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
356 lines
14 KiB
WebGPU Shading Language
356 lines
14 KiB
WebGPU Shading Language
// Phase 4-B — batched hatch shader. All hatches in one draw call;
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// per-instance data fetched from storage buffers indexed by the
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// `instance_index` vertex attribute (passed from the per-vertex
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// (local_xy, instance_index) stream of tessellated boundary-triangle
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// positions so we don't depend on @builtin(instance_index) edge cases
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// across backends).
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//
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// Layout — matches `hatch_gpu/storage.rs`:
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// group 1 binding 0 InstanceBuffer HatchInstance[] (128 B / inst)
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// group 1 binding 1 BoundaryBuffer vec4<f32>[] (xy in .xy)
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// group 1 binding 2 FamilyBuffer LineFamilyGpu[] (48 B / fam)
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// group 1 binding 3 DashBuffer f32[]
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//
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// The vertex shader emits tessellated boundary triangles in local space
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// (an instance whose boundary failed to tessellate falls back to an
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// AABB quad with `poly_test == 1`, so the fragment shader still runs
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// `in_polygon` to clip it to the real shape). A `visible == 0` instance
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// gets an out-of-NDC clip position so the fragment shader never runs
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// for it — that's the GPU-side cull (Phase 4-B equivalent of
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// `compute_hatch_lod` writing `hatch_skip_flags`).
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// ── Group 0: shared frame uniforms (matches hatch.wgsl) ──────────────────
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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) var<uniform> u: Uniforms;
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// ── Group 1: batched hatch storage ───────────────────────────────────────
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struct HatchInstance {
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color: vec4<f32>,
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color2: vec4<f32>,
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aabb: vec4<f32>, // (xmin, ymin, xmax, ymax) — local space
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world_origin: vec2<f32>, // anchor high half
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world_origin_low: vec2<f32>, // anchor low residual (double-single)
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angle_offset: f32,
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scale: f32,
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grad_cos: f32,
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grad_sin: f32,
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grad_min: f32,
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grad_range: f32,
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mode: u32, // 0=pattern, 1=solid, 2=gradient
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visible: u32, // 0 = skip (CPU writes via compute_hatch_lod)
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boundary_offset: u32,
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boundary_count: u32,
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family_offset: u32,
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family_count: u32,
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draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral
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poly_test: u32, // 1 = run in_polygon (fallback), 0 = skip
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grad_kind: u32, // shape (0=linear,1=cyl,2=sph,3=hemi,4=curved), bit4=invert
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_pad2: u32,
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}
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// Draw-order depth bias (see wire.wgsl). Higher draw_depth → smaller z →
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// drawn on top, ordering this fill against other entity types.
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const DRAW_ORDER_BIAS: f32 = 0.001;
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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_offset: u32,
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}
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@group(1) @binding(0) var<storage, read> instances: array<HatchInstance>;
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@group(1) @binding(1) var<storage, read> boundary: array<vec4<f32>>;
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@group(1) @binding(2) var<storage, read> families: array<LineFamily>;
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@group(1) @binding(3) var<storage, read> dashes: array<f32>;
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// Per-instance visibility (Phase 4-B sub-pixel + frustum skip).
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// CPU writes `1` to draw / `0` to skip every frame; vertex shader
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// emits an out-of-NDC clip position for 0-instances so the GPU
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// rasterizer culls the primitive before any fragment runs.
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@group(1) @binding(4) var<storage, read> visibility: array<u32>;
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// ── Vertex shader ────────────────────────────────────────────────────────
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struct VIn {
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@location(0) local_xy: vec2<f32>,
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@location(1) instance_index: u32,
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}
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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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@location(1) @interpolate(flat) instance_index: u32,
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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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let inst = instances[v.instance_index];
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// Per-frame visibility (CPU-driven sub-pixel + frustum skip).
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// 0 → emit a clip position whose x/y exceed |w| so the GPU
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// frustum-culls the primitive and no fragment runs. (WGSL
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// forbids literal NaN so this out-of-NDC trick replaces the
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// usual NaN-degenerate-triangle.)
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if visibility[v.instance_index] == 0u {
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o.clip = vec4<f32>(2.0, 2.0, 2.0, 1.0);
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o.xz = vec2<f32>(0.0, 0.0);
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o.instance_index = v.instance_index;
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return o;
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}
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let local = v.local_xy;
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// Double-single relative-to-eye: the anchor high half cancels exactly
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// against eye_high (Sterbenz); local + anchor low + (−eye_low) carry the
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// residual. `local` is small (boundary-relative), so adding it in the low
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// term keeps full precision at UTM-scale anchors.
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let hi = vec3<f32>(inst.world_origin.x - u.eye_high.x,
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inst.world_origin.y - u.eye_high.y,
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-u.eye_high.z);
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let lo = vec3<f32>(local.x + inst.world_origin_low.x - u.eye_low.x,
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local.y + inst.world_origin_low.y - u.eye_low.y,
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-u.eye_low.z);
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o.clip = u.view_rot * vec4<f32>(hi + lo, 1.0);
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o.clip.z = o.clip.z - inst.draw_depth * DRAW_ORDER_BIAS * o.clip.w;
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o.xz = local;
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o.instance_index = v.instance_index;
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return o;
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}
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// ── Point-in-polygon (ray casting) over a sub-range of BoundaryBuffer ────
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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>, offset: u32, count: u32) -> bool {
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var inside = false;
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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 < count; i++) {
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let vi = boundary[offset + i].xy;
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if !valid_vertex(vi) {
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// Close the sub-loop that just ended (last → first edge). An
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// unclosed boundary — e.g. a SOLID's 4 corners, which are not
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// repeated — otherwise miscounts crossings and the fill bleeds
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// outside the shape. (#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 (same math as hatch.wgsl, dashes from
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// global DashBuffer instead of per-hatch FamilyBatch) ────────────────────
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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 line_w = abs(fam.line_width * 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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// World units per screen pixel on each axis — used to light exactly the
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// one pixel that contains a dot's centre (pixel-snapped, so the dot stays
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// a steady single pixel at any pattern angle instead of flickering).
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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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// A fragment within ~1px of a line may be a dot; everything further out is
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// empty fill. (A dot's pixel sits on a line, so its perp offset is < 1px.)
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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 sv = dashes[fam.dash_offset + j] * 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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// Dot: signed distance to its lattice centre (along the line and
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// across lines), rotated back to world, then snapped to the pixel
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// grid. The dot grid rotates with the pattern; the lit pixel does
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// not, so it never thins/flickers.
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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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let inst = instances[v.instance_index];
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// 1. Boundary test — only on the fallback path (poly_test==1). On the
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// tessellated fast path the triangles already bound the fill.
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if inst.poly_test == 1u {
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if !in_polygon(v.xz, inst.boundary_offset, inst.boundary_count) {
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discard;
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}
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}
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// 2. Mode dispatch.
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if inst.mode == 1u {
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return inst.color;
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} else if inst.mode == 2u {
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let proj = v.xz.x * inst.grad_cos + v.xz.y * inst.grad_sin;
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var t = clamp((proj - inst.grad_min) / inst.grad_range, 0.0, 1.0);
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// Shape profile: cylinder mirrors around the middle, curved eases in.
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let k = inst.grad_kind & 15u;
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if k == 1u {
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t = 1.0 - abs(2.0 * t - 1.0);
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} else if k == 4u {
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t = t * t;
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}
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if (inst.grad_kind & 16u) != 0u {
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t = 1.0 - t;
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}
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return mix(inst.color, inst.color2, t);
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} else if inst.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>(inst.grad_cos, inst.grad_sin));
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var t = clamp(d / inst.grad_range, 0.0, 1.0);
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// Hemispherical shades faster near the centre (dome profile).
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if (inst.grad_kind & 15u) == 3u {
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t = sqrt(t);
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}
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if (inst.grad_kind & 16u) != 0u {
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t = 1.0 - t;
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}
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// Radial stops run OUTSIDE-IN: colour 1 at the rim, colour 2 at the
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// centre (AutoCAD's SPHERICAL/HEMISPHERICAL convention; the INV bit
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// above swaps them back).
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return mix(inst.color2, inst.color, t);
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}
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// 3. Pattern LOD. Keep every family visible until all family spacings
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// project below 2 px, then substitute one solid fill. A single dense
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// family must neither hide itself nor turn a complex hatch solid.
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var all_families_subpixel = inst.family_count > 0u && u.world_per_pixel > 0.0;
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if all_families_subpixel {
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for (var i = 0u; i < inst.family_count; i++) {
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let spacing_world =
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abs(families[inst.family_offset + i].perp_step) * inst.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 inst.color;
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}
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// 4. Pattern evaluation.
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let cos_off = cos(inst.angle_offset);
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let sin_off = sin(inst.angle_offset);
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for (var i = 0u; i < inst.family_count; i++) {
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let fam = families[inst.family_offset + i];
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if check_family(v.xz, ddx_xz, ddy_xz, fam, cos_off, sin_off, inst.scale) {
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return inst.color;
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}
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}
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discard;
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// Unreachable: `discard` kills the fragment before this runs, but
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// DX12/FXC reports E_FAIL X3507 ("not all control paths return a
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// value") without an explicit return after every terminal discard.
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return vec4<f32>(0.0);
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}
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