // rgba
@location(5) params: vec4<f32>, // half_width_px, pattern_length, draw_depth, unused
@location(5) params: vec4<f32>, // half_width_px, pattern_length, draw_depth, end_width
@location(6) pat0: vec4<f32>,
@location(7) pat1: vec4<f32>,
}
@@ -46,7 +46,7 @@ struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) local_pos: vec2<f32>,
@location(1) radius: f32,
@location(2) hw_px: f32,
@location(2) @interpolate(flat) hw_ends: vec2<f32>,
@location(3) color: vec4<f32>,
@location(4) pattern_length: f32,
@location(5) pat0: vec4<f32>,
@@ -54,9 +54,10 @@ struct VertexOut {
@location(7) @interpolate(flat) min_elem: f32,
@location(8) @interpolate(flat) start_angle: f32,
@location(9) @interpolate(flat) end_angle: f32,
@location(10) @interpolate(flat) is_world: f32,
}
fn resolve_hw(px_hw: f32) -> f32 {
fn resolve_px_hw(px_hw: f32) -> f32 {
var display_hw = max(px_hw * u.lineweight_scale, 0.5);
if u.lineweight_scale < 0.0 {
let scale = -u.lineweight_scale;
@@ -85,14 +86,32 @@ fn resolve_hw(px_hw: f32) -> f32 {
let axis_x = in.axis_x.xyz;
let axis_y = in.axis_y.xyz;
let color = in.color;
let hw_px = resolve_hw(in.params.x);
let world_w_a = in.center_high.w;
let world_w_b = in.params.w;
let is_world = select(0.0, 1.0, world_w_a > 0.0 || world_w_b > 0.0);
var hw_a: f32;
var hw_b: f32;
var ext: f32;
if is_world > 0.5 {
hw_a = world_w_a * 0.5;
hw_b = world_w_b * 0.5;
let max_hw = max(hw_a, hw_b);
// Expand bounding quad so anti-aliasing margin and physical width never clip under 3D tilt
let margin_world = max_hw + 16.0 * max(u.world_per_pixel, 1e-6);
ext = radius + margin_world;
} else {
let px_hw = resolve_px_hw(in.params.x);
hw_a = px_hw;
hw_b = px_hw;
let margin_world = (px_hw + 2.0) * max(u.world_per_pixel, 1e-6);
ext = radius + margin_world;
}
let pattern_length = in.params.y;
let draw_depth = in.params.z;
// Expand bounding quad so anti-aliasing margin and lineweight never clip
let margin_world = (hw_px + 2.0) * max(u.world_per_pixel, 1e-6);
let ext = radius + margin_world;
let center_rel = (center_high - u.eye_high) + (center_low - u.eye_low);
let world_pos_rel = center_rel + (u_val * axis_x + v_val * axis_y) * ext;
@@ -103,7 +122,7 @@ fn resolve_hw(px_hw: f32) -> f32 {
out.clip_pos = clip_pos;
out.local_pos = vec2<f32>(u_val * ext, v_val * ext);
out.radius = radius;
out.hw_px = hw_px;
out.hw_ends = vec2<f32>(hw_a, hw_b);
out.color = color;
out.pattern_length = pattern_length;
out.pat0 = in.pat0;
@@ -122,6 +141,7 @@ fn resolve_hw(px_hw: f32) -> f32 {
out.start_angle = in.axis_x.w;
out.end_angle = in.axis_y.w;
out.is_world = is_world;
return out;
}
@@ -181,30 +201,60 @@ fn in_dash(dist: f32, pat_len: f32, p0: vec4<f32>, p1: vec4<f32>) -> bool {
let theta = select(angle, angle + TAU, angle < 0.0);
let d_theta = mod_tau(theta - sa);
var d_world: f32;
var arc_dist: f32;
var alpha_cov: f32 = 0.0;
var arc_dist: f32 = 0.0;
if sweep >= TAU - 1e-5 || d_theta <= sweep {
// Inside arc sweep or full circle
d_world = abs(r - in.radius);
arc_dist = in.radius * d_theta;
} else {
// Outside sweep: measure distance to start and end endpoints for round end caps
let p_start = in.radius * vec2<f32>(cos(sa), sin(sa));
let p_end = in.radius * vec2<f32>(cos(ea), sin(ea));
let d_start = length(in.local_pos - p_start);
let d_end = length(in.local_pos - p_end);
if d_start < d_end {
d_world = d_start;
arc_dist = 0.0;
let is_full_or_in_sweep = (sweep >= TAU - 1e-5) || (d_theta <= sweep);
if in.is_world > 0.5 {
// Physical world-unit width (thick analytical circular arcs, donuts, tapered segments).
// Distance-to-edge calculations are strictly performed in the circle plane's world units
// so that 3D perspective projection yields exact concentric ellipses with invariant
// physical stroke widths across any camera tilt or acute perspective angle.
if is_full_or_in_sweep {
let t = select(0.0, clamp(d_theta / sweep, 0.0, 1.0), sweep > 1e-5);
let world_hw = mix(in.hw_ends.x, in.hw_ends.y, t);
let eff_hw = max(world_hw, 0.5 * fw);
let d_world = abs(r - in.radius);
let delta_px = (eff_hw - d_world) / fw;
let cov = clamp(0.5 + delta_px, 0.0, 1.0);
let subpixel_fade = min(1.0, (2.0 * world_hw) / fw);
alpha_cov = cov * subpixel_fade;
arc_dist = in.radius * d_theta;
} else {
d_world = d_end;
arc_dist = in.radius * sweep;
// Outside sweep: evaluate distance to start and end endpoints for smooth round end caps
let p_start = in.radius * vec2<f32>(cos(sa), sin(sa));
let p_end = in.radius * vec2<f32>(cos(ea), sin(ea));
let d_start = length(in.local_pos - p_start);
let d_end = length(in.local_pos - p_end);
let eff_hw_a = max(in.hw_ends.x, 0.5 * fw);
let eff_hw_b = max(in.hw_ends.y, 0.5 * fw);
let cov_start = clamp(0.5 + (eff_hw_a - d_start) / fw, 0.0, 1.0) * min(1.0, (2.0 * in.hw_ends.x) / fw);
let cov_end = clamp(0.5 + (eff_hw_b - d_end) / fw, 0.0, 1.0) * min(1.0, (2.0 * in.hw_ends.y) / fw);
alpha_cov = max(cov_start, cov_end);
arc_dist = select(in.radius * sweep, 0.0, cov_start >= cov_end);
}
} else {
// Lineweight stroke (screen-pixel width)
if is_full_or_in_sweep {
let t = select(0.0, clamp(d_theta / sweep, 0.0, 1.0), sweep > 1e-5);
let cur_hw = mix(in.hw_ends.x, in.hw_ends.y, t);
let d_world = abs(r - in.radius);
let d_px = d_world / fw;
alpha_cov = clamp(0.5 + cur_hw - d_px, 0.0, 1.0);
arc_dist = in.radius * d_theta;
} else {
let p_start = in.radius * vec2<f32>(cos(sa), sin(sa));
let p_end = in.radius * vec2<f32>(cos(ea), sin(ea));
let d_start_px = length(in.local_pos - p_start) / fw;
let d_end_px = length(in.local_pos - p_end) / fw;
let cov_start = clamp(0.5 + in.hw_ends.x - d_start_px, 0.0, 1.0);
let cov_end = clamp(0.5 + in.hw_ends.y - d_end_px, 0.0, 1.0);
alpha_cov = max(cov_start, cov_end);
arc_dist = select(in.radius * sweep, 0.0, cov_start >= cov_end);
}
}
let d_px = d_world / fw;
let alpha_cov = clamp(0.5 + in.hw_px - d_px, 0.0, 1.0);
if alpha_cov <= 0.0 {
discard;
}