forked from 1b-agent/opencadstudio-upstream
Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
597 lines
26 KiB
Rust
597 lines
26 KiB
Rust
// Hatch rendering — the single, canonical GPU hatch renderer. One draw
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// call for all hatches, per-instance data fetched from storage buffers in
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// the vertex shader. There is NO per-family cap here: every pattern line
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// family is uploaded (`family_count` per instance) and the fragment shader
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// loops over all of them, so complex baked patterns (ROOFING, GRAVEL,
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// CAROLINA-LEDGESTONE with dozens–hundreds of families) draw in full,
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// matching the PDF export. Unavailable on devices that lack vertex-stage
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// storage buffers. The old per-hatch renderer with the
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// 16-family cap now lives in `wipeout_gpu.rs` and serves only wipeouts.
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//
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// Data layout — three storage buffers fed from `HatchModel`s:
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//
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// InstanceBuffer (binding 0) : HatchInstance[] (128 B each)
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// color, color2, mode, gradient,
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// pattern angle/scale, world_origin,
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// boundary_offset, boundary_count,
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// family_offset, family_count,
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// dash_offset, dash_count, aabb,
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// visibility flag (CPU writes; GPU
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// skip)
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// BoundaryBuffer (binding 1) : vec4<f32>[] (all boundary
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// verts concatenated; NaN markers
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// preserved as separators just like
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// the per-hatch path)
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// FamilyBuffer (binding 2) : LineFamilyGpu[] (all line
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// families concatenated)
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// DashBuffer (binding 3) : f32[] (all dash
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// lengths concatenated)
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//
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// The vertex buffer holds each hatch's tessellated boundary triangles as
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// per-vertex local-space positions (`local_xy`) plus a per-vertex
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// `instance_index` (u32 attribute) — instance_index lets us avoid relying
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// on `@builtin(instance_index)` for portability. An instance whose
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// boundary failed to tessellate instead gets an AABB quad here, with
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// `poly_test == 1` on its `HatchInstance` so the fragment shader still
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// runs the `in_polygon` test to clip the quad to the real shape; on the
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// tessellated fast path (`poly_test == 0`) the triangles already bound
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// the fill and the fragment shader skips that test. When the visibility
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// flag is 0, the vertex shader returns a degenerate position and the
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// fragment shader runs zero times for that instance.
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//
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// Two storage usages — vertex shader reads InstanceBuffer + Boundary
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// for the AABB / boundary range; fragment shader reads
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// InstanceBuffer + Boundary + Family + Dash. Both stages share group
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// 1 with `read_only` access.
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use crate::scene::model::hatch_model::{HatchModel, HatchPattern, PatFamily};
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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// ── GPU structs ────────────────────────────────────────────────────────────
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//
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// Layout matches the WGSL `HatchInstance` exactly. `repr(C)` + manual
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// padding keeps WGSL's 16-byte alignment rules satisfied for arrays of
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// this struct.
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct HatchInstance {
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pub color: [f32; 4], // 0
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pub color2: [f32; 4], // 16 (gradient end)
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pub aabb: [f32; 4], // 32 (local-space xmin,ymin,xmax,ymax)
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pub world_origin: [f32; 2], // 48 (anchor high half, added back in VS)
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pub world_origin_low: [f32; 2], // 56 (anchor low residual — double-single)
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pub angle_offset: f32, // 64
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pub scale: f32, // 68
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pub grad_cos: f32, // 72
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pub grad_sin: f32, // 76
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pub grad_min: f32, // 80
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pub grad_range: f32, // 84
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pub mode: u32, // 88 (0=pattern, 1=solid, 2=gradient)
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pub visible: u32, // 92 (CPU sets to 0 to skip)
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pub boundary_offset: u32, // 96 (first boundary vert index)
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pub boundary_count: u32, // 100
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pub family_offset: u32, // 104
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pub family_count: u32, // 108
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/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
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/// bias in the vertex shader so this fill orders against other types.
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pub draw_depth: f32, // 112
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/// 1 = run the per-fragment `in_polygon` boundary test (fallback path for
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/// an instance whose boundary failed to tessellate); 0 = the rasterized
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/// triangles already bound the fill, skip the test.
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pub poly_test: u32, // 116
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/// Gradient shape (`GradientKind::shader_kind`), bit 4 = inverted stops.
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pub grad_kind: u32, // 120
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pub _pad2: u32, // 124
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}
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const _: () = assert!(std::mem::size_of::<HatchInstance>() == 128);
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/// Split a hatch's f64 world-origin anchor into double-single (high, low) f32
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/// pairs so the GPU keeps sub-unit precision at UTM-scale coordinates.
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#[inline]
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fn split_origin_ds(o: [f64; 2]) -> ([f32; 2], [f32; 2]) {
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let hx = o[0] as f32;
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let hy = o[1] as f32;
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([hx, hy], [(o[0] - hx as f64) as f32, (o[1] - hy as f64) as f32])
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}
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/// Mirrors the per-family struct used by the existing per-hatch shader,
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/// but the dash slice lives in a separate concatenated DashBuffer (the
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/// old shader had it embedded). `dash_offset` / `dash_count` index into
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/// that flat array.
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct LineFamilyGpu {
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pub cos_a: f32, // 0
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pub sin_a: f32, // 4
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pub x0: f32, // 8
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pub y0: f32, // 12
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pub dx: f32, // 16
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pub dy: f32, // 20
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pub perp_step: f32, // 24
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pub along_step: f32, // 28
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pub line_width: f32, // 32
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pub period: f32, // 36
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pub n_dashes: u32, // 40
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pub dash_offset: u32, // 44
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}
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const _: () = assert!(std::mem::size_of::<LineFamilyGpu>() == 48);
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/// Per-vertex data — tessellated boundary triangles in local (world_origin-
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/// relative) space, each carrying its instance index (avoids relying on
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/// `@builtin(instance_index)` across backends). Instances whose boundary
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/// failed to tessellate emit an AABB quad here instead (see `build`).
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct HatchVertex {
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pub local_xy: [f32; 2], // 0 — local-space position
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pub instance_index: u32, // 8 — index into InstanceBuffer
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}
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impl HatchVertex {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<HatchVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: 8,
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shader_location: 1,
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format: wgpu::VertexFormat::Uint32,
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},
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],
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}
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}
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}
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// ── Batch builder ──────────────────────────────────────────────────────────
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/// Pack a list of `HatchModel`s into the four concatenated storage
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/// buffers + the per-vertex buffer needed by `hatch.wgsl`.
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/// Returns `None` when the input slice is empty (caller skips the
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/// hatch render pass entirely).
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pub struct HatchGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub vertex_count: u32,
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// The four storage buffers below are referenced via `bind_group` —
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// dropping them would invalidate it, but the bind group is the
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// only direct consumer. Keep them as fields to keep ownership in
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// one place; `#[allow(dead_code)]` silences the read-never warning.
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#[allow(dead_code)] pub instance_buffer: wgpu::Buffer,
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#[allow(dead_code)] pub boundary_buffer: wgpu::Buffer,
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#[allow(dead_code)] pub family_buffer: wgpu::Buffer,
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#[allow(dead_code)] pub dash_buffer: wgpu::Buffer,
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/// Per-instance visibility flag (1=draw, 0=skip). Stored in its
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/// own small storage buffer so per-frame updates don't have to
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/// touch the large `instance_buffer`. Vertex shader reads
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/// `visibility[instance_index]` — when 0 it emits an out-of-NDC
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/// clip position so the GPU clips the primitive before the
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/// fragment stage runs.
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pub visibility_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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#[allow(dead_code)] pub instance_count: u32,
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/// CPU mirror — `update_visibility` re-uploads this whole slice
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/// when any flag changes. ~4 B per hatch, so 40 KB / 10 k hatches
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/// per pan tick. Far cheaper than touching the 128 B-per-instance
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/// data.
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pub visibility: Vec<u32>,
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/// CPU-side mirror of each instance's local-space AABB (world-
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/// offset-subtracted, world_origin already added back). Used by
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/// `compute_hatch_lod` to evaluate the sub-pixel + frustum cull
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/// without reading back from the GPU.
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pub instance_aabbs: Vec<[f32; 4]>,
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}
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impl HatchGpu {
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/// One-time build from the full hatch list. Re-uploaded only when
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/// `geometry_epoch` advances (mirrors the existing per-hatch
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/// upload trigger). Per-frame visibility flips go through
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/// [`upload_visibility`].
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pub fn build(
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device: &wgpu::Device,
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bgl: &wgpu::BindGroupLayout,
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hatches: &[HatchModel],
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) -> Option<Self> {
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if hatches.is_empty() {
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return None;
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}
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let mut instances: Vec<HatchInstance> = Vec::with_capacity(hatches.len());
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let mut boundary: Vec<[f32; 4]> = Vec::new();
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let mut families: Vec<LineFamilyGpu> = Vec::new();
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let mut dashes: Vec<f32> = Vec::new();
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for h in hatches {
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let boundary_offset = boundary.len() as u32;
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for &[x, y] in h.boundary.iter() {
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// NaN sub-loop separators become the finite sentinel on the
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// GPU: Intel drivers fold the shader NaN self-compare to
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// `true`, turning separators into vertices and bleeding the
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// fill outside its boundary (#386, #416).
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if x.is_finite() && y.is_finite() {
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boundary.push([x, y, 0.0, 0.0]);
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} else {
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let s = crate::scene::model::hatch_model::GPU_BOUNDARY_SEP;
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boundary.push([s, s, 0.0, 0.0]);
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}
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}
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let boundary_count = boundary.len() as u32 - boundary_offset;
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let family_offset = families.len() as u32;
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let mut family_count = 0u32;
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let mut grad_kind = 0u32;
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let (mode, color2, grad_cos, grad_sin, grad_min, grad_range) = match &h.pattern {
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HatchPattern::Solid => (1u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0),
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HatchPattern::Gradient { angle_deg, color2, kind, invert } => {
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grad_kind = kind.shader_kind() | if *invert { 16 } else { 0 };
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if kind.radial() {
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// Radial fill: the boundary is stored relative to its
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// centre (`world_origin`), so the centre is the local
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// origin; radius = the farthest boundary vertex. mode 3.
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let radius = radial_radius(&h.boundary);
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(3u32, *color2, 0.0, 0.0, 0.0, radius)
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} else {
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let r = angle_deg.to_radians();
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// Gradient projection range (proj_min / proj_range) —
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// computed at upload time, identical to per-hatch path.
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let (gmin, gmax) = boundary_projection_range(&h.boundary, r);
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let grange = (gmax - gmin).max(1.0);
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(2u32, *color2, r.cos(), r.sin(), gmin, grange)
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}
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}
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HatchPattern::Pattern(fams) => {
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for fam in fams {
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let dash_offset = dashes.len() as u32;
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for &d in &fam.dashes {
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dashes.push(d);
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}
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let n_dashes = (dashes.len() as u32 - dash_offset).min(u32::MAX);
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// QCAD PAT local-frame convention (mirrors
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// `build_family_batch` in hatch_gpu.rs): `dy` is
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// the perpendicular spacing, `dx` is the along-line
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// phase shift — both in family-local coords. The
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// shader applies cos_off/sin_off to rotate them.
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let perp_step = fam.dy;
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let along_step = fam.dx;
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// Screen-space derivative drives 1-px line width
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// in the shader; this stored field is unused.
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let line_width = 0.0_f32;
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let period: f32 = fam.dashes.iter().map(|d| d.abs()).sum();
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families.push(LineFamilyGpu {
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cos_a: fam.angle_deg.to_radians().cos(),
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sin_a: fam.angle_deg.to_radians().sin(),
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x0: fam.x0,
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y0: fam.y0,
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dx: fam.dx,
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dy: fam.dy,
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perp_step,
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along_step,
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line_width,
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period: if n_dashes > 0 { period } else { 0.0 },
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n_dashes,
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dash_offset,
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});
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family_count += 1;
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}
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(0u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0)
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}
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};
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// Boundary AABB in local space (matches the corner quad
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// emitted by the vertex shader). The verts are already in
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// `world_origin`-relative coords (see scene/mod.rs hatch
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// packing), so this AABB lives in that frame.
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let mut min_x = f32::INFINITY;
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let mut min_y = f32::INFINITY;
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let mut max_x = f32::NEG_INFINITY;
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let mut max_y = f32::NEG_INFINITY;
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for &[x, y] in h.boundary.iter() {
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if x.is_finite() && y.is_finite() {
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if x < min_x { min_x = x; }
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if y < min_y { min_y = y; }
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if x > max_x { max_x = x; }
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if y > max_y { max_y = y; }
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}
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}
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if !min_x.is_finite() {
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// Empty / all-NaN — skip but keep the slot so indices
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// stay in lockstep with the input list (visibility=0).
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let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
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instances.push(HatchInstance {
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color: h.color,
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color2,
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aabb: [0.0, 0.0, 0.0, 0.0],
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world_origin: wo_hi,
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world_origin_low: wo_lo,
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angle_offset: h.angle_offset,
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scale: h.scale.max(1e-6),
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grad_cos,
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grad_sin,
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grad_min,
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grad_range,
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mode,
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visible: 0,
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boundary_offset,
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boundary_count,
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family_offset,
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family_count,
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draw_depth: h.draw_depth,
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poly_test: 1,
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grad_kind,
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_pad2: 0,
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});
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continue;
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}
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// Pad the AABB so the quad covers any pattern halo + the
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// family origin. Mirrors the per-hatch shader's quad sizing
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// logic — `diag * 0.8 + max_spacing * 2 * scale`.
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let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
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// `perp_step.abs()` per family — uses the same QCAD local-
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// frame convention as `LineFamilyGpu.perp_step` above so
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// the quad padding matches what the shader will sample.
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let max_spacing = match &h.pattern {
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HatchPattern::Pattern(fs) => fs
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.iter()
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.map(|f| f.dy.abs())
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.fold(0.0f32, f32::max),
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_ => 5.0,
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};
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let pad = (diag * 0.8 + max_spacing * 2.0 * h.scale).max(1.0);
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let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
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instances.push(HatchInstance {
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color: h.color,
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color2,
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aabb: [min_x - pad, min_y - pad, max_x + pad, max_y + pad],
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world_origin: wo_hi,
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world_origin_low: wo_lo,
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angle_offset: h.angle_offset,
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scale: h.scale.max(1e-6),
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grad_cos,
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grad_sin,
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grad_min,
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grad_range,
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mode,
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visible: 1,
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boundary_offset,
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boundary_count,
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family_offset,
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family_count,
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draw_depth: h.draw_depth,
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// Always resolve inside/outside per fragment on the GPU (the
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// boundary is uploaded below). Dropping CPU pre-triangulation
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// keeps the vertex buffer at 6 verts/hatch regardless of
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// boundary complexity, so a hatch-dense drawing can't overflow
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// the device buffer limit. Each instance draws its AABB quad.
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poly_test: 1,
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grad_kind,
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_pad2: 0,
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});
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}
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// Empty fallbacks — storage buffers can't be zero-sized.
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if boundary.is_empty() {
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boundary.push([0.0; 4]);
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}
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if families.is_empty() {
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families.push(LineFamilyGpu::default_filler());
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}
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if dashes.is_empty() {
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dashes.push(0.0);
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}
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// Vertex buffer — one AABB quad (two triangles, BL,BR,TL, BR,TR,TL) per
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// instance; the GPU shader clips each fragment to the boundary via the
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// in_polygon test (poly_test == 1). 6 verts/hatch, independent of
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// boundary complexity, so the buffer can never overflow the device
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// limit no matter how dense the drawing.
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let mut verts: Vec<HatchVertex> = Vec::with_capacity(instances.len() * 6);
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for (i, inst) in instances.iter().enumerate() {
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let [xmin, ymin, xmax, ymax] = inst.aabb;
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let quad = [
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[xmin, ymin], [xmax, ymin], [xmin, ymax],
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[xmax, ymin], [xmax, ymax], [xmin, ymax],
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];
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for c in quad {
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verts.push(HatchVertex { local_xy: c, instance_index: i as u32 });
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}
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.vertex"),
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contents: bytemuck::cast_slice(&verts),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.instances"),
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contents: bytemuck::cast_slice(&instances),
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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});
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let boundary_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.boundary"),
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contents: bytemuck::cast_slice(&boundary),
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usage: wgpu::BufferUsages::STORAGE,
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});
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let family_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.families"),
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contents: bytemuck::cast_slice(&families),
|
||
usage: wgpu::BufferUsages::STORAGE,
|
||
});
|
||
let dash_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("hatch.dashes"),
|
||
contents: bytemuck::cast_slice(&dashes),
|
||
usage: wgpu::BufferUsages::STORAGE,
|
||
});
|
||
|
||
let visibility: Vec<u32> = instances.iter().map(|i| i.visible).collect();
|
||
let visibility_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
label: Some("hatch.visibility"),
|
||
contents: bytemuck::cast_slice(&visibility),
|
||
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||
});
|
||
|
||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
label: Some("hatch.bg"),
|
||
layout: bgl,
|
||
entries: &[
|
||
wgpu::BindGroupEntry {
|
||
binding: 0,
|
||
resource: instance_buffer.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 1,
|
||
resource: boundary_buffer.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 2,
|
||
resource: family_buffer.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 3,
|
||
resource: dash_buffer.as_entire_binding(),
|
||
},
|
||
wgpu::BindGroupEntry {
|
||
binding: 4,
|
||
resource: visibility_buffer.as_entire_binding(),
|
||
},
|
||
],
|
||
});
|
||
|
||
// CPU AABB mirror — local-space rect with world_origin added
|
||
// back, ready for `aabb_offscreen` / `aabb_below_pixel` to
|
||
// compare against the camera view_proj.
|
||
let instance_aabbs: Vec<[f32; 4]> = instances
|
||
.iter()
|
||
.map(|i| {
|
||
let ox = i.world_origin[0];
|
||
let oy = i.world_origin[1];
|
||
[
|
||
i.aabb[0] + ox,
|
||
i.aabb[1] + oy,
|
||
i.aabb[2] + ox,
|
||
i.aabb[3] + oy,
|
||
]
|
||
})
|
||
.collect();
|
||
|
||
Some(Self {
|
||
vertex_buffer,
|
||
vertex_count: verts.len() as u32,
|
||
instance_buffer,
|
||
boundary_buffer,
|
||
family_buffer,
|
||
dash_buffer,
|
||
visibility_buffer,
|
||
bind_group,
|
||
instance_count: instances.len() as u32,
|
||
visibility,
|
||
instance_aabbs,
|
||
})
|
||
}
|
||
|
||
/// Push the CPU `visibility` slice to GPU. Call when any
|
||
/// element changes (typically per-frame from compute_hatch_lod).
|
||
pub fn upload_visibility(&self, queue: &wgpu::Queue) {
|
||
queue.write_buffer(
|
||
&self.visibility_buffer,
|
||
0,
|
||
bytemuck::cast_slice(&self.visibility),
|
||
);
|
||
}
|
||
|
||
/// Group-1 bind group layout — shared by the pipeline so it can be
|
||
/// constructed once at startup. All four bindings are read-only
|
||
/// storage and visible to both VS (AABB+visibility lookup) and FS
|
||
/// (boundary / family / dash sampling).
|
||
#[allow(dead_code)]
|
||
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
|
||
let entry = |binding: u32| wgpu::BindGroupLayoutEntry {
|
||
binding,
|
||
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
|
||
ty: wgpu::BindingType::Buffer {
|
||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||
has_dynamic_offset: false,
|
||
min_binding_size: None,
|
||
},
|
||
count: None,
|
||
};
|
||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
label: Some("hatch.bgl"),
|
||
entries: &[entry(0), entry(1), entry(2), entry(3), entry(4)],
|
||
})
|
||
}
|
||
}
|
||
|
||
impl LineFamilyGpu {
|
||
fn default_filler() -> Self {
|
||
Self {
|
||
cos_a: 1.0,
|
||
sin_a: 0.0,
|
||
x0: 0.0,
|
||
y0: 0.0,
|
||
dx: 1.0,
|
||
dy: 0.0,
|
||
perp_step: 1.0,
|
||
along_step: 1.0,
|
||
line_width: 0.0,
|
||
period: 0.0,
|
||
n_dashes: 0,
|
||
dash_offset: 0,
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Helpers ───────────────────────────────────────────────────────────────
|
||
|
||
/// Project every boundary vertex onto the gradient direction
|
||
/// `(cos θ, sin θ)` and return the (min, max) projection. Used to set
|
||
/// up the gradient's normalized parameter range. Same math as the
|
||
/// per-hatch path; duplicated here to keep this module self-contained.
|
||
fn boundary_projection_range(boundary: &[[f32; 2]], theta: f32) -> (f32, f32) {
|
||
let (cs, sn) = (theta.cos(), theta.sin());
|
||
let mut lo = f32::INFINITY;
|
||
let mut hi = f32::NEG_INFINITY;
|
||
for &[x, y] in boundary {
|
||
if !x.is_finite() || !y.is_finite() {
|
||
continue;
|
||
}
|
||
let p = x * cs + y * sn;
|
||
if p < lo { lo = p; }
|
||
if p > hi { hi = p; }
|
||
}
|
||
if !lo.is_finite() {
|
||
return (0.0, 1.0);
|
||
}
|
||
(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.
|
||
#[allow(dead_code)]
|
||
fn _assert_patfamily_fields(f: &PatFamily) -> (f32, f32, f32) {
|
||
(f.angle_deg, f.x0, f.y0)
|
||
}
|