forked from 1b-agent/opencadstudio-upstream
PolyfaceMesh / PolygonMesh / SubDMesh fills and 3DFACE quads were classified as 2D fills and given the draw-order z-bias, so they were pulled toward the camera and drew over solids. The tessellator emits a mesh's edges and its fill as separate WireModels (points-only vs fill-only), so the old `!points.is_empty()` discriminator misrouted the fill. Classify a fill as a 3D surface by its double-single low residual (`fill_tris_low`) instead, and drop the draw-order bias from 3DFACE quads. 2D annotation fills (text greek, MultiLeader / dimension backgrounds) leave `fill_tris_low` empty and keep ordering by rank. Co-Authored-By: Claude Opus 4.8 <[email protected]>
56 lines
1.6 KiB
WebGPU Shading Language
56 lines
1.6 KiB
WebGPU Shading Language
// Face3D shader — flat-shaded triangle fill for DXF 3DFACE entities.
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//
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// Vertex layout (28 bytes):
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// position [f32; 3] offset 0 12 B
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// color [f32; 4] offset 12 16 B
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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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// Relative-to-eye (double-single): see wire.wgsl.
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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)
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var<uniform> u: Uniforms;
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struct VertexIn {
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@location(0) position: vec3<f32>,
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@location(1) color: vec4<f32>,
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@location(2) draw_depth: f32,
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@location(3) position_low: vec3<f32>,
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};
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struct VertexOut {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) color: vec4<f32>,
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};
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// Draw-order depth bias (see wire.wgsl). Signed draw_depth; 0.0 (all 3D
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// surface faces — 3DFACE, PolyfaceMesh, PolygonMesh) leaves real depth
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// untouched so they occlude against solids; only 2D fills order by rank.
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const DRAW_ORDER_BIAS: f32 = 0.001;
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@vertex
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fn vs_main(v: VertexIn) -> VertexOut {
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var out: VertexOut;
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let rel = (v.position - u.eye_high) + (v.position_low - u.eye_low);
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out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
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out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
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out.color = v.color;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
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return in.color;
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}
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