forked from 1b-agent/opencadstudio-upstream
perf(scene): hatch LOD — solid-fill substitute + sub-pixel skip (Phase 3.3)
Hatch fills drew the full per-family pattern loop every frame regardless
of zoom. Two LOD tiers, neither of which existed:
* **Shader-side solid substitute.** When the densest line family's
spacing × scale projects to less than 2 px, individual lines blur
into a solid color and the per-fragment family loop is wasted ALU
(and produces moiré). Pass `world_per_pixel` through Uniforms; the
hatch fragment shader now returns `h.color` directly in that case.
* **CPU-side sub-pixel skip.** When the entire hatch AABB projects
to less than 2 px, drop the draw call. Adds `world_aabb` to
HatchGpu plus a per-frame `compute_hatch_lod` pass (mirrors the
existing scissor pass) and `hatch_skip_flags`. The render pass
skips flagged hatches.
Factored a shared `aabb_below_pixel` helper for future LOD callers.
The Uniforms layout is unchanged in size (96 B) — the trailing
`_pad: vec2<f32>` becomes `world_per_pixel: f32, _pad: f32`, so wgsl
modules that don't read the new field keep working with their old
`_pad: vec2<f32>` declarations.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
This commit is contained in:
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@@ -106,6 +106,10 @@ pub struct HatchGpu {
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/// frame's `compute_hatch_scissors` can translate the world rect into
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/// a pixel scissor.
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pub vp_scissor: Option<[f32; 4]>,
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/// World-space XY bounding rect [min_x, min_y, max_x, max_y] of the
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/// boundary polygon. Used by the per-frame LOD pass to skip hatches
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/// whose entire footprint projects to less than ~2 px (Phase 3.3).
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pub world_aabb: [f32; 4],
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_uniform_buf: wgpu::Buffer,
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_boundary_buf: wgpu::Buffer,
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_family_buf: wgpu::Buffer,
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@@ -273,6 +277,7 @@ impl HatchGpu {
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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: [min_x, min_y, max_x, max_y],
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_uniform_buf,
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_boundary_buf,
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_family_buf,
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@@ -59,6 +59,10 @@ pub struct Pipeline {
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gpu_hatches: Vec<HatchGpu>,
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/// Pixel scissor rects [x, y, w, h] for viewport-clipped hatches. Recomputed each frame.
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hatch_pixel_scissors: Vec<Option<[u32; 4]>>,
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/// `true` for hatches whose AABB projects to less than ~2 px at the
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/// current zoom. Render pass skips the draw call. Recomputed each
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/// frame alongside the scissor pass (Phase 3.3 hatch LOD).
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hatch_skip_flags: Vec<bool>,
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/// Wipeout fills — rendered after wires in a separate pass.
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gpu_wipeouts: Vec<HatchGpu>,
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/// Pixel scissor rects [x, y, w, h] for viewport-clipped wipeouts. Recomputed each frame.
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@@ -597,6 +601,7 @@ impl Pipeline {
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gpu_selected_wires: vec![],
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gpu_hatches: vec![],
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hatch_pixel_scissors: vec![],
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hatch_skip_flags: vec![],
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gpu_wipeouts: vec![],
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wipeout_pixel_scissors: vec![],
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gpu_images: vec![],
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@@ -640,6 +645,20 @@ impl Pipeline {
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.collect();
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}
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/// Recompute per-hatch LOD skip flags. A hatch whose entire AABB
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/// projects to less than ~2 px is invisible at this zoom — skip the
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/// draw call entirely instead of running the polygon test for every
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/// fragment in the bounding quad. Pairs with the shader-side
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/// solid-fill substitution for hatches between 2 px and the dense
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/// pattern threshold.
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pub fn compute_hatch_lod(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
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self.hatch_skip_flags = self
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.gpu_hatches
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.iter()
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.map(|h| aabb_below_pixel(h.world_aabb, view_proj, clip_w, clip_h, 2.0))
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.collect();
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}
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/// Recompute pixel scissor rects for viewport-clipped wipeouts.
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pub fn compute_wipeout_scissors(&mut self, view_proj: glam::Mat4, clip_w: u32, clip_h: u32) {
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self.wipeout_pixel_scissors = self
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@@ -767,6 +786,10 @@ impl Pipeline {
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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let mut scissor_active = false;
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for (i, hatch) in self.gpu_hatches.iter().enumerate() {
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// Phase 3.3 LOD: skip hatches projecting to sub-pixel size.
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if self.hatch_skip_flags.get(i).copied().unwrap_or(false) {
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continue;
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}
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match self.hatch_pixel_scissors.get(i) {
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Some(Some([x, y, w, h])) => {
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pass.set_scissor_rect(*x, *y, *w, *h);
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@@ -1161,6 +1184,43 @@ impl Pipeline {
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}
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}
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/// Return `true` when the world-XY AABB's screen-space size is below the
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/// given pixel threshold. Used by LOD passes (hatch skip, etc.) to drop
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/// draw calls that wouldn't contribute a visible pixel.
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fn aabb_below_pixel(
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aabb: [f32; 4],
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view_proj: glam::Mat4,
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clip_w: u32,
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clip_h: u32,
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threshold_px: f32,
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) -> bool {
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let [x0, y0, x1, y1] = aabb;
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if !x0.is_finite() || !y0.is_finite() || !x1.is_finite() || !y1.is_finite() {
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return false;
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}
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let w = clip_w as f32;
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let h = clip_h as f32;
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let corners = [
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view_proj.project_point3(glam::Vec3::new(x0, y0, 0.0)),
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view_proj.project_point3(glam::Vec3::new(x1, y0, 0.0)),
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view_proj.project_point3(glam::Vec3::new(x0, y1, 0.0)),
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view_proj.project_point3(glam::Vec3::new(x1, y1, 0.0)),
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];
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let mut min_px = f32::INFINITY;
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let mut max_px = f32::NEG_INFINITY;
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let mut min_py = f32::INFINITY;
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let mut max_py = f32::NEG_INFINITY;
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for c in &corners {
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let px = (c.x + 1.0) * 0.5 * w;
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let py = (1.0 - c.y) * 0.5 * h;
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if px < min_px { min_px = px; }
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if px > max_px { max_px = px; }
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if py < min_py { min_py = py; }
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if py > max_py { max_py = py; }
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}
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(max_px - min_px).max(max_py - min_py) < threshold_px
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}
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/// Project a world-space XY scissor rect through `view_proj` into the four
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/// pixel-space corners and return the smallest aligned-rect that bounds them,
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/// clamped to the clip viewport. Returns `None` when the rect is missing or
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@@ -7,16 +7,27 @@ pub struct Uniforms {
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pub view_proj: glam::Mat4,
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pub camera_pos: glam::Vec4,
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pub viewport_size: [f32; 2],
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pub _pad: [f32; 2],
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/// World units per screen pixel at the current zoom. Used by the
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/// hatch shader to substitute solid fill when pattern line spacing
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/// falls below ~2 px (Phase 3.3 LOD).
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pub world_per_pixel: f32,
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pub _pad: f32,
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}
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impl Uniforms {
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pub fn new(camera: &Camera, bounds: Rectangle) -> Self {
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let half_h = camera.ortho_size();
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let world_per_pixel = if bounds.height > 0.0 {
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(2.0 * half_h) / bounds.height
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} else {
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0.0
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};
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Self {
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view_proj: camera.view_proj(bounds),
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camera_pos: camera.position_vec4(),
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viewport_size: [bounds.width, bounds.height],
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_pad: [0.0; 2],
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world_per_pixel,
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_pad: 0.0,
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}
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}
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}
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@@ -147,6 +147,7 @@ impl shader::Primitive for Primitive {
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pipeline.compute_hatch_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_wipeout_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_image_scissors(self.uniforms.view_proj, clip_size.width, clip_size.height);
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pipeline.compute_hatch_lod(self.uniforms.view_proj, clip_size.width, clip_size.height);
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if self.show_viewcube {
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pipeline.viewcube.upload(
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queue,
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+23
-5
@@ -13,10 +13,11 @@
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// ── Group 0: frame uniforms (shared) ──────────────────────────────────────
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struct Uniforms {
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view_proj: mat4x4<f32>,
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camera_pos: vec4<f32>,
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viewport_size: vec2<f32>,
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_pad: vec2<f32>,
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view_proj: mat4x4<f32>,
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camera_pos: vec4<f32>,
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viewport_size: vec2<f32>,
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world_per_pixel: f32,
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_pad: f32,
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}
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@group(0) @binding(0) var<uniform> u: Uniforms;
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@@ -195,7 +196,24 @@ fn check_family(
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return mix(h.color, h.color2, t);
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}
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// 3. Pattern: evaluate each line family.
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// 3. Pattern: LOD substitution — when the densest family's spacing
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// projects to less than 2 px, individual lines blur into a solid
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// fill and the per-family loop just wastes ALU. Return solid color
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// instead. (Phase 3.3 hatch LOD.)
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if u.world_per_pixel > 0.0 && f.n_families > 0u {
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var min_spacing_world: f32 = 1.0e30;
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for (var i = 0u; i < f.n_families; i++) {
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let s = abs(f.families[i].perp_step) * h.scale;
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if s > 0.0 && s < min_spacing_world {
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min_spacing_world = s;
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}
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}
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if min_spacing_world / u.world_per_pixel < 2.0 {
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return h.color;
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}
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}
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// 4. Pattern: evaluate each line family.
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let cos_off = cos(h.angle_offset);
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let sin_off = sin(h.angle_offset);
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for (var i = 0u; i < f.n_families; i++) {
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