forked from 1b-agent/opencadstudio-upstream
feat(web): render hatches on WebGL2 via a texture-backed renderer
WebGL2 has no vertex/fragment storage buffers, so the batched storage-buffer hatch renderer (hatch_gpu) is disabled on wasm and real hatch fills never rendered on the web build — the pick highlighted the boundary and the command then appeared to cancel (issue #204). Add a wasm-only per-hatch renderer (hatch_web_gpu + hatch_web.wgsl) that packs the variable-length boundary / family / dash arrays into one RGBA32F data texture read with textureLoad, instead of the fixed-size uniforms of the wipeout path. This removes the MAX_FAMILIES (16) / MAX_HATCH_BOUNDARY_VERTS (1024) / MAX_DASHES (128) caps, so every hatch — solid, gradient, and arbitrarily complex line patterns — renders on the web. The fill algorithm (in_polygon, per-family line/dash/dot, gradient, LOD, double-single vertex transform) is identical to the desktop path; only the array ACCESS changes. Pattern phase is anchored at world_origin with the boundary stored raw, and scale / gradient-range clamped, to match the desktop batched renderer exactly. Native (hatch_gpu + hatch.wgsl) and the wipeout mask renderer are untouched; the new module and pipeline are gated on target_arch = "wasm32". Also silence the resulting (and pre-existing) wasm-only dead-code warnings for native-only paths so both the native and web builds compile clean. Closes #204. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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@@ -145,6 +145,7 @@ impl Scene {
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/// entity has that handle. This is the in-place counterpart to
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/// [`add_entity`](Self::add_entity) used to commit a plugin's edit of an
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/// existing entity.
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#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
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pub fn update_entity(&mut self, mut entity: EntityType) -> bool {
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let handle = entity.common().handle;
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let Some(existing) = self.document.get_entity(handle) else {
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@@ -1,3 +1,7 @@
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// The whole batched renderer is native-only: WebGL2 lacks storage buffers, so
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// on wasm hatches go through `hatch_web_gpu` and nothing here is called.
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#![cfg_attr(target_arch = "wasm32", allow(dead_code))]
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// Hatch rendering — the single, canonical GPU hatch renderer. One draw
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// call for all hatches, per-instance data fetched from storage buffers in
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// the vertex shader. There is NO per-family cap here: every pattern line
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@@ -0,0 +1,338 @@
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// WebGL2 hatch renderer — texture-backed, UNCAPPED (wasm only).
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//
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// WebGL2 has no storage buffers, so the batched storage-buffer renderer
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// (hatch_gpu.rs + hatch.wgsl) is disabled on wasm and real hatch fills never
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// rendered on the web build (issue #204). This per-hatch renderer reuses the
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// WebGL2-safe hatch algorithm (see wipeout.wgsl / hatch_web.wgsl) but packs the
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// variable-length boundary / family / dash arrays into ONE RGBA32F data texture
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// read via textureLoad — removing the MAX_FAMILIES / MAX_HATCH_BOUNDARY_VERTS /
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// MAX_DASHES caps of the uniform (WipeoutGpu) path. Every hatch type — solid,
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// gradient, and arbitrarily complex line patterns — renders on the web.
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//
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// Native (hatch_gpu.rs) and the wipeout mask renderer (wipeout_gpu.rs) are
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// untouched; this module is compiled only for wasm32.
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use crate::scene::model::hatch_model::{HatchModel, HatchPattern};
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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/// Width (in texels) of the RGBA32F data texture. Height grows to fit; a hatch
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/// with N total texels uses ceil(N / WIDTH) rows.
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const DATA_TEX_WIDTH: u32 = 1024;
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// ── Vertex ────────────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct HatchVertex {
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pos: [f32; 3],
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_pad: f32,
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}
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// ── Per-hatch uniform (binding 0) — 96 bytes, matches HatchUniforms in
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// hatch_web.wgsl. ─────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct HatchWebUniform {
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color: [f32; 4], // 0
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color2: [f32; 4], // 16
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mode: u32, // 32
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vcount: u32, // 36
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angle_offset: f32, // 40
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scale: f32, // 44
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grad_cos: f32, // 48
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grad_sin: f32, // 52
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grad_min: f32, // 56
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grad_range: f32, // 60
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origin: [f32; 2], // 64
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origin_low: [f32; 2], // 72
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n_families: u32, // 80
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fam_off: u32, // 84: texel offset of the family section
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dash_off: u32, // 88: texel offset of the dash section
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tex_width: u32, // 92
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}
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// ── Per-hatch GPU handle ────────────────────────────────────────────────────
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pub struct HatchWebGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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/// Reserved for viewport-clip scissor / per-frame AABB LOD (mirrors
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/// `WipeoutGpu`); not yet wired into the web hatch draw loop — the native
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/// batched path doesn't do per-hatch scissor/LOD either.
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#[allow(dead_code)]
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pub vp_scissor: Option<[f32; 4]>,
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#[allow(dead_code)]
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pub world_aabb: [f32; 4],
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_uniform_buf: wgpu::Buffer,
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_data_tex: wgpu::Texture,
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}
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impl HatchWebGpu {
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/// Group-1 layout: uniform header (binding 0) + non-filterable float data
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/// texture (binding 1).
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pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("hatch_web.bgl1"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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],
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})
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}
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pub fn new(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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model: &HatchModel,
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bgl1: &wgpu::BindGroupLayout,
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) -> Self {
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// ── Decode pattern mode (mirrors WipeoutGpu::new) ─────────────────
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let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
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HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
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HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
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HatchPattern::Gradient { angle_deg, color2 } => {
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let r = angle_deg.to_radians();
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(2u32, *color2, r.cos(), r.sin())
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}
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};
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// ── Bounding box ─────────────────────────────────────────────────
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let (mut min_x, mut max_x, mut min_y, mut max_y) =
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(f32::INFINITY, f32::NEG_INFINITY, f32::INFINITY, f32::NEG_INFINITY);
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for &[x, y] in model.boundary.iter() {
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if !x.is_finite() || !y.is_finite() {
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continue;
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}
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min_x = min_x.min(x);
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max_x = max_x.max(x);
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min_y = min_y.min(y);
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max_y = max_y.max(y);
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}
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let max_spacing = match &model.pattern {
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HatchPattern::Pattern(families) => {
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families.iter().map(|f| f.dy.abs()).fold(0.0f32, f32::max)
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}
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_ => 5.0,
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};
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let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
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let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
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// Anchor pattern phase at `world_origin` with the boundary stored raw,
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// matching the desktop batched renderer (hatch_gpu.rs) — NOT WipeoutGpu,
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// whose f64 origin grid-snap is dead code (wipeouts are always solid)
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// and would phase-shift every line pattern relative to desktop. No drift.
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let origin = model.world_origin;
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let drift = [0.0f32, 0.0f32];
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let (x0, x1, y0, y1) = (
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min_x + drift[0] - pad,
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max_x + drift[0] + pad,
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min_y + drift[1] - pad,
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max_y + drift[1] + pad,
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);
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let quad = [
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HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x1, y0, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x0, y1, 0.0], _pad: 0.0 },
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];
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch_web.vbuf"),
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contents: bytemuck::cast_slice(&quad),
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usage: wgpu::BufferUsages::VERTEX,
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});
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// ── Gradient projection range (snapped-local space) ───────────────
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let (grad_min, grad_range) = if mode == 2 {
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let projs: Vec<f32> = model
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.boundary
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.iter()
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.filter(|v| v[0].is_finite() && v[1].is_finite())
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.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
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.collect();
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if projs.is_empty() {
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(0.0, 1.0)
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} else {
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let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
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let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
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// Floor matches the desktop hatch renderer (hatch_gpu.rs).
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(proj_min, (proj_max - proj_min).max(1.0))
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}
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} else {
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(0.0, 1.0)
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};
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// ── Pack the data texture: boundary | families | dashes ───────────
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let mut texels: Vec<[f32; 4]> = Vec::new();
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// Boundary section (texels 0..vcount). NaN separators preserved (they
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// survive the RGBA32F fetch byte-for-byte).
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for &[x, y] in model.boundary.iter() {
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if x.is_finite() && y.is_finite() {
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texels.push([x + drift[0], y + drift[1], 0.0, 0.0]);
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} else {
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texels.push([f32::NAN, f32::NAN, 0.0, 0.0]);
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}
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}
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let vcount = texels.len() as u32;
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// Family section (3 texels each) + a flat dash pool.
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let fam_off = texels.len() as u32;
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let mut n_families = 0u32;
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let mut dash_pool: Vec<f32> = Vec::new();
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if let HatchPattern::Pattern(families) = &model.pattern {
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for fam in families.iter() {
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let dash_rel = dash_pool.len() as u32;
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dash_pool.extend_from_slice(&fam.dashes);
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let n_dashes = fam.dashes.len() as u32;
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let period: f32 = if n_dashes > 0 {
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fam.dashes.iter().map(|d| d.abs()).sum()
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} else {
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0.0
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};
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let angle_r = fam.angle_deg.to_radians();
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// QCAD PAT convention: perp_step = dy, along_step = dx.
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texels.push([angle_r.cos(), angle_r.sin(), fam.x0, fam.y0]);
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texels.push([fam.dx, fam.dy, fam.dy, fam.dx]);
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// Counts as exact f32 (small integers → no denormal/bitcast risk).
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texels.push([0.0, period, n_dashes as f32, dash_rel as f32]);
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n_families += 1;
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}
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}
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// Dash section (4 values per texel).
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let dash_off = texels.len() as u32;
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let mut i = 0usize;
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while i < dash_pool.len() {
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let mut t = [0.0f32; 4];
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for (c, slot) in t.iter_mut().enumerate() {
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if let Some(&d) = dash_pool.get(i + c) {
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*slot = d;
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}
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}
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texels.push(t);
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i += 4;
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}
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// Upload the texture (min 1 texel; pad the last row).
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if texels.is_empty() {
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texels.push([0.0; 4]);
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}
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let width = DATA_TEX_WIDTH;
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let height = ((texels.len() as u32).div_ceil(width)).max(1);
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texels.resize((width * height) as usize, [0.0; 4]);
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let data_tex = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("hatch_web.data_tex"),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba32Float,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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data_tex.as_image_copy(),
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bytemuck::cast_slice(&texels),
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(width * 16),
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rows_per_image: Some(height),
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},
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wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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);
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let tex_view = data_tex.create_view(&wgpu::TextureViewDescriptor::default());
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// ── Uniform header ────────────────────────────────────────────────
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let uniform_data = HatchWebUniform {
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color: model.color,
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color2,
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mode,
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vcount,
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angle_offset: model.angle_offset,
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// Clamp like the desktop renderer so scale==0 can't make perp_step 0
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// → round(perp/0)=NaN → an invisible hatch.
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scale: model.scale.max(1e-6),
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grad_cos,
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grad_sin,
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grad_min,
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grad_range,
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origin: [origin[0] as f32, origin[1] as f32],
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origin_low: [
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(origin[0] - origin[0] as f32 as f64) as f32,
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(origin[1] - origin[1] as f32 as f64) as f32,
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],
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n_families,
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fam_off,
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dash_off,
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tex_width: width,
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};
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let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch_web.uniform"),
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contents: bytemuck::bytes_of(&uniform_data),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("hatch_web.bind_group1"),
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layout: bgl1,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: _uniform_buf.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&tex_view),
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},
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],
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});
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let ox = model.world_origin[0] as f32;
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let oy = model.world_origin[1] as f32;
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let world_aabb = if min_x.is_finite() && min_y.is_finite() {
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[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
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} else {
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[min_x, min_y, max_x, max_y]
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};
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Self {
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vertex_buffer,
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bind_group,
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vp_scissor: model.vp_scissor,
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world_aabb,
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_uniform_buf,
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_data_tex: data_tex,
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}
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}
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}
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+136
-11
@@ -1,5 +1,9 @@
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pub mod face3d_gpu;
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pub mod hatch_gpu;
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/// WebGL2 texture-backed hatch renderer (wasm only) — the storage-buffer
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/// `hatch_gpu` path is unavailable on WebGL2, so hatches render through this.
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#[cfg(target_arch = "wasm32")]
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pub mod hatch_web_gpu;
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pub mod wipeout_gpu;
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pub mod image_gpu;
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pub mod mesh_gpu;
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@@ -47,6 +51,12 @@ pub struct Pipeline {
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/// hatch in the frame. `None` on WebGL2 (wasm), which lacks
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/// vertex-stage storage buffers.
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hatch_pipeline: Option<wgpu::RenderPipeline>,
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/// WebGL2 (wasm) texture-backed hatch pipeline + its group-1 layout. Used
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/// where `hatch_pipeline` is `None` because WebGL2 lacks storage buffers.
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#[cfg(target_arch = "wasm32")]
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hatch_web_bgl1: wgpu::BindGroupLayout,
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#[cfg(target_arch = "wasm32")]
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hatch_web_pipeline: wgpu::RenderPipeline,
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image_pipeline: wgpu::RenderPipeline,
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/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
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/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
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@@ -74,7 +84,9 @@ pub struct Pipeline {
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uniform_bind_group: wgpu::BindGroup,
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wipeout_bgl1: wgpu::BindGroupLayout,
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/// Group-1 layout for the batched hatch pipeline (storage buffers
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/// for instances / boundary / families / dashes). `None` on WebGL2.
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/// for instances / boundary / families / dashes). `None` on WebGL2, where
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/// hatches render through `hatch_web_gpu` and this is never read.
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#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
|
||||
hatch_bgl1: Option<wgpu::BindGroupLayout>,
|
||||
image_bgl1: wgpu::BindGroupLayout,
|
||||
/// Group-1 layout for the text pipeline (atlas texture + sampler).
|
||||
@@ -137,6 +149,10 @@ pub struct Pipeline {
|
||||
/// call with per-instance visibility masking the rest. All pattern line
|
||||
/// families are uploaded (no cap). `None` on WebGL2.
|
||||
gpu_hatch: Option<hatch_gpu::HatchGpu>,
|
||||
/// WebGL2 hatch fills — one texture-backed `HatchWebGpu` per hatch, drawn in
|
||||
/// the hatch pass where the batched `gpu_hatch` is `None` (wasm).
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
gpu_hatches_web: Vec<hatch_web_gpu::HatchWebGpu>,
|
||||
/// Wipeout masks — solid fills rendered after wires in a separate pass via
|
||||
/// the legacy per-primitive `WipeoutGpu` renderer.
|
||||
gpu_wipeouts: Vec<WipeoutGpu>,
|
||||
@@ -579,6 +595,77 @@ impl Pipeline {
|
||||
(Some(hatch_bgl1), Some(hatch_pipeline))
|
||||
};
|
||||
|
||||
// WebGL2 hatch pipeline: texture-backed, replaces the storage-buffer
|
||||
// batched path (disabled above on wasm). Same frame layout / depth /
|
||||
// MSAA state as the wipeout pass.
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
let (hatch_web_bgl1, hatch_web_pipeline) = {
|
||||
let bgl1 = hatch_web_gpu::HatchWebGpu::bind_group_layout(device);
|
||||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("hatch_web.pipeline_layout"),
|
||||
bind_group_layouts: &[&frame_bgl, &bgl1],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("hatch_web.shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
|
||||
"../../shaders/hatch_web.wgsl"
|
||||
))),
|
||||
});
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("hatch_web.pipeline"),
|
||||
layout: Some(&layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: 16,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
}],
|
||||
}],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
cull_mode: None,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState {
|
||||
constant: 1,
|
||||
slope_scale: 1.0,
|
||||
clamp: 0.0,
|
||||
},
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: MSAA_SAMPLES,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format,
|
||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
}),
|
||||
multiview: None,
|
||||
cache: None,
|
||||
});
|
||||
(bgl1, pipeline)
|
||||
};
|
||||
|
||||
// ── Mesh pipeline ──────────────────────────────────────────────────
|
||||
let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("mesh.shader"),
|
||||
@@ -1167,6 +1254,10 @@ impl Pipeline {
|
||||
wire_const_bgl: None,
|
||||
wipeout_pipeline,
|
||||
hatch_pipeline,
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
hatch_web_bgl1,
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
hatch_web_pipeline,
|
||||
image_pipeline,
|
||||
text_pipeline,
|
||||
text_atlas_bgl,
|
||||
@@ -1208,6 +1299,8 @@ impl Pipeline {
|
||||
gpu_selected_wires: vec![],
|
||||
gpu_preview_wires: vec![],
|
||||
gpu_hatch: None,
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
gpu_hatches_web: vec![],
|
||||
gpu_wipeouts: vec![],
|
||||
wipeout_skip_flags: vec![],
|
||||
wipeout_pixel_scissors: vec![],
|
||||
@@ -1628,16 +1721,34 @@ impl Pipeline {
|
||||
.collect();
|
||||
}
|
||||
|
||||
pub fn upload_hatches(&mut self, device: &wgpu::Device, hatches: &[HatchModel]) {
|
||||
// No batched pipeline (WebGL2) → nothing to upload.
|
||||
let Some(bgl1) = &self.hatch_bgl1 else {
|
||||
self.gpu_hatch = None;
|
||||
return;
|
||||
};
|
||||
let renderable: Vec<HatchModel> =
|
||||
hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
|
||||
self.gpu_hatch =
|
||||
hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
|
||||
pub fn upload_hatches(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
hatches: &[HatchModel],
|
||||
) {
|
||||
// WebGL2: no storage-buffer batched pipeline — render each hatch through
|
||||
// the texture-backed per-hatch renderer instead (issue #204).
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
let webs: Vec<hatch_web_gpu::HatchWebGpu> = hatches
|
||||
.iter()
|
||||
.filter(|h| h.boundary.len() >= 3)
|
||||
.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, &self.hatch_web_bgl1))
|
||||
.collect();
|
||||
self.gpu_hatches_web = webs;
|
||||
}
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
let _ = queue;
|
||||
let Some(bgl1) = &self.hatch_bgl1 else {
|
||||
self.gpu_hatch = None;
|
||||
return;
|
||||
};
|
||||
let renderable: Vec<HatchModel> =
|
||||
hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
|
||||
self.gpu_hatch = hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
|
||||
@@ -1794,6 +1905,20 @@ impl Pipeline {
|
||||
pass.draw(0..batch.vertex_count, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
// WebGL2: the batched `gpu_hatch` is always None (no storage
|
||||
// buffers), so draw the texture-backed per-hatch renderer in this
|
||||
// same pass (before wires, so wires stay on top). (#204)
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
if !self.skip_hatch_frame {
|
||||
pass.set_pipeline(&self.hatch_web_pipeline);
|
||||
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
|
||||
for hatch in &self.gpu_hatches_web {
|
||||
pass.set_bind_group(1, &hatch.bind_group, &[]);
|
||||
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
|
||||
pass.draw(0..6, 0..1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Pass 2: raster images ─────────────────────────────────────────
|
||||
|
||||
@@ -319,10 +319,10 @@ impl shader::Primitive for Primitive {
|
||||
let sel_changed = vp.selected_sig != inner.cached_epoch.2;
|
||||
if geo_changed || sel_changed {
|
||||
if fill_mode {
|
||||
inner.upload_hatches(device, &vp.hatches[..]);
|
||||
inner.upload_hatches(device, queue, &vp.hatches[..]);
|
||||
inner.upload_wipeouts(device, &vp.wipeout_hatches[..]);
|
||||
} else {
|
||||
inner.upload_hatches(device, &[]);
|
||||
inner.upload_hatches(device, queue, &[]);
|
||||
inner.upload_wipeouts(device, &[]);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user