forked from 1b-agent/opencadstudio-upstream
Keep every pattern family visible until all projected spacings become sub-pixel, then switch the hatch to solid. Refs #569
305 lines
11 KiB
WebGPU Shading Language
305 lines
11 KiB
WebGPU Shading Language
// Hatch texture shader — storage-free, UNCAPPED variant of wipeout.wgsl.
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//
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// Devices without vertex/fragment storage buffers cannot use the batched
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// storage-buffer renderer (hatch.wgsl). This shader keeps the exact
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// wipeout.wgsl hatch algorithm (in_polygon + per-family line/dash/dot + solid +
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// gradient) but reads the variable-length boundary / family / dash arrays from a
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// single RGBA32F data texture via textureLoad instead of fixed-size uniforms —
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// removing the MAX_FAMILIES (16) / MAX_HATCH_BOUNDARY_VERTS (1024) / MAX_DASHES
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// (128) caps of the uniform path.
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//
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// Data texture layout (row-major, width = h.tex_width, one vec4 per texel):
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// [ 0 .. vcount ) boundary verts, .xy = local XY, NaN = break
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// [ fam_off .. fam_off+3*n_fam ) families, 3 texels each (see load_family)
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// [ dash_off .. ) dash values, 4 per texel (RGBA)
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// ── Group 0: frame uniforms (shared) ──────────────────────────────────────
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struct Uniforms {
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viewport_size: vec2<f32>,
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world_per_pixel: f32,
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lwdisplay_enable: f32,
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flat_shade: f32,
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transparency_enable: f32,
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_pad: vec2<f32>,
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view_rot: mat4x4<f32>,
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eye_high: vec3<f32>,
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_pad_eh: f32,
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eye_low: vec3<f32>,
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_pad_el: f32,
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}
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@group(0) @binding(0) var<uniform> u: Uniforms;
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// ── Group 1: per-hatch data ────────────────────────────────────────────────
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struct HatchUniforms {
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color: vec4<f32>, // 0
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color2: vec4<f32>, // 16
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mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
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vcount: u32, // 36: boundary vertex count
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angle_offset: f32, // 40
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scale: f32, // 44
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grad_cos: f32, // 48
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grad_sin: f32, // 52
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grad_min: f32, // 56
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grad_range: f32, // 60
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origin: vec2<f32>, // 64
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origin_low: vec2<f32>, // 72
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n_families: u32, // 80
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fam_off: u32, // 84: texel offset of the family section
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dash_off: u32, // 88: texel offset of the dash section
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tex_width: u32, // 92: data texture width in texels
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}
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@group(1) @binding(0) var<uniform> h: HatchUniforms;
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@group(1) @binding(1) var data_tex: texture_2d<f32>;
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// One line family, reconstructed from 3 texels.
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struct LineFamily {
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cos_a: f32,
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sin_a: f32,
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x0: f32,
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y0: f32,
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dx: f32,
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dy: f32,
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perp_step: f32,
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along_step: f32,
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line_width: f32,
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period: f32,
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n_dashes: u32,
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dash_off: u32,
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}
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fn texel(i: u32) -> vec4<f32> {
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let w = h.tex_width;
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return textureLoad(data_tex, vec2<u32>(i % w, i / w), 0);
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}
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fn load_family(fi: u32) -> LineFamily {
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let base = h.fam_off + fi * 3u;
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let t0 = texel(base);
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let t1 = texel(base + 1u);
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let t2 = texel(base + 2u);
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var f: LineFamily;
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f.cos_a = t0.x; f.sin_a = t0.y; f.x0 = t0.z; f.y0 = t0.w;
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f.dx = t1.x; f.dy = t1.y; f.perp_step = t1.z; f.along_step = t1.w;
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f.line_width = t2.x; f.period = t2.y;
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// Counts stored as exact f32 (small integers, so no denormal/bitcast hazard
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// through the float texture fetch).
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f.n_dashes = u32(t2.z); f.dash_off = u32(t2.w);
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return f;
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}
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// ── Vertex shader (identical to wipeout.wgsl) ──────────────────────────────
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struct VIn { @location(0) pos: vec3<f32> }
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struct VOut {
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@builtin(position) clip: vec4<f32>,
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@location(0) xz: vec2<f32>,
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}
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@vertex fn vs_main(v: VIn) -> VOut {
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var o: VOut;
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// Double-single relative-to-eye: anchor high cancels eye_high (Sterbenz);
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// boundary-local v.pos + anchor low + (−eye_low) carry the residual.
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let hi = vec3<f32>(h.origin.x - u.eye_high.x,
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h.origin.y - u.eye_high.y,
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-u.eye_high.z);
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let lo = vec3<f32>(v.pos.x + h.origin_low.x - u.eye_low.x,
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v.pos.y + h.origin_low.y - u.eye_low.y,
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v.pos.z - u.eye_low.z);
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o.clip = u.view_rot * vec4<f32>(hi + lo, 1.0);
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o.xz = vec2<f32>(v.pos.x, v.pos.y);
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return o;
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}
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// ── Point-in-polygon (ray casting) ────────────────────────────────────────
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fn valid_vertex(p: vec2<f32>) -> bool {
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// Sub-loop separators are a huge finite sentinel (1e30, see
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// GPU_BOUNDARY_SEP), not NaN: `x == x` NaN detection gets folded to
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// `true` by some drivers (Intel Mesa fast math), which made separators
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// read as real vertices and bleed fills past their boundary (#386, #416).
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return abs(p.x) < 1.0e29 && abs(p.y) < 1.0e29;
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}
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fn edge_crosses(p: vec2<f32>, a: vec2<f32>, c: vec2<f32>) -> bool {
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if (a.y > p.y) != (c.y > p.y) {
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let x_int = (c.x - a.x) * (p.y - a.y) / (c.y - a.y) + a.x;
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return p.x < x_int;
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}
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return false;
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}
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fn in_polygon(p: vec2<f32>) -> bool {
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var inside = false;
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let n = h.vcount;
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var prev = vec2<f32>(0.0, 0.0);
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var first = vec2<f32>(0.0, 0.0);
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var have_prev = false;
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for (var i = 0u; i < n; i++) {
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let vi = texel(i).xy;
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if !valid_vertex(vi) {
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// NaN sentinel closes the current sub-loop (last → first edge). (#140)
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if have_prev && edge_crosses(p, prev, first) {
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inside = !inside;
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}
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have_prev = false;
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continue;
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}
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if have_prev {
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if edge_crosses(p, prev, vi) {
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inside = !inside;
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}
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} else {
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first = vi;
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}
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prev = vi;
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have_prev = true;
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}
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if have_prev && edge_crosses(p, prev, first) {
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inside = !inside;
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}
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return inside;
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}
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// ── Per-family hatch test (identical math to wipeout.wgsl) ─────────────────
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// `ddx_xz`/`ddy_xz` are screen-space derivatives of `xz`, taken once in
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// fs_main: derivative builtins must run in uniform control flow, and the
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// per-family loop's early return makes later iterations non-uniform.
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fn check_family(
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xz: vec2<f32>,
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ddx_xz: vec2<f32>,
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ddy_xz: vec2<f32>,
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fam: LineFamily,
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cos_off: f32,
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sin_off: f32,
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scale: f32,
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) -> bool {
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let cos_a = fam.cos_a * cos_off - fam.sin_a * sin_off;
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let sin_a = fam.sin_a * cos_off + fam.cos_a * sin_off;
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let ox = (fam.x0 * cos_off - fam.y0 * sin_off) * scale;
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let oz = (fam.x0 * sin_off + fam.y0 * cos_off) * scale;
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let px = xz.x - ox;
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let pz = xz.y - oz;
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let perp_step = fam.perp_step * scale;
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let perp = -px * sin_a + pz * cos_a;
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let k = round(perp / perp_step);
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let dperp = perp - k * perp_step;
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let d = abs(dperp);
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// perp is linear in xz (offsets are constant), so its derivatives are the
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// xz derivatives rotated into the family frame.
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let half_px = length(vec2<f32>(
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-ddx_xz.x * sin_a + ddx_xz.y * cos_a,
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-ddy_xz.x * sin_a + ddy_xz.y * cos_a,
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)) * 0.5;
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let wpx = length(vec2<f32>(ddx_xz.x, ddy_xz.x));
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let wpy = length(vec2<f32>(ddx_xz.y, ddy_xz.y));
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if d > half_px * 2.0 { return false; }
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if fam.n_dashes == 0u { return d <= half_px; }
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let along_step = fam.along_step * scale;
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let period = fam.period * scale;
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let along = px * cos_a + pz * sin_a;
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let t = along - k * along_step;
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let t_mod = ((t % period) + period) % period;
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var pos = 0.0;
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for (var j = 0u; j < fam.n_dashes; j++) {
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let idx = fam.dash_off + j;
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let sv = texel(h.dash_off + idx / 4u)[idx % 4u] * scale;
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if sv > 0.0 {
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if d <= half_px && t_mod >= pos && t_mod < pos + sv { return true; }
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pos = pos + sv;
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} else if sv < 0.0 {
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pos = pos - sv;
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} else {
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let dtv = (t - pos) - round((t - pos) / period) * period;
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let owx = -dtv * cos_a + dperp * sin_a;
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let owy = -dtv * sin_a - dperp * cos_a;
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if abs(owx / wpx) <= 0.5 && abs(owy / wpy) <= 0.5 { return true; }
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}
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}
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return false;
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}
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// ── Fragment shader ────────────────────────────────────────────────────────
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@fragment fn fs_main(v: VOut) -> @location(0) vec4<f32> {
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// Taken here, in uniform control flow — see check_family.
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let ddx_xz = dpdx(v.xz);
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let ddy_xz = dpdy(v.xz);
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if !in_polygon(v.xz) { discard; }
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let base_mode = h.mode & 0xFFu;
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let gk = (h.mode >> 8u) & 15u;
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let ginv = ((h.mode >> 8u) & 16u) != 0u;
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if base_mode == 1u {
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return h.color;
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} else if base_mode == 2u {
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let proj = v.xz.x * h.grad_cos + v.xz.y * h.grad_sin;
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var t = clamp((proj - h.grad_min) / h.grad_range, 0.0, 1.0);
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// Shape profile: cylinder mirrors around the middle, curved eases in.
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if gk == 1u {
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t = 1.0 - abs(2.0 * t - 1.0);
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} else if gk == 4u {
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t = t * t;
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}
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if ginv {
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t = 1.0 - t;
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}
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return mix(h.color, h.color2, t);
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} else if base_mode == 3u {
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// Radial gradient: centre is (grad_cos, grad_sin), radius is grad_range.
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let d = length(v.xz - vec2<f32>(h.grad_cos, h.grad_sin));
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var t = clamp(d / h.grad_range, 0.0, 1.0);
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if gk == 3u {
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t = sqrt(t);
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}
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if ginv {
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t = 1.0 - t;
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}
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// Radial stops run outside-in (colour 2 at the centre) — see hatch.wgsl.
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return mix(h.color2, h.color, t);
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}
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// Keep every family visible until all family spacings project below 2 px,
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// then substitute one solid fill. A single dense family must neither hide
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// itself nor turn a complex hatch solid.
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var all_families_subpixel = h.n_families > 0u && u.world_per_pixel > 0.0;
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if all_families_subpixel {
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for (var i = 0u; i < h.n_families; i++) {
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let spacing_world = abs(load_family(i).perp_step) * h.scale;
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if spacing_world <= 0.0 {
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all_families_subpixel = false;
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} else if spacing_world / u.world_per_pixel >= 2.0 {
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all_families_subpixel = false;
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}
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}
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}
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if all_families_subpixel {
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return h.color;
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}
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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 < h.n_families; i++) {
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let fam = load_family(i);
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if check_family(v.xz, ddx_xz, ddy_xz, fam, cos_off, sin_off, h.scale) {
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return h.color;
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}
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}
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discard;
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// Unreachable, but FXC/DX12 requires a return after every terminal discard.
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return vec4<f32>(0.0);
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}
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