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OneCAD-Draft/src/shaders/wire.wgsl
T
Hakan SevenandClaude Opus 4.8 b3016ca892 feat(polyline): smooth per-segment taper for varying-width wide polylines
A wide polyline with per-vertex varying widths rendered at its widest edge
(uniform-width ones were already exact). Draw the true taper instead.

`WireModel.taper_widths` carries a per-point full band width. The wire
instance (native slim + web fat) gains per-endpoint `world_hw_a/b`, and both
wire shaders interpolate `mix(hw_a, hw_b, which_end)` so each segment's band
narrows/widens linearly — depth-tested, and the linetype dash still applies.

Alignment (widths must match the tessellated points) is solved by building
both together: a new `TruckObject::TaperedLines(points, widths)`, filled by
`common::tapered_band_points` (straight = endpoints, arc = 16 samples with the
width lerped along it). to_truck routes a varying-width polyline here —
LwPolyline before the PLINEGEN split, Polyline2D at its return — while a
uniform-width one keeps the constant-band Contour path unchanged. `world_width`
stays the widest edge as the PDF-stroke + zoom-floor fallback.

Blocks fall back to the constant-widest band (`LocalWire` carries no
taper_widths).

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-07-20 16:36:06 +03:00

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// Wire shader — renders 1-D CAD entities as screen-aligned quads.
// Topology: TriangleList, 6 vertices drawn per INSTANCE.
//
// One instance = one segment. The six vertex IDs map to the corners of a
// two-triangle quad; the vertex shader derives `which_end` (0=A end, 1=B end)
// and `side` (±1 perpendicular) from `@builtin(vertex_index)` and expands the
// quad by `half_width` pixels perpendicular to the segment direction in
// screen space.
//
// Linetype is applied entirely on the GPU:
// • distance = cumulative arc-length, linearly interpolated from
// (distance_a, distance_b) by `which_end`.
// • pattern_length > 0 enables the dash test; 0 = solid (no discard).
// • pat0/pat1 encode up to 8 elements: positive=dash, negative=gap,
// exactly 0=dot (rendered as a fixed ~1 px mark). Trailing 0.0 slots are
// padding; the real element count is (index of last non-zero) + 1.
struct Uniforms {
viewport_size: vec2<f32>,
world_per_pixel: f32,
// LWDISPLAY toggle: 0.0 = force 1 px (half_width 0.5), 1.0 = use the
// per-instance baked half_width. Lets the LWT button switch without
// retessellating.
lwdisplay_enable: f32,
// Mesh flat-shade flag (unused here; kept so the field offsets match
// the shared Uniforms buffer layout).
flat_shade: f32,
// Transparency-display toggle: 1.0 = honour baked alpha, 0.0 = force
// every line opaque.
transparency_enable: f32,
_pad: vec2<f32>,
// ── Relative-to-eye (double-single) ──────────────────────────────────
// view_rot is the rotation-only view-projection; vertices subtract the eye
// (eye_high + eye_low, two f32 emulating f64) before transforming, so the
// large eye translation never enters the f32 matrix → no large-coordinate
// jitter on pan / zoom / rotate.
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
struct InstanceIn {
@location(0) pos_a: vec3<f32>,
@location(1) pos_b: vec3<f32>,
@location(2) color: vec4<f32>,
@location(3) distance_a: f32,
@location(4) distance_b: f32,
@location(5) half_width: f32,
@location(6) pattern_length: f32,
@location(7) pat0: vec4<f32>,
@location(8) pat1: vec4<f32>,
@location(9) draw_depth: f32,
// Double-single low residuals of the endpoints.
@location(10) pos_a_low: vec3<f32>,
@location(11) pos_b_low: vec3<f32>,
// "A"-type endpoint alignment: end-dash length + total wire length.
@location(12) align_end: f32,
@location(13) align_total: f32,
// World-space half-width for a wide-polyline band. 0 = normal wire.
@location(14) world_half_width: f32,
// Per-endpoint world half-width for a tapered band (0 = use the constant).
@location(15) world_hw_a: f32,
@location(16) world_hw_b: f32,
}
// Draw-order depth bias: shifts clip-space z so 2D entities of different
// types order against each other through the shared LessEqual depth test.
// draw_depth is signed (-1,1): front → positive → smaller z → drawn on top;
// 0.0 = neutral (real depth). Depth32Float gives ample precision.
const DRAW_ORDER_BIAS: f32 = 0.001;
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) distance: f32,
@location(2) pattern_length: f32,
@location(3) pat0: vec4<f32>,
@location(4) pat1: vec4<f32>,
// World length of the smallest non-zero dash / gap element of this
// instance. Flat-interpolated (constant per instance) so the
// fragment stage can short-circuit the dash test when every gap
// projects below one pixel on screen. See the LOD branch in
// `fs_main`.
@location(5) @interpolate(flat) min_elem: f32,
@location(6) @interpolate(flat) align_end: f32,
@location(7) @interpolate(flat) align_total: f32,
}
@vertex fn vs_main(@builtin(vertex_index) vid: u32, in: InstanceIn) -> VertexOut {
// Two-triangle quad corner table:
// vid 0,1,2 = (A,-1) (B,-1) (B,+1)
// vid 3,4,5 = (A,-1) (B,+1) (A,+1)
let which_end_arr = array<f32, 6>(0.0, 1.0, 1.0, 0.0, 1.0, 0.0);
let side_arr = array<f32, 6>(-1.0, -1.0, 1.0, -1.0, 1.0, 1.0);
let which_end = which_end_arr[vid];
let side = side_arr[vid];
// Double-single relative-to-eye: subtract the eye from each endpoint with
// both halves of the f64-emulating pair, then transform by the rotation-only
// view-projection. (pos_high − eye_high) is exact in f32 for same-magnitude
// operands (Sterbenz); adding (pos_low − eye_low) restores the residual both
// the vertex and the eye would otherwise lose — so geometry stays put at
// UTM-scale coordinates and after a cross-drawing paste, with no jitter.
let rel_a = (in.pos_a - u.eye_high) + (in.pos_a_low - u.eye_low);
let rel_b = (in.pos_b - u.eye_high) + (in.pos_b_low - u.eye_low);
let clip_a = u.view_rot * vec4<f32>(rel_a, 1.0);
let clip_b = u.view_rot * vec4<f32>(rel_b, 1.0);
// NDC of both endpoints.
let ndc_a = clip_a.xy / clip_a.w;
let ndc_b = clip_b.xy / clip_b.w;
// Screen-space pixel positions.
let screen_a = ndc_a * u.viewport_size * 0.5;
let screen_b = ndc_b * u.viewport_size * 0.5;
// Screen-space perpendicular to segment direction.
let seg = screen_b - screen_a;
let seg_len = length(seg);
var perp: vec2<f32>;
if seg_len > 1e-4 {
let dir = seg / seg_len;
perp = vec2<f32>(-dir.y, dir.x);
} else {
perp = vec2<f32>(0.0, 1.0);
}
// Convert perpendicular from screen pixels to NDC offset.
let perp_ndc = perp / (u.viewport_size * 0.5);
// Select the clip-space position for this vertex's endpoint.
let clip_pos = mix(clip_a, clip_b, which_end);
// A wide polyline carries its band width in world units: expand the quad by
// `world_half_width / world_per_pixel` (pixels) so the band tracks zoom. A
// normal wire (world_half_width == 0) uses the screen-pixel half-width,
// honouring the LWDISPLAY toggle (off → collapse to a 1-pixel line).
// A tapered band interpolates a per-endpoint world half-width across the
// segment; a constant band uses `world_half_width`. Both clamp to a
// half-pixel so a zoomed-out band stays a hairline instead of vanishing.
let taper_hw = mix(in.world_hw_a, in.world_hw_b, which_end);
var hw: f32;
if taper_hw > 0.0 {
hw = max(taper_hw / u.world_per_pixel, 0.5);
} else if in.world_half_width > 0.0 {
hw = max(in.world_half_width / u.world_per_pixel, 0.5);
} else {
hw = select(0.5, in.half_width, u.lwdisplay_enable > 0.5);
}
// Offset in clip space (multiply by w to un-apply perspective division).
let ndc_offset = perp_ndc * hw * side;
let final_clip = clip_pos + vec4<f32>(ndc_offset * clip_pos.w, 0.0, 0.0);
// Smallest non-zero dash / gap element, in world units. Used by
// the fragment stage to decide when the pattern's finest feature
// would render below one pixel and should collapse to a solid line.
var min_elem: f32 = in.pattern_length;
let elems = array<f32, 8>(
in.pat0.x, in.pat0.y, in.pat0.z, in.pat0.w,
in.pat1.x, in.pat1.y, in.pat1.z, in.pat1.w,
);
for (var i = 0u; i < 8u; i++) {
let e = abs(elems[i]);
if e > 0.0 && e < min_elem { min_elem = e; }
}
var out: VertexOut;
out.clip_pos = final_clip;
out.clip_pos.z = out.clip_pos.z - in.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
out.color = in.color;
out.distance = mix(in.distance_a, in.distance_b, which_end);
out.pattern_length = in.pattern_length;
out.pat0 = in.pat0;
out.pat1 = in.pat1;
out.min_elem = min_elem;
out.align_end = in.align_end;
out.align_total = in.align_total;
return out;
}
// Returns true if arc-length `dist` falls inside a dash or on a dot.
fn in_dash(dist: f32, pat_len: f32, p0: vec4<f32>, p1: vec4<f32>, align_end: f32, align_total: f32) -> bool {
let elems = array<f32, 8>(p0.x, p0.y, p0.z, p0.w, p1.x, p1.y, p1.z, p1.w);
// Real element count = (index of last non-zero) + 1. Trailing 0.0 slots
// are padding; a 0.0 within this range is a real dot.
var count = 0u;
for (var i = 0u; i < 8u; i++) {
if elems[i] != 0.0 { count = i + 1u; }
}
var d: f32;
if align_total > 0.0 {
// "A"-type alignment: the line begins and ends with a solid dash of
// length `align_end`. Force the two end regions lit, then phase the
// interior so the element AFTER the first dash resumes exactly at
// `align_end` (the interior meets each end dash on a gap boundary).
if dist <= align_end || dist >= align_total - align_end {
return true;
}
var first_dash = 0.0;
for (var i = 0u; i < count; i++) {
if elems[i] > 0.0 { first_dash = elems[i]; break; }
}
d = ((dist - align_end + first_dash) % pat_len + pat_len) % pat_len;
} else {
d = ((dist % pat_len) + pat_len) % pat_len;
}
var pos = 0.0f;
// A dot is a zero-length element: render it as a fixed ~1.5 px mark
// (half-width ~0.75 px in world units) so it stays visible at any zoom
// instead of vanishing with its zero world-length. Mirrors the hatch
// shader's pixel-snapped dot. (#149)
let dot_half = u.world_per_pixel * 0.75;
for (var i = 0u; i < count; i++) {
let elem = elems[i];
if elem == 0.0 {
// Dot centred at `pos` (zero length); light a small mark, wrapped
// around the pattern so a dot at 0 also covers the seam at pat_len.
let dd = abs(d - pos);
if min(dd, pat_len - dd) <= dot_half { return true; }
} else if elem > 0.0 {
if d >= pos && d < pos + elem { return true; } // inside a dash
pos += elem;
} else {
pos += -elem; // skip a gap
}
}
return false;
}
@fragment fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
if in.pattern_length > 0.0 {
// LOD: once the pattern's smallest feature drops below ~1 px
// on screen, dash gaps alias / shimmer (or vanish completely)
// and the user reads the line as solid anyway. Skip the dash
// test and return solid colour — also saves the per-fragment
// arc-length math + `discard`.
if in.min_elem >= u.world_per_pixel {
if !in_dash(in.distance, in.pattern_length, in.pat0, in.pat1, in.align_end, in.align_total) {
discard;
}
}
}
// Transparency display off → force the line opaque.
let alpha = select(1.0, in.color.a, u.transparency_enable > 0.5);
return vec4<f32>(in.color.rgb, alpha);
}
// Black variant: used for 3D mesh outline edges in filled render modes so the
// mesh reads as a shaded surface framed by black edges. Keeps the dash/LOD
// logic identical to `fs_main`; only the RGB is forced to black.
@fragment fn fs_black(in: VertexOut) -> @location(0) vec4<f32> {
if in.pattern_length > 0.0 {
if in.min_elem >= u.world_per_pixel {
if !in_dash(in.distance, in.pattern_length, in.pat0, in.pat1, in.align_end, in.align_total) {
discard;
}
}
}
let alpha = select(1.0, in.color.a, u.transparency_enable > 0.5);
return vec4<f32>(0.0, 0.0, 0.0, alpha);
}