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]>
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]>
The GPU draws exclusively via the rotation-only `view_rot` + eye double-
single; the full view-projection survived only to project AABBs in the
CPU frustum-cull / scissor / LOD passes. Migrate those to the same
relative-to-eye math (project `point - eye` through `view_rot`) — pixel-
equivalent but precise at UTM scale — then drop the dead uniform:
- pipeline cull/scissor/LOD helpers take (view_rot, eye) instead of the
full view_proj; render.rs reconstructs eye from the uniform's
eye_high/eye_low and passes the cropped view_rot.
- Remove the `view_proj` field from the shared Uniforms struct and all six
shader structs that only declared it for layout (none read it), and
delete Camera::view_proj(). The struct shrinks by one mat4 on both
sides, keeping the Rust / WGSL layouts in lock-step.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
No GPU pipeline reads camera_pos any more — lighting and all transforms
moved to the relative-to-eye path (view_rot + eye_high/eye_low). Remove
the field from the shared Uniforms and every shader struct, plus the now
unused Camera::position_vec4. view_proj stays: the CPU frustum-cull /
scissor / LOD passes still project offset-relative AABBs with it (it is
no longer part of any GPU draw).
Co-Authored-By: Claude Opus 4.7 <[email protected]>
The hatch anchor (world_origin / pattern origin) was cast to a single
f32, quantizing UTM-scale fills to ~0.5 m and reintroducing jitter the
wire path no longer had. Both the batched and per-hatch pipelines now
carry the anchor as a high/low f32 pair (HatchInstance.world_origin_low,
HatchUniformData.origin_low) and reconstruct the eye-relative position in
the shader as (origin_high - eye_high) + (local + origin_low - eye_low).
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Switch the remaining world-space shaders (mesh, image, face3d, hatch,
hatch_batched) to the same relative-to-eye transform the wire pipeline
uses: subtract the eye (high+low f32) per vertex and multiply by the
rotation-only view-projection. Each shader's Uniforms struct is widened
to the full shared layout so the appended RTE fields land at the correct
offsets. Math is unchanged (proj·R·(pos−eye)); large coordinates no
longer jitter on camera movement.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
The point-in-polygon test in both hatch shaders walked edges
(v0,v1)…(vn-2,vn-1) but never the closing edge vn-1→v0, so an unclosed
boundary miscounted crossings and the fill bled outside the shape. SOLID
entities hit this — their four corners are not repeated — making color-wheel
fills spike past their bounds. Close each sub-loop (at NaN separators and at
the end); already-closed loops get a degenerate closing edge that crosses
nothing, so they're unaffected. (#140)
Co-Authored-By: Claude Opus 4.8 <[email protected]>
A zero-length dash entry is a dot (e.g. the DOTS pattern), but every
render path treated only positive entries as marks and skipped it, so
dot patterns drew nothing.
- GPU shaders: light exactly the one pixel containing each dot's lattice
centre. The dot grid rotates with the pattern angle while the lit pixel
stays a steady single pixel, so dots no longer flicker at oblique
angles or zoom (an earlier coverage/round test still aliased).
- PDF export (pattern_segments): walk the dash sequence with absolute
phase and emit a short mark for each dot.
Co-Authored-By: Claude Opus 4.8 <[email protected]>
Both hatch fragment shaders ended their `fs_main` with a bare
`discard;` after the pattern-match for-loop falls through without
matching. WGSL accepts this — discard kills the fragment, so there is
nothing left to return — and naga (the Linux/Vulkan path wgpu defaults
to) lowers it without complaint. DX12's FXC (the default Windows
compiler) is stricter and rejects it with `X3507: 'fs_main': Not all
control paths return a value`, taking the entire pipeline create-down
on every drawing open.
Append an unreachable `return vec4<f32>(0.0);` after each terminal
`discard;` so every control path syntactically ends in a return. The
return never executes at runtime; it only exists to make FXC's
all-paths-return analysis succeed. Naga still accepts the shader
unchanged, so the Vulkan / Metal / WebGPU paths are unaffected.
Reported by @Ward-Vandepitte (Windows 11, DX12, wgpu 27.0.1).
Co-Authored-By: Claude Opus 4.7 <[email protected]>
Two precision problems were producing visibly wrong hatches on UTM-scale
(and similarly-offset) drawings even after world_offset was correct:
1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge
arc tessellation ran the whole arc-center computation in f32. With
vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated
into the sampled arc points and showed up as visibly wavy / jagged
hatch boundaries on edges that crossed the long axis of the drawing.
Re-run the full bulge → arc math in f64; only cast at the to_xy
call that feeds the (also f64) boundary buffer.
2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew
precision when `xz` was at offset-rel WCS magnitude and perp_step
was sub-cm. Move the precision-critical bits out of f32 by keeping
each hatch's anchor in f64 on the model side: `HatchModel` now
carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]`
vertices are stored as small offsets from it. The GPU vertex shader
adds `origin` back inside the view_proj multiply for clip position
(sub-pixel-lossy at large hatches but invisible); the `xz` varying
that the fragment shader uses for in_polygon + pattern math stays
in hatch-local space at full f32 precision.
For pattern alignment across adjacent hatches with the same family,
the GPU pipeline snaps the anchor to the family's perp/along grid
in f64 before sending it down. Snap uses the same QCAD-PAT
convention (`fam.dy = perp_step`, `fam.dx = along_step`) the
shader's check_family uses — an earlier attempt used the world-frame
`(-dx*sin + dy*cos)` formula, which produced a meaningless grid and
no alignment.
Trade-off: pattern phase is "global modulo per-family-grid" rather
than tied to WCS (0,0). Same hatches still align with each other;
the absolute phase relative to the WCS origin may differ from the
pre-fix behaviour on small drawings.
Consumers that read `model.boundary` directly (hit_test, paper_canvas,
add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`.
The hatch wgsl bind-group entry for binding 0 was bumped to
`VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`.
The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be
and the scissor plumbing from fbbac42 still work — those touched
different fields of the same struct.
Co-Authored-By: Claude Opus 4.7 <[email protected]>
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]>