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