refactor(pipeline): name the real hatch renderer hatch_gpu, legacy → wipeout_gpu

The batched path is the sole hatch renderer and has no family cap, yet it
was named hatch_batched_gpu while the old capped per-primitive renderer
kept the hatch_gpu / MAX_FAMILIES name — which reads as if visible hatch
fills are truncated at 16 families (they are not). Swap the names so the
active renderer is hatch_gpu.rs / hatch.wgsl and the legacy one, now used
only for wipeout masks, is wipeout_gpu.rs / wipeout.wgsl. MAX_FAMILIES now
lives only in the wipeout module. Pure rename; no behaviour change.

Refs #323.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-09 10:45:40 +03:00
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// Phase 4-B — batched hatch rendering. Single draw call for all
// hatches, per-instance data fetched from storage buffers in the
// vertex shader. Replaces the per-hatch bind group + draw of
// `hatch_gpu.rs` once the new path is wired in.
//
// Data layout — three storage buffers fed from `HatchModel`s:
//
// InstanceBuffer (binding 0) : HatchInstance[] (128 B each)
// color, color2, mode, gradient,
// pattern angle/scale, world_origin,
// boundary_offset, boundary_count,
// family_offset, family_count,
// dash_offset, dash_count, aabb,
// visibility flag (CPU writes; GPU
// skip)
// BoundaryBuffer (binding 1) : vec4<f32>[] (all boundary
// verts concatenated; NaN markers
// preserved as separators just like
// the per-hatch path)
// FamilyBuffer (binding 2) : LineFamilyGpu[] (all line
// families concatenated)
// DashBuffer (binding 3) : f32[] (all dash
// lengths concatenated)
//
// The vertex buffer holds each hatch's tessellated boundary triangles as
// per-vertex local-space positions (`local_xy`) plus a per-vertex
// `instance_index` (u32 attribute) — instance_index lets us avoid relying
// on `@builtin(instance_index)` for portability. An instance whose
// boundary failed to tessellate instead gets an AABB quad here, with
// `poly_test == 1` on its `HatchInstance` so the fragment shader still
// runs the `in_polygon` test to clip the quad to the real shape; on the
// tessellated fast path (`poly_test == 0`) the triangles already bound
// the fill and the fragment shader skips that test. When the visibility
// flag is 0, the vertex shader returns a degenerate position and the
// fragment shader runs zero times for that instance.
//
// Two storage usages — vertex shader reads InstanceBuffer + Boundary
// for the AABB / boundary range; fragment shader reads
// InstanceBuffer + Boundary + Family + Dash. Both stages share group
// 1 with `read_only` access.
use crate::scene::model::hatch_model::{HatchModel, HatchPattern, PatFamily};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
// ── GPU structs ────────────────────────────────────────────────────────────
//
// Layout matches the WGSL `HatchInstance` exactly. `repr(C)` + manual
// padding keeps WGSL's 16-byte alignment rules satisfied for arrays of
// this struct.
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchInstance {
pub color: [f32; 4], // 0
pub color2: [f32; 4], // 16 (gradient end)
pub aabb: [f32; 4], // 32 (local-space xmin,ymin,xmax,ymax)
pub world_origin: [f32; 2], // 48 (anchor high half, added back in VS)
pub world_origin_low: [f32; 2], // 56 (anchor low residual — double-single)
pub angle_offset: f32, // 64
pub scale: f32, // 68
pub grad_cos: f32, // 72
pub grad_sin: f32, // 76
pub grad_min: f32, // 80
pub grad_range: f32, // 84
pub mode: u32, // 88 (0=pattern, 1=solid, 2=gradient)
pub visible: u32, // 92 (CPU sets to 0 to skip)
pub boundary_offset: u32, // 96 (first boundary vert index)
pub boundary_count: u32, // 100
pub family_offset: u32, // 104
pub family_count: u32, // 108
/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
/// bias in the vertex shader so this fill orders against other types.
pub draw_depth: f32, // 112
/// 1 = run the per-fragment `in_polygon` boundary test (fallback path for
/// an instance whose boundary failed to tessellate); 0 = the rasterized
/// triangles already bound the fill, skip the test.
pub poly_test: u32, // 116
pub _pad1: u32, // 120
pub _pad2: u32, // 124
}
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 128);
/// Split a hatch's f64 world-origin anchor into double-single (high, low) f32
/// pairs so the GPU keeps sub-unit precision at UTM-scale coordinates.
#[inline]
fn split_origin_ds(o: [f64; 2]) -> ([f32; 2], [f32; 2]) {
let hx = o[0] as f32;
let hy = o[1] as f32;
([hx, hy], [(o[0] - hx as f64) as f32, (o[1] - hy as f64) as f32])
}
/// Mirrors the per-family struct used by the existing per-hatch shader,
/// but the dash slice lives in a separate concatenated DashBuffer (the
/// old shader had it embedded). `dash_offset` / `dash_count` index into
/// that flat array.
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineFamilyGpu {
pub cos_a: f32, // 0
pub sin_a: f32, // 4
pub x0: f32, // 8
pub y0: f32, // 12
pub dx: f32, // 16
pub dy: f32, // 20
pub perp_step: f32, // 24
pub along_step: f32, // 28
pub line_width: f32, // 32
pub period: f32, // 36
pub n_dashes: u32, // 40
pub dash_offset: u32, // 44
}
const _: () = assert!(std::mem::size_of::<LineFamilyGpu>() == 48);
/// Per-vertex data — tessellated boundary triangles in local (world_origin-
/// relative) space, each carrying its instance index (avoids relying on
/// `@builtin(instance_index)` across backends). Instances whose boundary
/// failed to tessellate emit an AABB quad here instead (see `build`).
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchBatchedVertex {
pub local_xy: [f32; 2], // 0 — local-space position
pub instance_index: u32, // 8 — index into InstanceBuffer
}
impl HatchBatchedVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchBatchedVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: 8,
shader_location: 1,
format: wgpu::VertexFormat::Uint32,
},
],
}
}
}
// ── Batch builder ──────────────────────────────────────────────────────────
/// Pack a list of `HatchModel`s into the four concatenated storage
/// buffers + the per-vertex buffer needed by `hatch_batched.wgsl`.
/// Returns `None` when the input slice is empty (caller skips the
/// hatch render pass entirely).
pub struct HatchBatchedGpu {
pub vertex_buffer: wgpu::Buffer,
pub vertex_count: u32,
// The four storage buffers below are referenced via `bind_group` —
// dropping them would invalidate it, but the bind group is the
// only direct consumer. Keep them as fields to keep ownership in
// one place; `#[allow(dead_code)]` silences the read-never warning.
#[allow(dead_code)] pub instance_buffer: wgpu::Buffer,
#[allow(dead_code)] pub boundary_buffer: wgpu::Buffer,
#[allow(dead_code)] pub family_buffer: wgpu::Buffer,
#[allow(dead_code)] pub dash_buffer: wgpu::Buffer,
/// Per-instance visibility flag (1=draw, 0=skip). Stored in its
/// own small storage buffer so per-frame updates don't have to
/// touch the large `instance_buffer`. Vertex shader reads
/// `visibility[instance_index]` — when 0 it emits an out-of-NDC
/// clip position so the GPU clips the primitive before the
/// fragment stage runs.
pub visibility_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
#[allow(dead_code)] pub instance_count: u32,
/// CPU mirror — `update_visibility` re-uploads this whole slice
/// when any flag changes. ~4 B per hatch, so 40 KB / 10 k hatches
/// per pan tick. Far cheaper than touching the 128 B-per-instance
/// data.
pub visibility: Vec<u32>,
/// CPU-side mirror of each instance's local-space AABB (world-
/// offset-subtracted, world_origin already added back). Used by
/// `compute_hatch_lod` to evaluate the sub-pixel + frustum cull
/// without reading back from the GPU.
pub instance_aabbs: Vec<[f32; 4]>,
}
impl HatchBatchedGpu {
/// One-time build from the full hatch list. Re-uploaded only when
/// `geometry_epoch` advances (mirrors the existing per-hatch
/// upload trigger). Per-frame visibility flips go through
/// [`upload_visibility`].
pub fn build(
device: &wgpu::Device,
bgl: &wgpu::BindGroupLayout,
hatches: &[HatchModel],
) -> Option<Self> {
if hatches.is_empty() {
return None;
}
let mut instances: Vec<HatchInstance> = Vec::with_capacity(hatches.len());
let mut boundary: Vec<[f32; 4]> = Vec::new();
let mut families: Vec<LineFamilyGpu> = Vec::new();
let mut dashes: Vec<f32> = Vec::new();
for h in hatches {
let boundary_offset = boundary.len() as u32;
for &[x, y] in h.boundary.iter() {
boundary.push([x, y, 0.0, 0.0]);
}
let boundary_count = boundary.len() as u32 - boundary_offset;
let family_offset = families.len() as u32;
let mut family_count = 0u32;
let (mode, color2, grad_cos, grad_sin, grad_min, grad_range) = match &h.pattern {
HatchPattern::Solid => (1u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
// Gradient projection range (proj_min / proj_range) —
// computed at upload time, identical to per-hatch path.
let (gmin, gmax) = boundary_projection_range(&h.boundary, r);
let grange = (gmax - gmin).max(1.0);
(2u32, *color2, r.cos(), r.sin(), gmin, grange)
}
HatchPattern::Pattern(fams) => {
for fam in fams {
let dash_offset = dashes.len() as u32;
for &d in &fam.dashes {
dashes.push(d);
}
let n_dashes = (dashes.len() as u32 - dash_offset).min(u32::MAX);
// QCAD PAT local-frame convention (mirrors
// `build_family_batch` in hatch_gpu.rs): `dy` is
// the perpendicular spacing, `dx` is the along-line
// phase shift — both in family-local coords. The
// shader applies cos_off/sin_off to rotate them.
let perp_step = fam.dy;
let along_step = fam.dx;
// Screen-space derivative drives 1-px line width
// in the shader; this stored field is unused.
let line_width = 0.0_f32;
let period: f32 = fam.dashes.iter().map(|d| d.abs()).sum();
families.push(LineFamilyGpu {
cos_a: fam.angle_deg.to_radians().cos(),
sin_a: fam.angle_deg.to_radians().sin(),
x0: fam.x0,
y0: fam.y0,
dx: fam.dx,
dy: fam.dy,
perp_step,
along_step,
line_width,
period: if n_dashes > 0 { period } else { 0.0 },
n_dashes,
dash_offset,
});
family_count += 1;
}
(0u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0)
}
};
// Boundary AABB in local space (matches the corner quad
// emitted by the vertex shader). The verts are already in
// `world_origin`-relative coords (see scene/mod.rs hatch
// packing), so this AABB lives in that frame.
let mut min_x = f32::INFINITY;
let mut min_y = f32::INFINITY;
let mut max_x = f32::NEG_INFINITY;
let mut max_y = f32::NEG_INFINITY;
for &[x, y] in h.boundary.iter() {
if x.is_finite() && y.is_finite() {
if x < min_x { min_x = x; }
if y < min_y { min_y = y; }
if x > max_x { max_x = x; }
if y > max_y { max_y = y; }
}
}
if !min_x.is_finite() {
// Empty / all-NaN — skip but keep the slot so indices
// stay in lockstep with the input list (visibility=0).
let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
instances.push(HatchInstance {
color: h.color,
color2,
aabb: [0.0, 0.0, 0.0, 0.0],
world_origin: wo_hi,
world_origin_low: wo_lo,
angle_offset: h.angle_offset,
scale: h.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
mode,
visible: 0,
boundary_offset,
boundary_count,
family_offset,
family_count,
draw_depth: h.draw_depth,
poly_test: 1,
_pad1: 0,
_pad2: 0,
});
continue;
}
// Pad the AABB so the quad covers any pattern halo + the
// family origin. Mirrors the per-hatch shader's quad sizing
// logic — `diag * 0.8 + max_spacing * 2 * scale`.
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
// `perp_step.abs()` per family — uses the same QCAD local-
// frame convention as `LineFamilyGpu.perp_step` above so
// the quad padding matches what the shader will sample.
let max_spacing = match &h.pattern {
HatchPattern::Pattern(fs) => fs
.iter()
.map(|f| f.dy.abs())
.fold(0.0f32, f32::max),
_ => 5.0,
};
let pad = (diag * 0.8 + max_spacing * 2.0 * h.scale).max(1.0);
let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
instances.push(HatchInstance {
color: h.color,
color2,
aabb: [min_x - pad, min_y - pad, max_x + pad, max_y + pad],
world_origin: wo_hi,
world_origin_low: wo_lo,
angle_offset: h.angle_offset,
scale: h.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
mode,
visible: 1,
boundary_offset,
boundary_count,
family_offset,
family_count,
draw_depth: h.draw_depth,
// Always resolve inside/outside per fragment on the GPU (the
// boundary is uploaded below). Dropping CPU pre-triangulation
// keeps the vertex buffer at 6 verts/hatch regardless of
// boundary complexity, so a hatch-dense drawing can't overflow
// the device buffer limit. Each instance draws its AABB quad.
poly_test: 1,
_pad1: 0,
_pad2: 0,
});
}
// Empty fallbacks — storage buffers can't be zero-sized.
if boundary.is_empty() {
boundary.push([0.0; 4]);
}
if families.is_empty() {
families.push(LineFamilyGpu::default_filler());
}
if dashes.is_empty() {
dashes.push(0.0);
}
// Vertex buffer — one AABB quad (two triangles, BL,BR,TL, BR,TR,TL) per
// instance; the GPU shader clips each fragment to the boundary via the
// in_polygon test (poly_test == 1). 6 verts/hatch, independent of
// boundary complexity, so the buffer can never overflow the device
// limit no matter how dense the drawing.
let mut verts: Vec<HatchBatchedVertex> = Vec::with_capacity(instances.len() * 6);
for (i, inst) in instances.iter().enumerate() {
let [xmin, ymin, xmax, ymax] = inst.aabb;
let quad = [
[xmin, ymin], [xmax, ymin], [xmin, ymax],
[xmax, ymin], [xmax, ymax], [xmin, ymax],
];
for c in quad {
verts.push(HatchBatchedVertex { local_xy: c, instance_index: i as u32 });
}
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.vertex"),
contents: bytemuck::cast_slice(&verts),
usage: wgpu::BufferUsages::VERTEX,
});
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.instances"),
contents: bytemuck::cast_slice(&instances),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let boundary_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.boundary"),
contents: bytemuck::cast_slice(&boundary),
usage: wgpu::BufferUsages::STORAGE,
});
let family_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.families"),
contents: bytemuck::cast_slice(&families),
usage: wgpu::BufferUsages::STORAGE,
});
let dash_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.dashes"),
contents: bytemuck::cast_slice(&dashes),
usage: wgpu::BufferUsages::STORAGE,
});
let visibility: Vec<u32> = instances.iter().map(|i| i.visible).collect();
let visibility_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_batched.visibility"),
contents: bytemuck::cast_slice(&visibility),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch_batched.bg"),
layout: bgl,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: instance_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: boundary_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: family_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: dash_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 4,
resource: visibility_buffer.as_entire_binding(),
},
],
});
// CPU AABB mirror — local-space rect with world_origin added
// back, ready for `aabb_offscreen` / `aabb_below_pixel` to
// compare against the camera view_proj.
let instance_aabbs: Vec<[f32; 4]> = instances
.iter()
.map(|i| {
let ox = i.world_origin[0];
let oy = i.world_origin[1];
[
i.aabb[0] + ox,
i.aabb[1] + oy,
i.aabb[2] + ox,
i.aabb[3] + oy,
]
})
.collect();
Some(Self {
vertex_buffer,
vertex_count: verts.len() as u32,
instance_buffer,
boundary_buffer,
family_buffer,
dash_buffer,
visibility_buffer,
bind_group,
instance_count: instances.len() as u32,
visibility,
instance_aabbs,
})
}
/// Push the CPU `visibility` slice to GPU. Call when any
/// element changes (typically per-frame from compute_hatch_lod).
pub fn upload_visibility(&self, queue: &wgpu::Queue) {
queue.write_buffer(
&self.visibility_buffer,
0,
bytemuck::cast_slice(&self.visibility),
);
}
/// Group-1 bind group layout — shared by the pipeline so it can be
/// constructed once at startup. All four bindings are read-only
/// storage and visible to both VS (AABB+visibility lookup) and FS
/// (boundary / family / dash sampling).
#[allow(dead_code)]
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
let entry = |binding: u32| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
};
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch_batched.bgl"),
entries: &[entry(0), entry(1), entry(2), entry(3), entry(4)],
})
}
}
impl LineFamilyGpu {
fn default_filler() -> Self {
Self {
cos_a: 1.0,
sin_a: 0.0,
x0: 0.0,
y0: 0.0,
dx: 1.0,
dy: 0.0,
perp_step: 1.0,
along_step: 1.0,
line_width: 0.0,
period: 0.0,
n_dashes: 0,
dash_offset: 0,
}
}
}
// ── Helpers ───────────────────────────────────────────────────────────────
/// Project every boundary vertex onto the gradient direction
/// `(cos θ, sin θ)` and return the (min, max) projection. Used to set
/// up the gradient's normalized parameter range. Same math as the
/// per-hatch path; duplicated here to keep this module self-contained.
fn boundary_projection_range(boundary: &[[f32; 2]], theta: f32) -> (f32, f32) {
let (cs, sn) = (theta.cos(), theta.sin());
let mut lo = f32::INFINITY;
let mut hi = f32::NEG_INFINITY;
for &[x, y] in boundary {
if !x.is_finite() || !y.is_finite() {
continue;
}
let p = x * cs + y * sn;
if p < lo { lo = p; }
if p > hi { hi = p; }
}
if !lo.is_finite() {
return (0.0, 1.0);
}
(lo, hi)
}
// PatFamily is re-exported by hatch_model so we don't need to import
// it explicitly anywhere else — but rust needs the type referenced to
// confirm the layout assumption above.
#[allow(dead_code)]
fn _assert_patfamily_fields(f: &PatFamily) -> (f32, f32, f32) {
(f.angle_deg, f.x0, f.y0)
}
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// Hatch GPU buffers — renders hatch fills as shader-driven bounding-box quads.
// Hatch rendering — the single, canonical GPU hatch renderer. One draw
// call for all hatches, per-instance data fetched from storage buffers in
// the vertex shader. There is NO per-family cap here: every pattern line
// family is uploaded (`family_count` per instance) and the fragment shader
// loops over all of them, so complex baked patterns (ROOFING, GRAVEL,
// CAROLINA-LEDGESTONE with dozens–hundreds of families) draw in full,
// matching the PDF export. `None` on WebGL2 (wasm), which lacks
// vertex-stage storage buffers. The old per-hatch renderer with the
// 16-family cap now lives in `wipeout_gpu.rs` and serves only wipeouts.
//
// Group 1 bindings per hatch:
// binding 0 — HatchUniformData (64 bytes) mode, color, angle_offset, scale, gradient params
// binding 1 — BoundaryData (16384 bytes) boundary polygon vertices
// binding 2 — FamilyBatchData (1296 bytes) up to 16 line families + 128 dash values
// Data layout — three storage buffers fed from `HatchModel`s:
//
// InstanceBuffer (binding 0) : HatchInstance[] (128 B each)
// color, color2, mode, gradient,
// pattern angle/scale, world_origin,
// boundary_offset, boundary_count,
// family_offset, family_count,
// dash_offset, dash_count, aabb,
// visibility flag (CPU writes; GPU
// skip)
// BoundaryBuffer (binding 1) : vec4<f32>[] (all boundary
// verts concatenated; NaN markers
// preserved as separators just like
// the per-hatch path)
// FamilyBuffer (binding 2) : LineFamilyGpu[] (all line
// families concatenated)
// DashBuffer (binding 3) : f32[] (all dash
// lengths concatenated)
//
// The vertex buffer holds each hatch's tessellated boundary triangles as
// per-vertex local-space positions (`local_xy`) plus a per-vertex
// `instance_index` (u32 attribute) — instance_index lets us avoid relying
// on `@builtin(instance_index)` for portability. An instance whose
// boundary failed to tessellate instead gets an AABB quad here, with
// `poly_test == 1` on its `HatchInstance` so the fragment shader still
// runs the `in_polygon` test to clip the quad to the real shape; on the
// tessellated fast path (`poly_test == 0`) the triangles already bound
// the fill and the fragment shader skips that test. When the visibility
// flag is 0, the vertex shader returns a degenerate position and the
// fragment shader runs zero times for that instance.
//
// Two storage usages — vertex shader reads InstanceBuffer + Boundary
// for the AABB / boundary range; fragment shader reads
// InstanceBuffer + Boundary + Family + Dash. Both stages share group
// 1 with `read_only` access.
use crate::scene::model::hatch_model::{HatchModel, HatchPattern, PatFamily, MAX_HATCH_BOUNDARY_VERTS};
use crate::scene::model::hatch_model::{HatchModel, HatchPattern, PatFamily};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
// ── Constants ──────────────────────────────────────────────────────────────
pub const MAX_FAMILIES: usize = 16;
pub const MAX_DASHES: usize = 128;
// ── Vertex ────────────────────────────────────────────────────────────────
// ── GPU structs ────────────────────────────────────────────────────────────
//
// Layout matches the WGSL `HatchInstance` exactly. `repr(C)` + manual
// padding keeps WGSL's 16-byte alignment rules satisfied for arrays of
// this struct.
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchInstance {
pub color: [f32; 4], // 0
pub color2: [f32; 4], // 16 (gradient end)
pub aabb: [f32; 4], // 32 (local-space xmin,ymin,xmax,ymax)
pub world_origin: [f32; 2], // 48 (anchor high half, added back in VS)
pub world_origin_low: [f32; 2], // 56 (anchor low residual — double-single)
pub angle_offset: f32, // 64
pub scale: f32, // 68
pub grad_cos: f32, // 72
pub grad_sin: f32, // 76
pub grad_min: f32, // 80
pub grad_range: f32, // 84
pub mode: u32, // 88 (0=pattern, 1=solid, 2=gradient)
pub visible: u32, // 92 (CPU sets to 0 to skip)
pub boundary_offset: u32, // 96 (first boundary vert index)
pub boundary_count: u32, // 100
pub family_offset: u32, // 104
pub family_count: u32, // 108
/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
/// bias in the vertex shader so this fill orders against other types.
pub draw_depth: f32, // 112
/// 1 = run the per-fragment `in_polygon` boundary test (fallback path for
/// an instance whose boundary failed to tessellate); 0 = the rasterized
/// triangles already bound the fill, skip the test.
pub poly_test: u32, // 116
pub _pad1: u32, // 120
pub _pad2: u32, // 124
}
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 128);
/// Split a hatch's f64 world-origin anchor into double-single (high, low) f32
/// pairs so the GPU keeps sub-unit precision at UTM-scale coordinates.
#[inline]
fn split_origin_ds(o: [f64; 2]) -> ([f32; 2], [f32; 2]) {
let hx = o[0] as f32;
let hy = o[1] as f32;
([hx, hy], [(o[0] - hx as f64) as f32, (o[1] - hy as f64) as f32])
}
/// Mirrors the per-family struct used by the existing per-hatch shader,
/// but the dash slice lives in a separate concatenated DashBuffer (the
/// old shader had it embedded). `dash_offset` / `dash_count` index into
/// that flat array.
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineFamilyGpu {
pub cos_a: f32, // 0
pub sin_a: f32, // 4
pub x0: f32, // 8
pub y0: f32, // 12
pub dx: f32, // 16
pub dy: f32, // 20
pub perp_step: f32, // 24
pub along_step: f32, // 28
pub line_width: f32, // 32
pub period: f32, // 36
pub n_dashes: u32, // 40
pub dash_offset: u32, // 44
}
const _: () = assert!(std::mem::size_of::<LineFamilyGpu>() == 48);
/// Per-vertex data — tessellated boundary triangles in local (world_origin-
/// relative) space, each carrying its instance index (avoids relying on
/// `@builtin(instance_index)` across backends). Instances whose boundary
/// failed to tessellate emit an AABB quad here instead (see `build`).
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchVertex {
pub pos: [f32; 3],
pub _pad: f32,
pub local_xy: [f32; 2], // 0 — local-space position
pub instance_index: u32, // 8 — index into InstanceBuffer
}
impl HatchVertex {
@@ -28,437 +135,430 @@ impl HatchVertex {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: 8,
shader_location: 1,
format: wgpu::VertexFormat::Uint32,
},
],
}
}
}
// ── Uniform structs ───────────────────────────────────────────────────────
/// Per-hatch parameters (binding 0). Must be 80 bytes (16-byte aligned).
///
/// `mode` encoding:
/// 0 → Pattern (families in FamilyBatchData)
/// 1 → Solid
/// 2 → Gradient (grad_cos/sin/min/range used)
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchUniformData {
pub color: [f32; 4], // 0: primary RGBA / gradient start
pub color2: [f32; 4], // 16: gradient end color
pub mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
pub vertex_count: u32, // 36: boundary vertex count
pub angle_offset: f32, // 40: pattern rotation (radians)
pub scale: f32, // 44: pattern scale multiplier
pub grad_cos: f32, // 48: gradient direction cos
pub grad_sin: f32, // 52: gradient direction sin
pub grad_min: f32, // 56: gradient proj_min
pub grad_range: f32, // 60: gradient proj_range
pub origin: [f32; 2], // 64: hatch-local origin (boundary AABB centre),
// // high half of the double-single anchor.
// // The pattern fragment shader subtracts this
// // from xz before the perp/perp_step quotient
// // so f32 doesn't catastrophically cancel when
// // world coords are large and pattern spacing
// // is small (e.g. UTM drawing + sub-mm hatch).
pub origin_low: [f32; 2], // 72: anchor low residual (double-single) so the
// // vertex clip position stays precise at UTM scale.
} // total 80 bytes
/// Boundary polygon (binding 1). Matches WGSL `Boundary`.
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct BoundaryData {
pub verts: [[f32; 4]; MAX_HATCH_BOUNDARY_VERTS], // world XY in .xy, .zw unused
}
/// One line family packed for the shader (48 bytes).
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineFamilyGpu {
pub cos_a: f32, // cos(angle_rad)
pub sin_a: f32, // sin(angle_rad)
pub x0: f32, // family origin x
pub y0: f32, // family origin y
pub dx: f32, // step vector x
pub dy: f32, // step vector y
pub perp_step: f32, // -dx*sin_a + dy*cos_a (perpendicular spacing)
pub along_step: f32, // dx*cos_a + dy*sin_a (along-line phase shift per step)
pub line_width: f32, // |perp_step| * 0.08
pub period: f32, // sum of |dash values| (0 = solid)
pub n_dashes: u32, // number of dash entries (0 = solid)
pub dash_off: u32, // index into FamilyBatchData::dash_values
}
/// All line families + dash values for one hatch (binding 2).
/// Total size: 16×48 + 32×16 + 4×4 = 768 + 512 + 16 = 1296 bytes.
/// dash_values is [f32; 4]×32 so each element is vec4<f32> (16-byte stride, valid in uniform).
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct FamilyBatchData {
pub families: [LineFamilyGpu; MAX_FAMILIES], // 768 bytes
pub dash_values: [[f32; 4]; 32], // 512 bytes (128 f32s as 32×vec4)
pub n_families: u32, // 4 bytes
pub _pad: [u32; 3], // 12 bytes
} // 1296 bytes total
// ── Per-hatch GPU handle ───────────────────────────────────────────────────
// ── Batch builder ──────────────────────────────────────────────────────────
/// Pack a list of `HatchModel`s into the four concatenated storage
/// buffers + the per-vertex buffer needed by `hatch.wgsl`.
/// Returns `None` when the input slice is empty (caller skips the
/// hatch render pass entirely).
pub struct HatchGpu {
pub vertex_buffer: wgpu::Buffer,
pub vertex_count: u32,
// The four storage buffers below are referenced via `bind_group` —
// dropping them would invalidate it, but the bind group is the
// only direct consumer. Keep them as fields to keep ownership in
// one place; `#[allow(dead_code)]` silences the read-never warning.
#[allow(dead_code)] pub instance_buffer: wgpu::Buffer,
#[allow(dead_code)] pub boundary_buffer: wgpu::Buffer,
#[allow(dead_code)] pub family_buffer: wgpu::Buffer,
#[allow(dead_code)] pub dash_buffer: wgpu::Buffer,
/// Per-instance visibility flag (1=draw, 0=skip). Stored in its
/// own small storage buffer so per-frame updates don't have to
/// touch the large `instance_buffer`. Vertex shader reads
/// `visibility[instance_index]` — when 0 it emits an out-of-NDC
/// clip position so the GPU clips the primitive before the
/// fragment stage runs.
pub visibility_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
/// Mirrors `HatchModel.vp_scissor`. Forwarded to the pipeline so each
/// frame's `compute_hatch_scissors` can translate the world rect into
/// a pixel scissor.
pub vp_scissor: Option<[f32; 4]>,
/// World-space XY bounding rect [min_x, min_y, max_x, max_y] of the
/// boundary polygon. Used by the per-frame LOD pass to skip hatches
/// whose entire footprint projects to less than ~2 px (Phase 3.3).
pub world_aabb: [f32; 4],
_uniform_buf: wgpu::Buffer,
_boundary_buf: wgpu::Buffer,
_family_buf: wgpu::Buffer,
#[allow(dead_code)] pub instance_count: u32,
/// CPU mirror — `update_visibility` re-uploads this whole slice
/// when any flag changes. ~4 B per hatch, so 40 KB / 10 k hatches
/// per pan tick. Far cheaper than touching the 128 B-per-instance
/// data.
pub visibility: Vec<u32>,
/// CPU-side mirror of each instance's local-space AABB (world-
/// offset-subtracted, world_origin already added back). Used by
/// `compute_hatch_lod` to evaluate the sub-pixel + frustum cull
/// without reading back from the GPU.
pub instance_aabbs: Vec<[f32; 4]>,
}
impl HatchGpu {
pub fn new(device: &wgpu::Device, model: &HatchModel, bgl1: &wgpu::BindGroupLayout) -> Self {
// ── Decode pattern mode ──────────────────────────────────────────
let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
}
};
/// One-time build from the full hatch list. Re-uploaded only when
/// `geometry_epoch` advances (mirrors the existing per-hatch
/// upload trigger). Per-frame visibility flips go through
/// [`upload_visibility`].
pub fn build(
device: &wgpu::Device,
bgl: &wgpu::BindGroupLayout,
hatches: &[HatchModel],
) -> Option<Self> {
if hatches.is_empty() {
return None;
}
// ── Bounding box ─────────────────────────────────────────────────
let (mut min_x, mut max_x, mut min_y, mut max_y) = (
f32::INFINITY,
f32::NEG_INFINITY,
f32::INFINITY,
f32::NEG_INFINITY,
);
for &[x, y] in model.boundary.iter() {
if !x.is_finite() || !y.is_finite() {
let mut instances: Vec<HatchInstance> = Vec::with_capacity(hatches.len());
let mut boundary: Vec<[f32; 4]> = Vec::new();
let mut families: Vec<LineFamilyGpu> = Vec::new();
let mut dashes: Vec<f32> = Vec::new();
for h in hatches {
let boundary_offset = boundary.len() as u32;
for &[x, y] in h.boundary.iter() {
boundary.push([x, y, 0.0, 0.0]);
}
let boundary_count = boundary.len() as u32 - boundary_offset;
let family_offset = families.len() as u32;
let mut family_count = 0u32;
let (mode, color2, grad_cos, grad_sin, grad_min, grad_range) = match &h.pattern {
HatchPattern::Solid => (1u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
// Gradient projection range (proj_min / proj_range) —
// computed at upload time, identical to per-hatch path.
let (gmin, gmax) = boundary_projection_range(&h.boundary, r);
let grange = (gmax - gmin).max(1.0);
(2u32, *color2, r.cos(), r.sin(), gmin, grange)
}
HatchPattern::Pattern(fams) => {
for fam in fams {
let dash_offset = dashes.len() as u32;
for &d in &fam.dashes {
dashes.push(d);
}
let n_dashes = (dashes.len() as u32 - dash_offset).min(u32::MAX);
// QCAD PAT local-frame convention (mirrors
// `build_family_batch` in hatch_gpu.rs): `dy` is
// the perpendicular spacing, `dx` is the along-line
// phase shift — both in family-local coords. The
// shader applies cos_off/sin_off to rotate them.
let perp_step = fam.dy;
let along_step = fam.dx;
// Screen-space derivative drives 1-px line width
// in the shader; this stored field is unused.
let line_width = 0.0_f32;
let period: f32 = fam.dashes.iter().map(|d| d.abs()).sum();
families.push(LineFamilyGpu {
cos_a: fam.angle_deg.to_radians().cos(),
sin_a: fam.angle_deg.to_radians().sin(),
x0: fam.x0,
y0: fam.y0,
dx: fam.dx,
dy: fam.dy,
perp_step,
along_step,
line_width,
period: if n_dashes > 0 { period } else { 0.0 },
n_dashes,
dash_offset,
});
family_count += 1;
}
(0u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0)
}
};
// Boundary AABB in local space (matches the corner quad
// emitted by the vertex shader). The verts are already in
// `world_origin`-relative coords (see scene/mod.rs hatch
// packing), so this AABB lives in that frame.
let mut min_x = f32::INFINITY;
let mut min_y = f32::INFINITY;
let mut max_x = f32::NEG_INFINITY;
let mut max_y = f32::NEG_INFINITY;
for &[x, y] in h.boundary.iter() {
if x.is_finite() && y.is_finite() {
if x < min_x { min_x = x; }
if y < min_y { min_y = y; }
if x > max_x { max_x = x; }
if y > max_y { max_y = y; }
}
}
if !min_x.is_finite() {
// Empty / all-NaN — skip but keep the slot so indices
// stay in lockstep with the input list (visibility=0).
let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
instances.push(HatchInstance {
color: h.color,
color2,
aabb: [0.0, 0.0, 0.0, 0.0],
world_origin: wo_hi,
world_origin_low: wo_lo,
angle_offset: h.angle_offset,
scale: h.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
mode,
visible: 0,
boundary_offset,
boundary_count,
family_offset,
family_count,
draw_depth: h.draw_depth,
poly_test: 1,
_pad1: 0,
_pad2: 0,
});
continue;
}
min_x = min_x.min(x);
max_x = max_x.max(x);
min_y = min_y.min(y);
max_y = max_y.max(y);
// Pad the AABB so the quad covers any pattern halo + the
// family origin. Mirrors the per-hatch shader's quad sizing
// logic — `diag * 0.8 + max_spacing * 2 * scale`.
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
// `perp_step.abs()` per family — uses the same QCAD local-
// frame convention as `LineFamilyGpu.perp_step` above so
// the quad padding matches what the shader will sample.
let max_spacing = match &h.pattern {
HatchPattern::Pattern(fs) => fs
.iter()
.map(|f| f.dy.abs())
.fold(0.0f32, f32::max),
_ => 5.0,
};
let pad = (diag * 0.8 + max_spacing * 2.0 * h.scale).max(1.0);
let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
instances.push(HatchInstance {
color: h.color,
color2,
aabb: [min_x - pad, min_y - pad, max_x + pad, max_y + pad],
world_origin: wo_hi,
world_origin_low: wo_lo,
angle_offset: h.angle_offset,
scale: h.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
mode,
visible: 1,
boundary_offset,
boundary_count,
family_offset,
family_count,
draw_depth: h.draw_depth,
// Always resolve inside/outside per fragment on the GPU (the
// boundary is uploaded below). Dropping CPU pre-triangulation
// keeps the vertex buffer at 6 verts/hatch regardless of
// boundary complexity, so a hatch-dense drawing can't overflow
// the device buffer limit. Each instance draws its AABB quad.
poly_test: 1,
_pad1: 0,
_pad2: 0,
});
}
// Empty fallbacks — storage buffers can't be zero-sized.
if boundary.is_empty() {
boundary.push([0.0; 4]);
}
if families.is_empty() {
families.push(LineFamilyGpu::default_filler());
}
if dashes.is_empty() {
dashes.push(0.0);
}
let max_spacing = match &model.pattern {
HatchPattern::Pattern(families) => families
.iter()
.map(|f| perp_spacing(f).abs())
.fold(0.0f32, f32::max),
_ => 5.0,
};
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
// ── Pattern phase anchor.
//
// Boundary verts are already stored as small f32 offsets from
// `model.world_origin` (an f64 anchor near the AABB centre), so
// the in_polygon ray-cast and the pattern math both run at full
// f32 precision in the fragment shader. The remaining question
// is *which* offset-rel point we hand to the vertex shader as
// `h.origin` (so the quad lands at the correct WCS position
// after `view_proj * (v.pos + h.origin)`).
//
// For pattern alignment across adjacent hatches with the same
// family, snap `h.origin` to the family's perp/along grid in
// f64. Without the snap, each hatch's pattern phase is per-hatch
// and stripes don't continue across hatch boundaries (you see
// pattern misalignment along a road etc).
let mut origin = model.world_origin;
if let HatchPattern::Pattern(families) = &model.pattern {
if let Some(fam) = families.first() {
// Must mirror the shader's pattern math exactly. QCAD PAT
// convention (matching build_family_batch): `dy` is the
// perpendicular spacing and `dx` is the along-line phase
// shift, both in family-local space. Multiplied by
// `model.scale` in the fragment shader. Combined angle
// (family + pattern_angle) rotates the perp/along axes.
let angle = (fam.angle_deg.to_radians() + model.angle_offset) as f64;
let cos_a = angle.cos();
let sin_a = angle.sin();
let scale = model.scale as f64;
let perp_step = fam.dy as f64 * scale;
let along_step = fam.dx as f64 * scale;
let o_perp = -origin[0] * sin_a + origin[1] * cos_a;
let o_along = origin[0] * cos_a + origin[1] * sin_a;
let snapped_perp = if perp_step.abs() > 1e-12 {
(o_perp / perp_step).round() * perp_step
} else {
o_perp
};
let snapped_along = if along_step.abs() > 1e-12 {
(o_along / along_step).round() * along_step
} else {
o_along
};
origin = [
-snapped_perp * sin_a + snapped_along * cos_a,
snapped_perp * cos_a + snapped_along * sin_a,
];
// Vertex buffer — one AABB quad (two triangles, BL,BR,TL, BR,TR,TL) per
// instance; the GPU shader clips each fragment to the boundary via the
// in_polygon test (poly_test == 1). 6 verts/hatch, independent of
// boundary complexity, so the buffer can never overflow the device
// limit no matter how dense the drawing.
let mut verts: Vec<HatchVertex> = Vec::with_capacity(instances.len() * 6);
for (i, inst) in instances.iter().enumerate() {
let [xmin, ymin, xmax, ymax] = inst.aabb;
let quad = [
[xmin, ymin], [xmax, ymin], [xmin, ymax],
[xmax, ymin], [xmax, ymax], [xmin, ymax],
];
for c in quad {
verts.push(HatchVertex { local_xy: c, instance_index: i as u32 });
}
}
// Boundary buffer + quad now live in "snap-shifted" hatch-local
// coords: subtract any drift between model.world_origin and the
// snapped origin so the in_polygon ray-cast in fragment shader
// (which reads the boundary verts straight) lines up with v.xz.
let drift = [
(model.world_origin[0] - origin[0]) as f32,
(model.world_origin[1] - origin[1]) as f32,
];
let (x0, x1, y0, y1) = (
min_x + drift[0] - pad,
max_x + drift[0] + pad,
min_y + drift[1] - pad,
max_y + drift[1] + pad,
);
let quad = [
HatchVertex {
pos: [x0, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y1, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x0, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y1, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x0, y1, 0.0],
_pad: 0.0,
},
];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.vbuf"),
contents: bytemuck::cast_slice(&quad),
label: Some("hatch.vertex"),
contents: bytemuck::cast_slice(&verts),
usage: wgpu::BufferUsages::VERTEX,
});
// ── Gradient: projection range (in snapped-local space) ──────────
let (grad_min, grad_range) = if mode == 2 {
let projs: Vec<f32> = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
.collect();
if projs.is_empty() {
(0.0, 1.0)
} else {
let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
(proj_min, (proj_max - proj_min).max(1e-4))
}
} else {
(0.0, 1.0)
};
// ── HatchUniformData ─────────────────────────────────────────────
let n = model.boundary.len().min(MAX_HATCH_BOUNDARY_VERTS);
let uniform_data = HatchUniformData {
color: model.color,
color2,
mode,
vertex_count: n as u32,
angle_offset: model.angle_offset,
scale: model.scale,
grad_cos,
grad_sin,
grad_min,
grad_range,
origin: [origin[0] as f32, origin[1] as f32],
origin_low: [
(origin[0] - origin[0] as f32 as f64) as f32,
(origin[1] - origin[1] as f32 as f64) as f32,
],
};
// ── BoundaryData (in snapped-local space) ────────────────────────
let mut boundary_data = BoundaryData {
verts: [[0.0; 4]; MAX_HATCH_BOUNDARY_VERTS],
};
for (i, &[x, y]) in model
.boundary
.iter()
.take(MAX_HATCH_BOUNDARY_VERTS)
.enumerate()
{
// Preserve NaN separators — they signal path breaks to the
// in_polygon ray-cast, must not be shifted into finite numbers.
if x.is_finite() && y.is_finite() {
boundary_data.verts[i] = [x + drift[0], y + drift[1], 0.0, 0.0];
} else {
boundary_data.verts[i] = [f32::NAN, f32::NAN, 0.0, 0.0];
}
}
// ── FamilyBatchData ───────────────────────────────────────────────
let family_batch = build_family_batch(&model.pattern);
// ── GPU buffers ───────────────────────────────────────────────────
let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.uniforms"),
contents: bytemuck::bytes_of(&uniform_data),
usage: wgpu::BufferUsages::UNIFORM,
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.instances"),
contents: bytemuck::cast_slice(&instances),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let _boundary_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
let boundary_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.boundary"),
contents: bytemuck::bytes_of(&boundary_data),
usage: wgpu::BufferUsages::UNIFORM,
contents: bytemuck::cast_slice(&boundary),
usage: wgpu::BufferUsages::STORAGE,
});
let _family_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
let family_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.families"),
contents: bytemuck::bytes_of(&family_batch),
usage: wgpu::BufferUsages::UNIFORM,
contents: bytemuck::cast_slice(&families),
usage: wgpu::BufferUsages::STORAGE,
});
let dash_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.dashes"),
contents: bytemuck::cast_slice(&dashes),
usage: wgpu::BufferUsages::STORAGE,
});
let visibility: Vec<u32> = instances.iter().map(|i| i.visible).collect();
let visibility_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.visibility"),
contents: bytemuck::cast_slice(&visibility),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch.bind_group1"),
layout: bgl1,
label: Some("hatch.bg"),
layout: bgl,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: _uniform_buf.as_entire_binding(),
resource: instance_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: _boundary_buf.as_entire_binding(),
resource: boundary_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: _family_buf.as_entire_binding(),
resource: family_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: dash_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 4,
resource: visibility_buffer.as_entire_binding(),
},
],
});
// Boundary vertices are stored as f32 offsets from
// `model.world_origin` (so f32 keeps precision at UTM-scale
// WCS). The pipeline-level frustum cull (Phase 2.3
// `aabb_offscreen`) projects through `view_proj`, which expects
// local-space (world_offset-subtracted) coordinates — the same
// space as `world_origin`. Add the origin back so `world_aabb`
// is in that absolute local space rather than relative to the
// anchor. (Sub-pixel LOD via `aabb_below_pixel` is unaffected:
// it measures a projected diagonal, invariant under translation.)
let ox = model.world_origin[0] as f32;
let oy = model.world_origin[1] as f32;
let world_aabb = if min_x.is_finite() && min_y.is_finite() {
[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
} else {
[min_x, min_y, max_x, max_y]
};
// CPU AABB mirror — local-space rect with world_origin added
// back, ready for `aabb_offscreen` / `aabb_below_pixel` to
// compare against the camera view_proj.
let instance_aabbs: Vec<[f32; 4]> = instances
.iter()
.map(|i| {
let ox = i.world_origin[0];
let oy = i.world_origin[1];
[
i.aabb[0] + ox,
i.aabb[1] + oy,
i.aabb[2] + ox,
i.aabb[3] + oy,
]
})
.collect();
Self {
Some(Self {
vertex_buffer,
vertex_count: verts.len() as u32,
instance_buffer,
boundary_buffer,
family_buffer,
dash_buffer,
visibility_buffer,
bind_group,
vp_scissor: model.vp_scissor,
world_aabb,
_uniform_buf,
_boundary_buf,
_family_buf,
instance_count: instances.len() as u32,
visibility,
instance_aabbs,
})
}
/// Push the CPU `visibility` slice to GPU. Call when any
/// element changes (typically per-frame from compute_hatch_lod).
pub fn upload_visibility(&self, queue: &wgpu::Queue) {
queue.write_buffer(
&self.visibility_buffer,
0,
bytemuck::cast_slice(&self.visibility),
);
}
/// Group-1 bind group layout — shared by the pipeline so it can be
/// constructed once at startup. All four bindings are read-only
/// storage and visible to both VS (AABB+visibility lookup) and FS
/// (boundary / family / dash sampling).
#[allow(dead_code)]
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
let entry = |binding: u32| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
};
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch.bgl"),
entries: &[entry(0), entry(1), entry(2), entry(3), entry(4)],
})
}
}
impl LineFamilyGpu {
fn default_filler() -> Self {
Self {
cos_a: 1.0,
sin_a: 0.0,
x0: 0.0,
y0: 0.0,
dx: 1.0,
dy: 0.0,
perp_step: 1.0,
along_step: 1.0,
line_width: 0.0,
period: 0.0,
n_dashes: 0,
dash_offset: 0,
}
}
}
// ── Helpers ───────────────────────────────────────────────────────────────
/// Perpendicular spacing between adjacent parallel lines.
/// QCAD PAT format stores (dx, dy) in line-local coordinates: dy = perpendicular, dx = along-line.
fn perp_spacing(f: &PatFamily) -> f32 {
f.dy
}
/// Pack pattern families into the GPU batch struct.
fn build_family_batch(pattern: &HatchPattern) -> FamilyBatchData {
let mut batch = FamilyBatchData {
families: [LineFamilyGpu {
cos_a: 0.0,
sin_a: 0.0,
x0: 0.0,
y0: 0.0,
dx: 0.0,
dy: 0.0,
perp_step: 0.0,
along_step: 0.0,
line_width: 0.0,
period: 0.0,
n_dashes: 0,
dash_off: 0,
}; MAX_FAMILIES],
dash_values: [[0.0; 4]; 32],
n_families: 0,
_pad: [0; 3],
};
let HatchPattern::Pattern(families) = pattern else {
return batch;
};
let mut dash_cursor: usize = 0;
for (fi, family) in families.iter().take(MAX_FAMILIES).enumerate() {
let angle_r = family.angle_deg.to_radians();
let cos_a = angle_r.cos();
let sin_a = angle_r.sin();
// QCAD PAT local-frame convention: dy = perpendicular spacing, dx = along-line phase shift.
let perp_step = family.dy;
let along_step = family.dx;
let line_width = 0.0_f32; // unused: shader uses screen-space derivative for 1px lines
// Dash pattern: collect up to available space.
let n_avail = MAX_DASHES.saturating_sub(dash_cursor);
let n_dashes = family.dashes.len().min(n_avail);
let period: f32 = family.dashes[..n_dashes].iter().map(|d| d.abs()).sum();
let dash_off = dash_cursor as u32;
for &d in &family.dashes[..n_dashes] {
batch.dash_values[dash_cursor / 4][dash_cursor % 4] = d;
dash_cursor += 1;
}
batch.families[fi] = LineFamilyGpu {
cos_a,
sin_a,
x0: family.x0,
y0: family.y0,
dx: family.dx,
dy: family.dy,
perp_step,
along_step,
line_width,
period: if n_dashes > 0 { period } else { 0.0 },
n_dashes: n_dashes as u32,
dash_off,
};
batch.n_families += 1;
if dash_cursor >= MAX_DASHES {
break;
/// Project every boundary vertex onto the gradient direction
/// `(cos θ, sin θ)` and return the (min, max) projection. Used to set
/// up the gradient's normalized parameter range. Same math as the
/// per-hatch path; duplicated here to keep this module self-contained.
fn boundary_projection_range(boundary: &[[f32; 2]], theta: f32) -> (f32, f32) {
let (cs, sn) = (theta.cos(), theta.sin());
let mut lo = f32::INFINITY;
let mut hi = f32::NEG_INFINITY;
for &[x, y] in boundary {
if !x.is_finite() || !y.is_finite() {
continue;
}
let p = x * cs + y * sn;
if p < lo { lo = p; }
if p > hi { hi = p; }
}
if !lo.is_finite() {
return (0.0, 1.0);
}
(lo, hi)
}
batch
// PatFamily is re-exported by hatch_model so we don't need to import
// it explicitly anywhere else — but rust needs the type referenced to
// confirm the layout assumption above.
#[allow(dead_code)]
fn _assert_patfamily_fields(f: &PatFamily) -> (f32, f32, f32) {
(f.angle_deg, f.x0, f.y0)
}
+97 -98
View File
@@ -1,6 +1,6 @@
pub mod face3d_gpu;
pub mod hatch_batched_gpu;
pub mod hatch_gpu;
pub mod wipeout_gpu;
pub mod image_gpu;
pub mod mesh_gpu;
pub mod text_gpu;
@@ -13,7 +13,7 @@ use iced::wgpu::util::DeviceExt;
use iced::{Rectangle, Size};
pub use face3d_gpu::Face3DGpu;
pub use hatch_gpu::HatchGpu;
pub use wipeout_gpu::WipeoutGpu;
pub use image_gpu::ImageGpu;
pub use mesh_gpu::MeshLodGpu;
pub use uniforms::Uniforms;
@@ -41,12 +41,12 @@ pub struct Pipeline {
/// storage). Passed to `WireGpu::from_run` / `from_batch` so they can build
/// each batch's per-wire bind group.
wire_const_bgl: Option<wgpu::BindGroupLayout>,
hatch_pipeline: wgpu::RenderPipeline,
wipeout_pipeline: wgpu::RenderPipeline,
/// Phase 4-B — single-draw batched hatch pipeline. Per-instance
/// data lives in storage buffers; one draw call covers every
/// hatch in the frame. `None` on WebGL2 (wasm), which lacks
/// vertex-stage storage buffers.
hatch_batched_pipeline: Option<wgpu::RenderPipeline>,
hatch_pipeline: Option<wgpu::RenderPipeline>,
image_pipeline: wgpu::RenderPipeline,
/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
@@ -72,10 +72,10 @@ pub struct Pipeline {
face3d_depth_pipeline: wgpu::RenderPipeline,
uniform_buffer: wgpu::Buffer,
uniform_bind_group: wgpu::BindGroup,
hatch_bgl1: wgpu::BindGroupLayout,
wipeout_bgl1: wgpu::BindGroupLayout,
/// Group-1 layout for the batched hatch pipeline (storage buffers
/// for instances / boundary / families / dashes). `None` on WebGL2.
hatch_batched_bgl1: Option<wgpu::BindGroupLayout>,
hatch_bgl1: Option<wgpu::BindGroupLayout>,
image_bgl1: wgpu::BindGroupLayout,
/// Group-1 layout for the text pipeline (atlas texture + sampler).
text_atlas_bgl: wgpu::BindGroupLayout,
@@ -125,14 +125,13 @@ pub struct Pipeline {
/// frame they are present (small), drawn on top of the base wire pass — so
/// a live drag never re-uploads the resident base buffer.
gpu_preview_wires: Vec<WireGpu>,
/// Phase 4-B — single batched-hatch GPU resource. Drawn in one
/// indexed call with per-instance visibility masking the rest.
/// Legacy per-hatch `Vec<HatchGpu>` + scissor / skip-flag plumbing
/// removed in step 5; the `hatch_pipeline` itself stays around to
/// serve the wipeout path which still uses `HatchGpu`.
gpu_hatch_batched: Option<hatch_batched_gpu::HatchBatchedGpu>,
/// Wipeout fills — rendered after wires in a separate pass.
gpu_wipeouts: Vec<HatchGpu>,
/// The canonical hatch fills — a single batched GPU resource drawn in one
/// 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>,
/// Wipeout masks — solid fills rendered after wires in a separate pass via
/// the legacy per-primitive `WipeoutGpu` renderer.
gpu_wipeouts: Vec<WipeoutGpu>,
/// Per-wipeout draw-time skip flag (Phase 2.3 frustum cull). `true`
/// when the wipeout's projected AABB sits entirely outside the
/// viewport rect. Recomputed by `compute_wipeout_lod`.
@@ -431,8 +430,8 @@ impl Pipeline {
};
let frag = wgpu::ShaderStages::FRAGMENT;
let vert_frag = wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT;
let hatch_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch.bgl1"),
let wipeout_bgl1 = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("wipeout.bgl1"),
entries: &[
hatch_entry(0, vert_frag),
hatch_entry(1, frag),
@@ -440,19 +439,86 @@ impl Pipeline {
],
});
let wipeout_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("wipeout.pipeline_layout"),
bind_group_layouts: &[&frame_bgl, &wipeout_bgl1],
push_constant_ranges: &[],
});
let wipeout_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("wipeout.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/wipeout.wgsl"
))),
});
let wipeout_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("wipeout.pipeline"),
layout: Some(&wipeout_layout),
vertex: wgpu::VertexState {
module: &wipeout_shader,
entry_point: Some("vs_main"),
buffers: &[wipeout_gpu::HatchVertex::layout()],
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: &wipeout_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,
});
// ── Hatch batched pipeline (Phase 4-B) ─────────────────────────────
// WebGL2 (the wasm fallback backend) has no vertex-stage storage
// buffers, which this pipeline's bind group requires. Skip it on wasm
// and run without the batched-hatch optimization.
#[cfg(target_arch = "wasm32")]
let (hatch_bgl1, hatch_pipeline): (
Option<wgpu::BindGroupLayout>,
Option<wgpu::RenderPipeline>,
) = (None, None);
#[cfg(not(target_arch = "wasm32"))]
let (hatch_bgl1, hatch_pipeline) = {
let hatch_bgl1 = hatch_gpu::HatchGpu::bind_group_layout(device);
let hatch_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("hatch.pipeline_layout"),
bind_group_layouts: &[&frame_bgl, &hatch_bgl1],
push_constant_ranges: &[],
});
let hatch_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("hatch.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/hatch.wgsl"
))),
});
let hatch_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("hatch.pipeline"),
layout: Some(&hatch_layout),
@@ -496,74 +562,7 @@ impl Pipeline {
multiview: None,
cache: None,
});
// ── Hatch batched pipeline (Phase 4-B) ─────────────────────────────
// WebGL2 (the wasm fallback backend) has no vertex-stage storage
// buffers, which this pipeline's bind group requires. Skip it on wasm
// and run without the batched-hatch optimization.
#[cfg(target_arch = "wasm32")]
let (hatch_batched_bgl1, hatch_batched_pipeline): (
Option<wgpu::BindGroupLayout>,
Option<wgpu::RenderPipeline>,
) = (None, None);
#[cfg(not(target_arch = "wasm32"))]
let (hatch_batched_bgl1, hatch_batched_pipeline) = {
let hatch_batched_bgl1 = hatch_batched_gpu::HatchBatchedGpu::bind_group_layout(device);
let hatch_batched_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("hatch_batched.pipeline_layout"),
bind_group_layouts: &[&frame_bgl, &hatch_batched_bgl1],
push_constant_ranges: &[],
});
let hatch_batched_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("hatch_batched.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/hatch_batched.wgsl"
))),
});
let hatch_batched_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("hatch_batched.pipeline"),
layout: Some(&hatch_batched_layout),
vertex: wgpu::VertexState {
module: &hatch_batched_shader,
entry_point: Some("vs_main"),
buffers: &[hatch_batched_gpu::HatchBatchedVertex::layout()],
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: &hatch_batched_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,
});
(Some(hatch_batched_bgl1), Some(hatch_batched_pipeline))
(Some(hatch_bgl1), Some(hatch_pipeline))
};
// ── Mesh pipeline ──────────────────────────────────────────────────
@@ -1152,8 +1151,8 @@ impl Pipeline {
wire_const_bgl: Some(wire_const_bgl),
#[cfg(target_arch = "wasm32")]
wire_const_bgl: None,
wipeout_pipeline,
hatch_pipeline,
hatch_batched_pipeline,
image_pipeline,
text_pipeline,
text_atlas_bgl,
@@ -1172,8 +1171,8 @@ impl Pipeline {
face3d_depth_pipeline,
uniform_buffer,
uniform_bind_group,
wipeout_bgl1,
hatch_bgl1,
hatch_batched_bgl1,
image_bgl1,
depth_texture_size: Size::new(1, 1),
// (0, 0) forces the first `ensure_depth_texture` to allocate at the
@@ -1192,7 +1191,7 @@ impl Pipeline {
wire_pixel_scissors: vec![],
gpu_selected_wires: vec![],
gpu_preview_wires: vec![],
gpu_hatch_batched: None,
gpu_hatch: None,
gpu_wipeouts: vec![],
wipeout_skip_flags: vec![],
wipeout_pixel_scissors: vec![],
@@ -1408,7 +1407,7 @@ impl Pipeline {
clip_w: u32,
clip_h: u32,
) {
let Some(batch) = &mut self.gpu_hatch_batched else {
let Some(batch) = &mut self.gpu_hatch else {
return;
};
for (i, aabb) in batch.instance_aabbs.iter().enumerate() {
@@ -1581,21 +1580,21 @@ impl Pipeline {
pub fn upload_hatches(&mut self, device: &wgpu::Device, hatches: &[HatchModel]) {
// No batched pipeline (WebGL2) → nothing to upload.
let Some(bgl1) = &self.hatch_batched_bgl1 else {
self.gpu_hatch_batched = None;
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_batched =
hatch_batched_gpu::HatchBatchedGpu::build(device, bgl1, &renderable);
self.gpu_hatch =
hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
}
pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
self.gpu_wipeouts = wipeouts
.iter()
.filter(|h| h.boundary.len() >= 3)
.map(|h| HatchGpu::new(device, h, &self.hatch_bgl1))
.map(|h| WipeoutGpu::new(device, h, &self.wipeout_bgl1))
.collect();
}
@@ -1733,7 +1732,7 @@ impl Pipeline {
// (paper-space MSPACE) isn't ported to the batched path
// yet — follow-up if it shows up as a visual issue.
if let (Some(batch), Some(pipeline)) =
(&self.gpu_hatch_batched, &self.hatch_batched_pipeline)
(&self.gpu_hatch, &self.hatch_pipeline)
{
// Skipped while navigating (interaction LOD) — the per-pixel
// hatch pass dominates the GPU frame on hatch-heavy drawings.
@@ -2211,7 +2210,7 @@ impl Pipeline {
occlusion_query_set: None,
});
pass.set_viewport(0.0, 0.0, vp.width as f32, vp.height as f32, 0.0, 1.0);
pass.set_pipeline(&self.hatch_pipeline);
pass.set_pipeline(&self.wipeout_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
let mut scissor_active = false;
for (i, wipeout) in self.gpu_wipeouts.iter().enumerate() {
@@ -2457,7 +2456,7 @@ fn aabb_diagonal_pixels(
/// does, so the extra cost is negligible.
///
/// IMPORTANT: the AABB must be in the same local space (world_offset
/// subtracted) that `view_proj` expects. `HatchGpu.world_aabb` rebuilds
/// subtracted) that `view_proj` expects. `WipeoutGpu.world_aabb` rebuilds
/// the absolute local-space rect from `model.world_origin + boundary
/// extents` for this reason; meshes already store an absolute rect.
fn aabb_offscreen(
+472
View File
@@ -0,0 +1,472 @@
// Wipeout GPU buffers — the legacy per-primitive fill renderer, now used ONLY
// for wipeout masks (solid fills drawn after wires to hide them). Real hatch
// fills go through the canonical `hatch_gpu.rs` batched renderer.
//
// It retains a general pattern/gradient capability (mode 0/2 below) and the
// `MAX_FAMILIES = 16` cap, but wipeouts are always solid (mode 1, zero pattern
// families), so the cap never truncates anything in practice. The family code
// is kept only as a latent non-batched fallback; do NOT read `MAX_FAMILIES` as
// a limit on visible hatch fills.
//
// Group 1 bindings per fill:
// binding 0 — HatchUniformData (64 bytes) mode, color, angle_offset, scale, gradient params
// binding 1 — BoundaryData (16384 bytes) boundary polygon vertices
// binding 2 — FamilyBatchData (1296 bytes) up to 16 line families + 128 dash values (unused for wipeouts)
use crate::scene::model::hatch_model::{HatchModel, HatchPattern, PatFamily, MAX_HATCH_BOUNDARY_VERTS};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
// ── Constants ──────────────────────────────────────────────────────────────
pub const MAX_FAMILIES: usize = 16;
pub const MAX_DASHES: usize = 128;
// ── Vertex ────────────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchVertex {
pub pos: [f32; 3],
pub _pad: f32,
}
impl HatchVertex {
pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<HatchVertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}
}
}
// ── Uniform structs ───────────────────────────────────────────────────────
/// Per-hatch parameters (binding 0). Must be 80 bytes (16-byte aligned).
///
/// `mode` encoding:
/// 0 → Pattern (families in FamilyBatchData)
/// 1 → Solid
/// 2 → Gradient (grad_cos/sin/min/range used)
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchUniformData {
pub color: [f32; 4], // 0: primary RGBA / gradient start
pub color2: [f32; 4], // 16: gradient end color
pub mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
pub vertex_count: u32, // 36: boundary vertex count
pub angle_offset: f32, // 40: pattern rotation (radians)
pub scale: f32, // 44: pattern scale multiplier
pub grad_cos: f32, // 48: gradient direction cos
pub grad_sin: f32, // 52: gradient direction sin
pub grad_min: f32, // 56: gradient proj_min
pub grad_range: f32, // 60: gradient proj_range
pub origin: [f32; 2], // 64: hatch-local origin (boundary AABB centre),
// // high half of the double-single anchor.
// // The pattern fragment shader subtracts this
// // from xz before the perp/perp_step quotient
// // so f32 doesn't catastrophically cancel when
// // world coords are large and pattern spacing
// // is small (e.g. UTM drawing + sub-mm hatch).
pub origin_low: [f32; 2], // 72: anchor low residual (double-single) so the
// // vertex clip position stays precise at UTM scale.
} // total 80 bytes
/// Boundary polygon (binding 1). Matches WGSL `Boundary`.
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct BoundaryData {
pub verts: [[f32; 4]; MAX_HATCH_BOUNDARY_VERTS], // world XY in .xy, .zw unused
}
/// One line family packed for the shader (48 bytes).
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LineFamilyGpu {
pub cos_a: f32, // cos(angle_rad)
pub sin_a: f32, // sin(angle_rad)
pub x0: f32, // family origin x
pub y0: f32, // family origin y
pub dx: f32, // step vector x
pub dy: f32, // step vector y
pub perp_step: f32, // -dx*sin_a + dy*cos_a (perpendicular spacing)
pub along_step: f32, // dx*cos_a + dy*sin_a (along-line phase shift per step)
pub line_width: f32, // |perp_step| * 0.08
pub period: f32, // sum of |dash values| (0 = solid)
pub n_dashes: u32, // number of dash entries (0 = solid)
pub dash_off: u32, // index into FamilyBatchData::dash_values
}
/// All line families + dash values for one hatch (binding 2).
/// Total size: 16×48 + 32×16 + 4×4 = 768 + 512 + 16 = 1296 bytes.
/// dash_values is [f32; 4]×32 so each element is vec4<f32> (16-byte stride, valid in uniform).
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct FamilyBatchData {
pub families: [LineFamilyGpu; MAX_FAMILIES], // 768 bytes
pub dash_values: [[f32; 4]; 32], // 512 bytes (128 f32s as 32×vec4)
pub n_families: u32, // 4 bytes
pub _pad: [u32; 3], // 12 bytes
} // 1296 bytes total
// ── Per-hatch GPU handle ───────────────────────────────────────────────────
pub struct WipeoutGpu {
pub vertex_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
/// Mirrors `HatchModel.vp_scissor`. Forwarded to the pipeline so each
/// frame's `compute_hatch_scissors` can translate the world rect into
/// a pixel scissor.
pub vp_scissor: Option<[f32; 4]>,
/// World-space XY bounding rect [min_x, min_y, max_x, max_y] of the
/// boundary polygon. Used by the per-frame LOD pass to skip hatches
/// whose entire footprint projects to less than ~2 px (Phase 3.3).
pub world_aabb: [f32; 4],
_uniform_buf: wgpu::Buffer,
_boundary_buf: wgpu::Buffer,
_family_buf: wgpu::Buffer,
}
impl WipeoutGpu {
pub fn new(device: &wgpu::Device, model: &HatchModel, bgl1: &wgpu::BindGroupLayout) -> Self {
// ── Decode pattern mode ──────────────────────────────────────────
let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
}
};
// ── Bounding box ─────────────────────────────────────────────────
let (mut min_x, mut max_x, mut min_y, mut max_y) = (
f32::INFINITY,
f32::NEG_INFINITY,
f32::INFINITY,
f32::NEG_INFINITY,
);
for &[x, y] in model.boundary.iter() {
if !x.is_finite() || !y.is_finite() {
continue;
}
min_x = min_x.min(x);
max_x = max_x.max(x);
min_y = min_y.min(y);
max_y = max_y.max(y);
}
let max_spacing = match &model.pattern {
HatchPattern::Pattern(families) => families
.iter()
.map(|f| perp_spacing(f).abs())
.fold(0.0f32, f32::max),
_ => 5.0,
};
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
// ── Pattern phase anchor.
//
// Boundary verts are already stored as small f32 offsets from
// `model.world_origin` (an f64 anchor near the AABB centre), so
// the in_polygon ray-cast and the pattern math both run at full
// f32 precision in the fragment shader. The remaining question
// is *which* offset-rel point we hand to the vertex shader as
// `h.origin` (so the quad lands at the correct WCS position
// after `view_proj * (v.pos + h.origin)`).
//
// For pattern alignment across adjacent hatches with the same
// family, snap `h.origin` to the family's perp/along grid in
// f64. Without the snap, each hatch's pattern phase is per-hatch
// and stripes don't continue across hatch boundaries (you see
// pattern misalignment along a road etc).
let mut origin = model.world_origin;
if let HatchPattern::Pattern(families) = &model.pattern {
if let Some(fam) = families.first() {
// Must mirror the shader's pattern math exactly. QCAD PAT
// convention (matching build_family_batch): `dy` is the
// perpendicular spacing and `dx` is the along-line phase
// shift, both in family-local space. Multiplied by
// `model.scale` in the fragment shader. Combined angle
// (family + pattern_angle) rotates the perp/along axes.
let angle = (fam.angle_deg.to_radians() + model.angle_offset) as f64;
let cos_a = angle.cos();
let sin_a = angle.sin();
let scale = model.scale as f64;
let perp_step = fam.dy as f64 * scale;
let along_step = fam.dx as f64 * scale;
let o_perp = -origin[0] * sin_a + origin[1] * cos_a;
let o_along = origin[0] * cos_a + origin[1] * sin_a;
let snapped_perp = if perp_step.abs() > 1e-12 {
(o_perp / perp_step).round() * perp_step
} else {
o_perp
};
let snapped_along = if along_step.abs() > 1e-12 {
(o_along / along_step).round() * along_step
} else {
o_along
};
origin = [
-snapped_perp * sin_a + snapped_along * cos_a,
snapped_perp * cos_a + snapped_along * sin_a,
];
}
}
// Boundary buffer + quad now live in "snap-shifted" hatch-local
// coords: subtract any drift between model.world_origin and the
// snapped origin so the in_polygon ray-cast in fragment shader
// (which reads the boundary verts straight) lines up with v.xz.
let drift = [
(model.world_origin[0] - origin[0]) as f32,
(model.world_origin[1] - origin[1]) as f32,
];
let (x0, x1, y0, y1) = (
min_x + drift[0] - pad,
max_x + drift[0] + pad,
min_y + drift[1] - pad,
max_y + drift[1] + pad,
);
let quad = [
HatchVertex {
pos: [x0, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y1, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x0, y0, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x1, y1, 0.0],
_pad: 0.0,
},
HatchVertex {
pos: [x0, y1, 0.0],
_pad: 0.0,
},
];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.vbuf"),
contents: bytemuck::cast_slice(&quad),
usage: wgpu::BufferUsages::VERTEX,
});
// ── Gradient: projection range (in snapped-local space) ──────────
let (grad_min, grad_range) = if mode == 2 {
let projs: Vec<f32> = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
.collect();
if projs.is_empty() {
(0.0, 1.0)
} else {
let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
(proj_min, (proj_max - proj_min).max(1e-4))
}
} else {
(0.0, 1.0)
};
// ── HatchUniformData ─────────────────────────────────────────────
let n = model.boundary.len().min(MAX_HATCH_BOUNDARY_VERTS);
let uniform_data = HatchUniformData {
color: model.color,
color2,
mode,
vertex_count: n as u32,
angle_offset: model.angle_offset,
scale: model.scale,
grad_cos,
grad_sin,
grad_min,
grad_range,
origin: [origin[0] as f32, origin[1] as f32],
origin_low: [
(origin[0] - origin[0] as f32 as f64) as f32,
(origin[1] - origin[1] as f32 as f64) as f32,
],
};
// ── BoundaryData (in snapped-local space) ────────────────────────
let mut boundary_data = BoundaryData {
verts: [[0.0; 4]; MAX_HATCH_BOUNDARY_VERTS],
};
for (i, &[x, y]) in model
.boundary
.iter()
.take(MAX_HATCH_BOUNDARY_VERTS)
.enumerate()
{
// Preserve NaN separators — they signal path breaks to the
// in_polygon ray-cast, must not be shifted into finite numbers.
if x.is_finite() && y.is_finite() {
boundary_data.verts[i] = [x + drift[0], y + drift[1], 0.0, 0.0];
} else {
boundary_data.verts[i] = [f32::NAN, f32::NAN, 0.0, 0.0];
}
}
// ── FamilyBatchData ───────────────────────────────────────────────
let family_batch = build_family_batch(&model.pattern);
// ── GPU buffers ───────────────────────────────────────────────────
let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.uniforms"),
contents: bytemuck::bytes_of(&uniform_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let _boundary_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.boundary"),
contents: bytemuck::bytes_of(&boundary_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let _family_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch.families"),
contents: bytemuck::bytes_of(&family_batch),
usage: wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch.bind_group1"),
layout: bgl1,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: _uniform_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: _boundary_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: _family_buf.as_entire_binding(),
},
],
});
// Boundary vertices are stored as f32 offsets from
// `model.world_origin` (so f32 keeps precision at UTM-scale
// WCS). The pipeline-level frustum cull (Phase 2.3
// `aabb_offscreen`) projects through `view_proj`, which expects
// local-space (world_offset-subtracted) coordinates — the same
// space as `world_origin`. Add the origin back so `world_aabb`
// is in that absolute local space rather than relative to the
// anchor. (Sub-pixel LOD via `aabb_below_pixel` is unaffected:
// it measures a projected diagonal, invariant under translation.)
let ox = model.world_origin[0] as f32;
let oy = model.world_origin[1] as f32;
let world_aabb = if min_x.is_finite() && min_y.is_finite() {
[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
} else {
[min_x, min_y, max_x, max_y]
};
Self {
vertex_buffer,
bind_group,
vp_scissor: model.vp_scissor,
world_aabb,
_uniform_buf,
_boundary_buf,
_family_buf,
}
}
}
// ── Helpers ───────────────────────────────────────────────────────────────
/// Perpendicular spacing between adjacent parallel lines.
/// QCAD PAT format stores (dx, dy) in line-local coordinates: dy = perpendicular, dx = along-line.
fn perp_spacing(f: &PatFamily) -> f32 {
f.dy
}
/// Pack pattern families into the GPU batch struct.
fn build_family_batch(pattern: &HatchPattern) -> FamilyBatchData {
let mut batch = FamilyBatchData {
families: [LineFamilyGpu {
cos_a: 0.0,
sin_a: 0.0,
x0: 0.0,
y0: 0.0,
dx: 0.0,
dy: 0.0,
perp_step: 0.0,
along_step: 0.0,
line_width: 0.0,
period: 0.0,
n_dashes: 0,
dash_off: 0,
}; MAX_FAMILIES],
dash_values: [[0.0; 4]; 32],
n_families: 0,
_pad: [0; 3],
};
let HatchPattern::Pattern(families) = pattern else {
return batch;
};
let mut dash_cursor: usize = 0;
for (fi, family) in families.iter().take(MAX_FAMILIES).enumerate() {
let angle_r = family.angle_deg.to_radians();
let cos_a = angle_r.cos();
let sin_a = angle_r.sin();
// QCAD PAT local-frame convention: dy = perpendicular spacing, dx = along-line phase shift.
let perp_step = family.dy;
let along_step = family.dx;
let line_width = 0.0_f32; // unused: shader uses screen-space derivative for 1px lines
// Dash pattern: collect up to available space.
let n_avail = MAX_DASHES.saturating_sub(dash_cursor);
let n_dashes = family.dashes.len().min(n_avail);
let period: f32 = family.dashes[..n_dashes].iter().map(|d| d.abs()).sum();
let dash_off = dash_cursor as u32;
for &d in &family.dashes[..n_dashes] {
batch.dash_values[dash_cursor / 4][dash_cursor % 4] = d;
dash_cursor += 1;
}
batch.families[fi] = LineFamilyGpu {
cos_a,
sin_a,
x0: family.x0,
y0: family.y0,
dx: family.dx,
dy: family.dy,
perp_step,
along_step,
line_width,
period: if n_dashes > 0 { period } else { 0.0 },
n_dashes: n_dashes as u32,
dash_off,
};
batch.n_families += 1;
if dash_cursor >= MAX_DASHES {
break;
}
}
batch
}