forked from 1b-agent/opencadstudio-upstream
fix(render): correct polyline segment widths, flat arc end caps, and zero-width endpoints
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@@ -207,32 +207,48 @@ fn in_dash(dist: f32, pat_len: f32, p0: vec4<f32>, p1: vec4<f32>) -> bool {
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let is_full_or_in_sweep = (sweep >= TAU - 1e-5) || (d_theta <= sweep);
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if in.is_world > 0.5 {
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// Physical world-unit width (thick analytical circular arcs, donuts, tapered segments).
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// Distance-to-edge calculations are strictly performed in the circle plane's world units
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// so that 3D perspective projection yields exact concentric ellipses with invariant
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// physical stroke widths across any camera tilt or acute perspective angle.
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if is_full_or_in_sweep {
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let t = select(0.0, clamp(d_theta / sweep, 0.0, 1.0), sweep > 1e-5);
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let world_hw = mix(in.hw_ends.x, in.hw_ends.y, t);
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let eff_hw = max(world_hw, 0.5 * fw);
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let is_full = sweep >= TAU - 1e-5;
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if is_full {
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let eff_hw = max(in.hw_ends.x, 0.5 * fw);
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let d_world = abs(r - in.radius);
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let delta_px = (eff_hw - d_world) / fw;
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let cov = clamp(0.5 + delta_px, 0.0, 1.0);
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let subpixel_fade = min(1.0, (2.0 * world_hw) / fw);
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let subpixel_fade = min(1.0, (2.0 * in.hw_ends.x) / fw);
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alpha_cov = cov * subpixel_fade;
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arc_dist = in.radius * d_theta;
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} else {
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// Outside sweep: evaluate distance to start and end endpoints for smooth round end caps
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let p_start = in.radius * vec2<f32>(cos(sa), sin(sa));
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let p_end = in.radius * vec2<f32>(cos(ea), sin(ea));
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let d_start = length(in.local_pos - p_start);
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let d_end = length(in.local_pos - p_end);
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let eff_hw_a = max(in.hw_ends.x, 0.5 * fw);
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let eff_hw_b = max(in.hw_ends.y, 0.5 * fw);
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let cov_start = clamp(0.5 + (eff_hw_a - d_start) / fw, 0.0, 1.0) * min(1.0, (2.0 * in.hw_ends.x) / fw);
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let cov_end = clamp(0.5 + (eff_hw_b - d_end) / fw, 0.0, 1.0) * min(1.0, (2.0 * in.hw_ends.y) / fw);
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alpha_cov = max(cov_start, cov_end);
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arc_dist = select(in.radius * sweep, 0.0, cov_start >= cov_end);
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// Flat (radial) end caps perpendicular to arc tangent at start_angle and end_angle.
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let d_start_rad = r * d_theta;
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let d_end_rad = r * (sweep - d_theta);
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let d_before_sa = r * mod_tau(sa - theta);
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let d_after_ea = r * mod_tau(theta - ea);
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var cov_angular: f32 = 0.0;
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var world_hw: f32 = 0.0;
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if is_full_or_in_sweep {
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let t = select(0.0, clamp(d_theta / sweep, 0.0, 1.0), sweep > 1e-5);
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world_hw = mix(in.hw_ends.x, in.hw_ends.y, t);
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let d_inside = min(d_start_rad, d_end_rad);
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cov_angular = clamp(0.5 + d_inside / fw, 0.0, 1.0);
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arc_dist = in.radius * d_theta;
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} else {
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let d_outside = min(d_before_sa, d_after_ea);
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if d_outside <= 0.5 * fw {
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cov_angular = clamp(0.5 - d_outside / fw, 0.0, 1.0);
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world_hw = select(in.hw_ends.y, in.hw_ends.x, d_before_sa <= d_after_ea);
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arc_dist = select(in.radius * sweep, 0.0, d_before_sa <= d_after_ea);
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}
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}
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if cov_angular > 0.0 {
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let eff_hw = max(world_hw, 0.5 * fw);
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let d_world = abs(r - in.radius);
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let delta_px = (eff_hw - d_world) / fw;
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let cov_radial = clamp(0.5 + delta_px, 0.0, 1.0);
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let subpixel_fade = min(1.0, (2.0 * world_hw) / fw);
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alpha_cov = cov_radial * cov_angular * subpixel_fade;
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}
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}
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} else {
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// Lineweight stroke (screen-pixel width)
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