fix(hatch): clip fill with kernel mesh

Resolve boundary topology before rendering so corner-aligned pattern rows cannot flip shader parity. Chunk indexed geometry to device buffer limits and retain the texture compatibility transport.

Refs #489
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Hakan Seven committed 2026-08-13 00:29:03 +03:00
1 parent 448869ac35
commit 5b9fffdfba
9 files changed
+259 -416

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@@ -1,8 +1,5 @@
// HatchModel — CPU-side hatch fill data; rendered entirely on the GPU.
//
// The boundary is a closed polygon in world XY coordinates.
// The GPU fragment shader performs point-in-polygon and hatch-line tests so
// no line geometry is ever tessellated on the CPU.
// CPU-side hatch fill data. The kernel triangulates the boundary and the GPU
// evaluates the pattern inside that mesh.
use std::sync::Arc;
@@ -207,6 +204,40 @@ pub struct HatchModel {
}
impl HatchModel {
/// Indexed local-space fill mesh with even-odd loop containment.
pub(crate) fn fill_mesh(&self) -> (Vec<[f32; 2]>, Vec<u32>) {
let mut rings = Vec::new();
let mut ring = Vec::new();
for &[x, y] in self.boundary.iter() {
if x.is_finite() && y.is_finite() {
ring.push([x as f64, y as f64]);
} else if ring.len() >= 3 {
rings.push(std::mem::take(&mut ring));
} else {
ring.clear();
}
}
if ring.len() >= 3 {
rings.push(ring);
}
let (points, triangles) = cadkernel::geom2d::triangulate_rings(&rings);
let vertices = points
.into_iter()
.map(|[x, y]| [x as f32, y as f32])
.collect();
let mut indices = Vec::with_capacity(triangles.len() * 3);
for triangle in triangles {
for index in triangle {
let Ok(index) = u32::try_from(index) else {
return (Vec::new(), Vec::new());
};
indices.push(index);
}
}
(vertices, indices)
}
/// CPU-side rasteriser for `HatchPattern::Pattern` — produces the line
/// segments inside the boundary so non-GPU consumers (PDF export,
/// `paper_canvas`, print preview) can draw the actual pattern instead