fix(hatch): radial gradients and correct gradient stop colours

A gradient hatch was drawn linear from the entity colour to its second
stop, so a red->yellow spherical fill came out as a pale linear wash. Two
fixes:
- Colour: start from the gradient's first stop, not the entity colour.
  hatch_model_from_dxf already baked stop-0 in; stop synced_hatch_models
  from clobbering it with the entity's resolved colour for gradient fills.
- Shape: spherical / hemispherical / curved gradient names now render as a
  radial fill (new shader mode 3, centred on the boundary with radius to the
  farthest vertex) instead of linear. Native and web shaders both updated.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-18 22:01:22 +03:00
1 parent 69354eca07
commit fc29139056
8 files changed
+93 -23

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+1
View File
@@ -395,6 +395,7 @@ impl GradientCommand {
pattern: HatchPattern::Gradient {
angle_deg: 0.0,
color2: [0.18, 0.18, 0.18, 0.0],
radial: false,
},
name: "LINEAR".into(),
color: [0.30, 0.60, 0.95, 0.80],
+28 -10
View File
@@ -626,7 +626,12 @@ impl Scene {
// emitted first so LessEqual layering keeps it underneath.
let mut backdrop: Option<HatchModel> = None;
if let Some(e) = entity {
m.color = self.render_style(e).0;
// A gradient's colour is its first stop (already baked into
// the cached model); only solid / pattern fills take the
// entity's resolved colour.
if !matches!(m.pattern, model::hatch_model::HatchPattern::Gradient { .. }) {
m.color = self.render_style(e).0;
}
if let EntityType::Hatch(dxf) = e {
if let Some(bg) = crate::entities::hatch::background_color(dxf) {
let mut b = m.clone();
@@ -1421,16 +1426,27 @@ impl Scene {
&& !dxf.gradient_color.is_enabled()
&& !dxf.pattern.lines.is_empty();
// The gradient's first stop is the fill's start colour (not the
// entity colour); capture it so the HatchModel draws stop-0 → stop-1.
let mut gradient_color1: Option<[f32; 4]> = None;
let mut pattern = if dxf.gradient_color.is_enabled() {
let color2 = dxf
.gradient_color
.colors
.get(1)
.and_then(|e| e.color.rgb())
.map(|(r, g, b)| [r as f32 / 255.0, g as f32 / 255.0, b as f32 / 255.0, 1.0])
.unwrap_or(color);
let stop = |i: usize| {
dxf.gradient_color.colors.get(i).and_then(|e| e.color.rgb()).map(
|(r, g, b)| [r as f32 / 255.0, g as f32 / 255.0, b as f32 / 255.0, 1.0],
)
};
gradient_color1 = stop(0);
let color2 = stop(1).unwrap_or(color);
let angle_deg = dxf.pattern_angle.to_degrees() as f32;
model::hatch_model::HatchPattern::Gradient { angle_deg, color2 }
// Spherical / hemispherical / curved names are radial fills; linear
// and cylinder names run along the angle.
let n = dxf.gradient_color.name.to_ascii_uppercase();
let radial = n.contains("SPHERICAL") || n.contains("CURVED");
model::hatch_model::HatchPattern::Gradient {
angle_deg,
color2,
radial,
}
} else if dxf.is_solid {
model::hatch_model::HatchPattern::Solid
} else if prebaked {
@@ -1571,7 +1587,9 @@ impl Scene {
boundary_wcs: None,
pattern,
name,
color,
// A gradient starts from its first stop; other fills use the
// entity colour.
color: gradient_color1.unwrap_or(color),
angle_offset: if prebaked { 0.0 } else { dxf.pattern_angle as f32 },
scale: if prebaked { 1.0 } else { dxf.pattern_scale as f32 },
world_origin,
+8 -2
View File
@@ -36,8 +36,14 @@ pub enum HatchPattern {
Solid,
/// One or more line families (PAT format).
Pattern(Vec<PatFamily>),
/// Linear gradient from `color` to `color2` along `angle_deg`.
Gradient { angle_deg: f32, color2: [f32; 4] },
/// Two-stop gradient from `color` to `color2`. Linear along `angle_deg`
/// unless `radial`, in which case it runs from the boundary centre outward
/// (spherical / hemispherical / curved fills).
Gradient {
angle_deg: f32,
color2: [f32; 4],
radial: bool,
},
}
/// A hatched region defined by a closed polygon boundary.
+27 -7
View File
@@ -225,13 +225,21 @@ impl HatchGpu {
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::Gradient { angle_deg, color2, radial } => {
if *radial {
// Radial fill: the boundary is stored relative to its
// centre (`world_origin`), so the centre is the local
// origin; radius = the farthest boundary vertex. mode 3.
let radius = radial_radius(&h.boundary);
(3u32, *color2, 0.0, 0.0, 0.0, radius)
} else {
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 {
@@ -559,6 +567,18 @@ fn boundary_projection_range(boundary: &[[f32; 2]], theta: f32) -> (f32, f32) {
(lo, hi)
}
/// Radius of a radial gradient — the distance from the boundary centre (the
/// local origin, since vertices are stored relative to it) to the farthest
/// vertex, so `t = 1` (the end colour) reaches the corners.
fn radial_radius(boundary: &[[f32; 2]]) -> f32 {
boundary
.iter()
.filter(|p| p[0].is_finite() && p[1].is_finite())
.map(|p| (p[0] * p[0] + p[1] * p[1]).sqrt())
.fold(0.0_f32, f32::max)
.max(1.0)
}
// 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.
+18 -3
View File
@@ -110,9 +110,14 @@ impl HatchWebGpu {
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())
HatchPattern::Gradient { angle_deg, color2, radial } => {
if *radial {
// Radial: centre is the local origin; grad_cos/sin unused.
(3u32, *color2, 0.0, 0.0)
} else {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
}
}
};
@@ -181,6 +186,16 @@ impl HatchWebGpu {
// Floor matches the desktop hatch renderer (hatch_gpu.rs).
(proj_min, (proj_max - proj_min).max(1.0))
}
} else if mode == 3 {
// Radial: range = the farthest boundary vertex from the centre.
let radius = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| (x * x + y * y).sqrt())
.fold(0.0_f32, f32::max)
.max(1.0);
(0.0, radius)
} else {
(0.0, 1.0)
};
+1 -1
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@@ -138,7 +138,7 @@ impl WipeoutGpu {
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 } => {
HatchPattern::Gradient { angle_deg, color2, .. } => {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
}
+5
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@@ -274,6 +274,11 @@ fn check_family(
let proj = v.xz.x * inst.grad_cos + v.xz.y * inst.grad_sin;
let t = clamp((proj - inst.grad_min) / inst.grad_range, 0.0, 1.0);
return mix(inst.color, inst.color2, t);
} else if inst.mode == 3u {
// Radial gradient: centre is (grad_cos, grad_sin), radius is grad_range.
let d = length(v.xz - vec2<f32>(inst.grad_cos, inst.grad_sin));
let t = clamp(d / inst.grad_range, 0.0, 1.0);
return mix(inst.color, inst.color2, t);
}
// 3. Pattern LOD: when the densest family's spacing projects below
+5
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@@ -228,6 +228,11 @@ fn check_family(
let proj = v.xz.x * h.grad_cos + v.xz.y * h.grad_sin;
let t = clamp((proj - h.grad_min) / h.grad_range, 0.0, 1.0);
return mix(h.color, h.color2, t);
} else if h.mode == 3u {
// Radial gradient: centre is (grad_cos, grad_sin), radius is grad_range.
let d = length(v.xz - vec2<f32>(h.grad_cos, h.grad_sin));
let t = clamp(d / h.grad_range, 0.0, 1.0);
return mix(h.color, h.color2, t);
}
// Pattern LOD: when the densest family projects below 2 px, lines blur into