forked from 1b-agent/opencadstudio-upstream
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:
1 parent
69354eca07
commit
fc29139056
8 files changed
+93
-23
No files matched your search
@@ -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)
|
||||
};
|
||||
|
||||
Reference in new issue
Block a user