feat(render): relative-to-eye for mesh, image, face3d and hatch pipelines

Switch the remaining world-space shaders (mesh, image, face3d, hatch,
hatch_batched) to the same relative-to-eye transform the wire pipeline
uses: subtract the eye (high+low f32) per vertex and multiply by the
rotation-only view-projection. Each shader's Uniforms struct is widened
to the full shared layout so the appended RTE fields land at the correct
offsets. Math is unchanged (proj·R·(pos−eye)); large coordinates no
longer jitter on camera movement.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-23 18:28:52 +03:00
1 parent 2a9416464e
commit a0b4968ad2
5 files changed
+67 -27

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+15 -4
View File
@@ -5,9 +5,20 @@
// color [f32; 4] offset 12 16 B
struct Uniforms {
view_proj: mat4x4<f32>,
viewport: vec2<f32>,
_pad: vec2<f32>,
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
// Relative-to-eye (double-single): see wire.wgsl.
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
};
@group(0) @binding(0)
@@ -31,7 +42,7 @@ const DRAW_ORDER_BIAS: f32 = 0.001;
@vertex
fn vs_main(v: VertexIn) -> VertexOut {
var out: VertexOut;
out.clip_pos = u.view_proj * vec4<f32>(v.position, 1.0);
out.clip_pos = u.view_rot * vec4<f32>((v.position - u.eye_high) - u.eye_low, 1.0);
out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.color = v.color;
return out;
+15 -6
View File
@@ -13,11 +13,20 @@
// ── Group 0: frame uniforms (shared) ──────────────────────────────────────
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
_pad: f32,
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
// Relative-to-eye (double-single): see wire.wgsl.
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
@@ -96,7 +105,7 @@ struct VOut {
// fragment shader stays at full f32 precision so the in_polygon /
// pattern math doesn't catastrophically cancel.
let world = vec3<f32>(v.pos.x + h.origin.x, v.pos.y + h.origin.y, v.pos.z);
o.clip = u.view_proj * vec4<f32>(world, 1.0);
o.clip = u.view_rot * vec4<f32>((world - u.eye_high) - u.eye_low, 1.0);
o.xz = vec2<f32>(v.pos.x, v.pos.y);
return o;
}
+15 -6
View File
@@ -18,11 +18,20 @@
// ── Group 0: shared frame uniforms (matches hatch.wgsl) ──────────────────
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
_pad: f32,
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
// Relative-to-eye (double-single): see wire.wgsl.
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
@@ -126,7 +135,7 @@ fn corner_xy(c: u32, aabb: vec4<f32>) -> vec2<f32> {
let world = vec3<f32>(local.x + inst.world_origin.x,
local.y + inst.world_origin.y,
0.0);
o.clip = u.view_proj * vec4<f32>(world, 1.0);
o.clip = u.view_rot * vec4<f32>((world - u.eye_high) - u.eye_low, 1.0);
o.clip.z = o.clip.z - inst.draw_depth * DRAW_ORDER_BIAS * o.clip.w;
o.xz = local;
o.instance_index = v.instance_index;
+7 -1
View File
@@ -12,6 +12,12 @@ struct Uniforms {
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
// Relative-to-eye (double-single): see wire.wgsl.
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@@ -46,7 +52,7 @@ struct VertOut {
@vertex
fn vs_main(in: VertIn) -> VertOut {
var out: VertOut;
out.clip_pos = u.view_proj * vec4<f32>(in.pos, 1.0);
out.clip_pos = u.view_rot * vec4<f32>((in.pos - u.eye_high) - u.eye_low, 1.0);
out.clip_pos.z = out.clip_pos.z - img_params.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.uv = in.uv;
return out;
+15 -10
View File
@@ -10,15 +10,20 @@
// flat shade (FlatShaded).
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
_pad0: f32,
_pad1: f32,
_pad2: f32,
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
// Relative-to-eye (double-single): see wire.wgsl.
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
};
@group(0) @binding(0)
@@ -40,7 +45,7 @@ struct VertexOut {
@vertex
fn vs_main(v: VertexIn) -> VertexOut {
var out: VertexOut;
out.clip_pos = u.view_proj * vec4<f32>(v.position, 1.0);
out.clip_pos = u.view_rot * vec4<f32>((v.position - u.eye_high) - u.eye_low, 1.0);
out.color = v.color;
out.normal = v.normal;
out.world_pos = v.position;