feat(render): double-single corners for the image pipeline

Raster-image quad corners derive from a large f64 insertion point plus
small u/v spans; the single-f32 cast quantized them at UTM scale. The
ImageModel now keeps a corners_low residual, ImageVertex carries pos_low
(location 2), and image.wgsl reconstructs the eye-relative position from
the high/low pair.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.7 committed 2026-06-23 18:28:52 +03:00
1 parent 0f7920dc2c
commit bd12cc2f5a
3 files changed
+50 -42

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+19 -3
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@@ -23,6 +23,9 @@ pub struct ImageModel {
/// [2] origin + U*W + V*H (top-right)
/// [3] origin + V*H (top-left)
pub corners: [[f32; 3]; 4],
/// Low residual paired with `corners` (double-single) so the GPU keeps
/// sub-unit precision at UTM-scale insertion points.
pub corners_low: [[f32; 3]; 4],
/// Optional world-space XY rect [x0, y0, x1, y1] for paper-space
/// viewport clipping. Mirrors `WireModel.vp_scissor` /
/// `HatchModel.vp_scissor`.
@@ -44,21 +47,33 @@ impl ImageModel {
let h = img.size.y;
// Model-space geometry is drawn in (WCS - world_offset) so large UTM-
// scale coordinates stay within f32 precision; offset the image too.
let ox = (img.insertion_point.x - world_offset[0]) as f32;
let oy = (img.insertion_point.y - world_offset[1]) as f32;
let oz = (img.insertion_point.z - world_offset[2]) as f32;
// Corners come from a large insertion point plus small u/v spans.
// Split each into double-single (high, low) f32 so the GPU keeps
// sub-unit precision at UTM scale and after a cross-drawing paste.
let oxv = img.insertion_point.x - world_offset[0];
let oyv = img.insertion_point.y - world_offset[1];
let ozv = img.insertion_point.z - world_offset[2];
let ux = (img.u_vector.x * w) as f32;
let uy = (img.u_vector.y * w) as f32;
let uz = (img.u_vector.z * w) as f32;
let vx = (img.v_vector.x * h) as f32;
let vy = (img.v_vector.y * h) as f32;
let vz = (img.v_vector.z * h) as f32;
// High/low split of the anchor; the u/v spans are small and added to
// the high half (their own residual is below f32 noise at this scale).
let ox = oxv as f32;
let oy = oyv as f32;
let oz = ozv as f32;
let oxl = (oxv - ox as f64) as f32;
let oyl = (oyv - oy as f64) as f32;
let ozl = (ozv - oz as f64) as f32;
let corners = [
[ox, oy, oz],
[ox + ux, oy + uy, oz + uz],
[ox + ux + vx, oy + uy + vy, oz + uz + vz],
[ox + vx, oy + vy, oz + vz],
];
let corners_low = [[oxl, oyl, ozl]; 4];
let opacity = 1.0 - img.fade as f32 / 100.0;
let (pixels, width, height) = load_pixels(&img.file_path)?;
@@ -69,6 +84,7 @@ impl ImageModel {
height,
opacity,
corners,
corners_low,
vp_scissor: None,
draw_depth: 0.0,
})
+26 -36
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@@ -16,25 +16,32 @@ use iced::wgpu::util::DeviceExt;
pub struct ImageVertex {
pub pos: [f32; 3],
pub uv: [f32; 2],
pub pos_low: [f32; 3],
}
impl ImageVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRS: &[wgpu::VertexAttribute] = &[
wgpu::VertexAttribute {
offset: std::mem::offset_of!(ImageVertex, pos) as u64,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(ImageVertex, uv) as u64,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(ImageVertex, pos_low) as u64,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
},
];
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<ImageVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: 12,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
],
attributes: ATTRS,
}
}
}
@@ -154,31 +161,14 @@ impl ImageGpu {
// corners: [p0=BL, p1=BR, p2=TR, p3=TL]
// UV: BL=(0,1), BR=(1,1), TR=(1,0), TL=(0,0)
let [p0, p1, p2, p3] = model.corners;
let [l0, l1, l2, l3] = model.corners_low;
let verts = [
ImageVertex {
pos: p0,
uv: [0.0, 1.0],
},
ImageVertex {
pos: p1,
uv: [1.0, 1.0],
},
ImageVertex {
pos: p2,
uv: [1.0, 0.0],
},
ImageVertex {
pos: p0,
uv: [0.0, 1.0],
},
ImageVertex {
pos: p2,
uv: [1.0, 0.0],
},
ImageVertex {
pos: p3,
uv: [0.0, 0.0],
},
ImageVertex { pos: p0, uv: [0.0, 1.0], pos_low: l0 },
ImageVertex { pos: p1, uv: [1.0, 1.0], pos_low: l1 },
ImageVertex { pos: p2, uv: [1.0, 0.0], pos_low: l2 },
ImageVertex { pos: p0, uv: [0.0, 1.0], pos_low: l0 },
ImageVertex { pos: p2, uv: [1.0, 0.0], pos_low: l2 },
ImageVertex { pos: p3, uv: [0.0, 0.0], pos_low: l3 },
];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("image.vbuf"),
+5 -3
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@@ -40,8 +40,9 @@ const DRAW_ORDER_BIAS: f32 = 0.001;
// ── Vertex stage ──────────────────────────────────────────────────────────────
struct VertIn {
@location(0) pos: vec3<f32>,
@location(1) uv: vec2<f32>,
@location(0) pos: vec3<f32>,
@location(1) uv: vec2<f32>,
@location(2) pos_low: vec3<f32>,
};
struct VertOut {
@@ -52,7 +53,8 @@ struct VertOut {
@vertex
fn vs_main(in: VertIn) -> VertOut {
var out: VertOut;
out.clip_pos = u.view_rot * vec4<f32>((in.pos - u.eye_high) - u.eye_low, 1.0);
let rel = (in.pos - u.eye_high) + (in.pos_low - u.eye_low);
out.clip_pos = u.view_rot * vec4<f32>(rel, 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;