forked from 1b-agent/opencadstudio-upstream
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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@@ -1,23 +1,10 @@
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// 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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// Batched hatch shader. Kernel mesh vertices carry their source instance.
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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 1 binding 0 InstanceBuffer HatchInstance[]
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// group 1 binding 1 FamilyBuffer LineFamilyGpu[]
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// group 1 binding 2 DashBuffer f32[]
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// group 1 binding 3 Visibility u32[]
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// ── Group 0: shared frame uniforms (matches hatch.wgsl) ──────────────────
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@@ -53,14 +40,10 @@ struct HatchInstance {
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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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@@ -83,14 +66,13 @@ struct LineFamily {
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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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@group(1) @binding(1) var<storage, read> families: array<LineFamily>;
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@group(1) @binding(2) 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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@group(1) @binding(3) var<storage, read> visibility: array<u32>;
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// ── Vertex shader ────────────────────────────────────────────────────────
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@@ -144,58 +126,6 @@ struct VOut {
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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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@@ -282,15 +212,7 @@ fn check_family(
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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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// 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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@@ -319,12 +241,11 @@ fn check_family(
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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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// centre; the INV bit 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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// 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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@@ -343,7 +264,7 @@ fn check_family(
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return inst.color;
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}
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// 4. Pattern evaluation.
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// 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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