feat(web): render hatches on WebGL2 via a texture-backed renderer

WebGL2 has no vertex/fragment storage buffers, so the batched storage-buffer
hatch renderer (hatch_gpu) is disabled on wasm and real hatch fills never
rendered on the web build — the pick highlighted the boundary and the command
then appeared to cancel (issue #204).

Add a wasm-only per-hatch renderer (hatch_web_gpu + hatch_web.wgsl) that packs
the variable-length boundary / family / dash arrays into one RGBA32F data
texture read with textureLoad, instead of the fixed-size uniforms of the
wipeout path. This removes the MAX_FAMILIES (16) / MAX_HATCH_BOUNDARY_VERTS
(1024) / MAX_DASHES (128) caps, so every hatch — solid, gradient, and
arbitrarily complex line patterns — renders on the web. The fill algorithm
(in_polygon, per-family line/dash/dot, gradient, LOD, double-single vertex
transform) is identical to the desktop path; only the array ACCESS changes.
Pattern phase is anchored at world_origin with the boundary stored raw, and
scale / gradient-range clamped, to match the desktop batched renderer exactly.

Native (hatch_gpu + hatch.wgsl) and the wipeout mask renderer are untouched;
the new module and pipeline are gated on target_arch = "wasm32".

Also silence the resulting (and pre-existing) wasm-only dead-code warnings for
native-only paths so both the native and web builds compile clean.

Closes #204.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-07-14 00:53:51 +03:00
1 parent 9b1a495549
commit a4fc34c6a2
11 files changed
+745 -13

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+2
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@@ -2448,6 +2448,7 @@ impl OpenCADStudio {
}
/// Install `cmd` as the active interactive command for tab `tab`.
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
pub(crate) fn set_active_command(
&mut self,
tab: usize,
@@ -2459,6 +2460,7 @@ impl OpenCADStudio {
}
/// Push an error message from the plugin runtime to the command line.
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
pub(crate) fn push_plugin_error(&mut self, msg: &str) {
self.command_line.push_error(msg);
}
+1
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@@ -86,6 +86,7 @@ pub fn unregister_handler() -> Result<(), String> {
/// freedesktop `.thumbnailer` (pointing at this binary's `--dwg-thumbnail` mode)
/// plus the mimetype icons under `$XDG_DATA_HOME`; on Windows it registers the
/// bundled thumbnail-provider DLL.
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
pub fn install_thumbnailer() {
#[cfg(target_os = "linux")]
{
+1
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@@ -346,6 +346,7 @@ pub fn dropped_on_save_count(
/// Before overwriting `path`, copy the existing file to a sibling `<name>.bak`
/// so a faulty or accidental save can be recovered (#205). Best-effort: a
/// failed backup never blocks the save itself.
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
pub fn write_backup(path: &std::path::Path) {
if path.exists() {
let _ = std::fs::copy(path, path.with_extension("bak"));
+1
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@@ -18,6 +18,7 @@ use crate::scene::WireModel;
/// "printto" shell verb); copies / quality / colour need the driver DEVMODE
/// and are ignored there.
#[derive(Debug, Clone, Default)]
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
pub struct PrintOptions {
/// Target printer name, or `None` for the system default.
pub printer: Option<String>,
+1
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@@ -123,6 +123,7 @@ fn to_rgb(c: [f32; 4]) -> [u8; 3] {
/// generic icon. Backs the hidden `--dwg-thumbnail` mode the installed
/// freedesktop `.thumbnailer` invokes. Extraction lives in the shared
/// [`dwg_thumbnailer`] core (also used by the Windows/macOS handlers).
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
pub fn extract_to_png(input: &std::path::Path, output: &std::path::Path, size: u32) -> bool {
match dwg_thumbnailer::extract(input, size) {
Some(mut img) => {
+1
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@@ -145,6 +145,7 @@ impl Scene {
/// entity has that handle. This is the in-place counterpart to
/// [`add_entity`](Self::add_entity) used to commit a plugin's edit of an
/// existing entity.
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
pub fn update_entity(&mut self, mut entity: EntityType) -> bool {
let handle = entity.common().handle;
let Some(existing) = self.document.get_entity(handle) else {
+4
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@@ -1,3 +1,7 @@
// The whole batched renderer is native-only: WebGL2 lacks storage buffers, so
// on wasm hatches go through `hatch_web_gpu` and nothing here is called.
#![cfg_attr(target_arch = "wasm32", allow(dead_code))]
// Hatch rendering — the single, canonical GPU hatch renderer. One draw
// call for all hatches, per-instance data fetched from storage buffers in
// the vertex shader. There is NO per-family cap here: every pattern line
+338
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@@ -0,0 +1,338 @@
// WebGL2 hatch renderer — texture-backed, UNCAPPED (wasm only).
//
// WebGL2 has no storage buffers, so the batched storage-buffer renderer
// (hatch_gpu.rs + hatch.wgsl) is disabled on wasm and real hatch fills never
// rendered on the web build (issue #204). This per-hatch renderer reuses the
// WebGL2-safe hatch algorithm (see wipeout.wgsl / hatch_web.wgsl) but packs the
// variable-length boundary / family / dash arrays into ONE RGBA32F data texture
// read via textureLoad — removing the MAX_FAMILIES / MAX_HATCH_BOUNDARY_VERTS /
// MAX_DASHES caps of the uniform (WipeoutGpu) path. Every hatch type — solid,
// gradient, and arbitrarily complex line patterns — renders on the web.
//
// Native (hatch_gpu.rs) and the wipeout mask renderer (wipeout_gpu.rs) are
// untouched; this module is compiled only for wasm32.
use crate::scene::model::hatch_model::{HatchModel, HatchPattern};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
/// Width (in texels) of the RGBA32F data texture. Height grows to fit; a hatch
/// with N total texels uses ceil(N / WIDTH) rows.
const DATA_TEX_WIDTH: u32 = 1024;
// ── Vertex ────────────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct HatchVertex {
pos: [f32; 3],
_pad: f32,
}
// ── Per-hatch uniform (binding 0) — 96 bytes, matches HatchUniforms in
// hatch_web.wgsl. ─────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct HatchWebUniform {
color: [f32; 4], // 0
color2: [f32; 4], // 16
mode: u32, // 32
vcount: u32, // 36
angle_offset: f32, // 40
scale: f32, // 44
grad_cos: f32, // 48
grad_sin: f32, // 52
grad_min: f32, // 56
grad_range: f32, // 60
origin: [f32; 2], // 64
origin_low: [f32; 2], // 72
n_families: u32, // 80
fam_off: u32, // 84: texel offset of the family section
dash_off: u32, // 88: texel offset of the dash section
tex_width: u32, // 92
}
// ── Per-hatch GPU handle ────────────────────────────────────────────────────
pub struct HatchWebGpu {
pub vertex_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
/// Reserved for viewport-clip scissor / per-frame AABB LOD (mirrors
/// `WipeoutGpu`); not yet wired into the web hatch draw loop — the native
/// batched path doesn't do per-hatch scissor/LOD either.
#[allow(dead_code)]
pub vp_scissor: Option<[f32; 4]>,
#[allow(dead_code)]
pub world_aabb: [f32; 4],
_uniform_buf: wgpu::Buffer,
_data_tex: wgpu::Texture,
}
impl HatchWebGpu {
/// Group-1 layout: uniform header (binding 0) + non-filterable float data
/// texture (binding 1).
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch_web.bgl1"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
})
}
pub fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
model: &HatchModel,
bgl1: &wgpu::BindGroupLayout,
) -> Self {
// ── Decode pattern mode (mirrors WipeoutGpu::new) ─────────────────
let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
}
};
// ── Bounding box ─────────────────────────────────────────────────
let (mut min_x, mut max_x, mut min_y, mut max_y) =
(f32::INFINITY, f32::NEG_INFINITY, f32::INFINITY, f32::NEG_INFINITY);
for &[x, y] in model.boundary.iter() {
if !x.is_finite() || !y.is_finite() {
continue;
}
min_x = min_x.min(x);
max_x = max_x.max(x);
min_y = min_y.min(y);
max_y = max_y.max(y);
}
let max_spacing = match &model.pattern {
HatchPattern::Pattern(families) => {
families.iter().map(|f| f.dy.abs()).fold(0.0f32, f32::max)
}
_ => 5.0,
};
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
// Anchor pattern phase at `world_origin` with the boundary stored raw,
// matching the desktop batched renderer (hatch_gpu.rs) — NOT WipeoutGpu,
// whose f64 origin grid-snap is dead code (wipeouts are always solid)
// and would phase-shift every line pattern relative to desktop. No drift.
let origin = model.world_origin;
let drift = [0.0f32, 0.0f32];
let (x0, x1, y0, y1) = (
min_x + drift[0] - pad,
max_x + drift[0] + pad,
min_y + drift[1] - pad,
max_y + drift[1] + pad,
);
let quad = [
HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 },
HatchVertex { pos: [x1, y0, 0.0], _pad: 0.0 },
HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 },
HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 },
HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 },
HatchVertex { pos: [x0, y1, 0.0], _pad: 0.0 },
];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_web.vbuf"),
contents: bytemuck::cast_slice(&quad),
usage: wgpu::BufferUsages::VERTEX,
});
// ── Gradient projection range (snapped-local space) ───────────────
let (grad_min, grad_range) = if mode == 2 {
let projs: Vec<f32> = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
.collect();
if projs.is_empty() {
(0.0, 1.0)
} else {
let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
// Floor matches the desktop hatch renderer (hatch_gpu.rs).
(proj_min, (proj_max - proj_min).max(1.0))
}
} else {
(0.0, 1.0)
};
// ── Pack the data texture: boundary | families | dashes ───────────
let mut texels: Vec<[f32; 4]> = Vec::new();
// Boundary section (texels 0..vcount). NaN separators preserved (they
// survive the RGBA32F fetch byte-for-byte).
for &[x, y] in model.boundary.iter() {
if x.is_finite() && y.is_finite() {
texels.push([x + drift[0], y + drift[1], 0.0, 0.0]);
} else {
texels.push([f32::NAN, f32::NAN, 0.0, 0.0]);
}
}
let vcount = texels.len() as u32;
// Family section (3 texels each) + a flat dash pool.
let fam_off = texels.len() as u32;
let mut n_families = 0u32;
let mut dash_pool: Vec<f32> = Vec::new();
if let HatchPattern::Pattern(families) = &model.pattern {
for fam in families.iter() {
let dash_rel = dash_pool.len() as u32;
dash_pool.extend_from_slice(&fam.dashes);
let n_dashes = fam.dashes.len() as u32;
let period: f32 = if n_dashes > 0 {
fam.dashes.iter().map(|d| d.abs()).sum()
} else {
0.0
};
let angle_r = fam.angle_deg.to_radians();
// QCAD PAT convention: perp_step = dy, along_step = dx.
texels.push([angle_r.cos(), angle_r.sin(), fam.x0, fam.y0]);
texels.push([fam.dx, fam.dy, fam.dy, fam.dx]);
// Counts as exact f32 (small integers → no denormal/bitcast risk).
texels.push([0.0, period, n_dashes as f32, dash_rel as f32]);
n_families += 1;
}
}
// Dash section (4 values per texel).
let dash_off = texels.len() as u32;
let mut i = 0usize;
while i < dash_pool.len() {
let mut t = [0.0f32; 4];
for (c, slot) in t.iter_mut().enumerate() {
if let Some(&d) = dash_pool.get(i + c) {
*slot = d;
}
}
texels.push(t);
i += 4;
}
// Upload the texture (min 1 texel; pad the last row).
if texels.is_empty() {
texels.push([0.0; 4]);
}
let width = DATA_TEX_WIDTH;
let height = ((texels.len() as u32).div_ceil(width)).max(1);
texels.resize((width * height) as usize, [0.0; 4]);
let data_tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("hatch_web.data_tex"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba32Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
data_tex.as_image_copy(),
bytemuck::cast_slice(&texels),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(width * 16),
rows_per_image: Some(height),
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
let tex_view = data_tex.create_view(&wgpu::TextureViewDescriptor::default());
// ── Uniform header ────────────────────────────────────────────────
let uniform_data = HatchWebUniform {
color: model.color,
color2,
mode,
vcount,
angle_offset: model.angle_offset,
// Clamp like the desktop renderer so scale==0 can't make perp_step 0
// → round(perp/0)=NaN → an invisible hatch.
scale: model.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
origin: [origin[0] as f32, origin[1] as f32],
origin_low: [
(origin[0] - origin[0] as f32 as f64) as f32,
(origin[1] - origin[1] as f32 as f64) as f32,
],
n_families,
fam_off,
dash_off,
tex_width: width,
};
let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_web.uniform"),
contents: bytemuck::bytes_of(&uniform_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch_web.bind_group1"),
layout: bgl1,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: _uniform_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&tex_view),
},
],
});
let ox = model.world_origin[0] as f32;
let oy = model.world_origin[1] as f32;
let world_aabb = if min_x.is_finite() && min_y.is_finite() {
[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
} else {
[min_x, min_y, max_x, max_y]
};
Self {
vertex_buffer,
bind_group,
vp_scissor: model.vp_scissor,
world_aabb,
_uniform_buf,
_data_tex: data_tex,
}
}
}
+136 -11
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@@ -1,5 +1,9 @@
pub mod face3d_gpu;
pub mod hatch_gpu;
/// WebGL2 texture-backed hatch renderer (wasm only) — the storage-buffer
/// `hatch_gpu` path is unavailable on WebGL2, so hatches render through this.
#[cfg(target_arch = "wasm32")]
pub mod hatch_web_gpu;
pub mod wipeout_gpu;
pub mod image_gpu;
pub mod mesh_gpu;
@@ -47,6 +51,12 @@ pub struct Pipeline {
/// hatch in the frame. `None` on WebGL2 (wasm), which lacks
/// vertex-stage storage buffers.
hatch_pipeline: Option<wgpu::RenderPipeline>,
/// WebGL2 (wasm) texture-backed hatch pipeline + its group-1 layout. Used
/// where `hatch_pipeline` is `None` because WebGL2 lacks storage buffers.
#[cfg(target_arch = "wasm32")]
hatch_web_bgl1: wgpu::BindGroupLayout,
#[cfg(target_arch = "wasm32")]
hatch_web_pipeline: wgpu::RenderPipeline,
image_pipeline: wgpu::RenderPipeline,
/// SDF text-quad pipeline (Phase 2b): draws per-glyph quads sampling the
/// shared glyph atlas. Fed only when `OCS_TEXT_SDF` is set (else no verts).
@@ -74,7 +84,9 @@ pub struct Pipeline {
uniform_bind_group: wgpu::BindGroup,
wipeout_bgl1: wgpu::BindGroupLayout,
/// Group-1 layout for the batched hatch pipeline (storage buffers
/// for instances / boundary / families / dashes). `None` on WebGL2.
/// for instances / boundary / families / dashes). `None` on WebGL2, where
/// hatches render through `hatch_web_gpu` and this is never read.
#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
hatch_bgl1: Option<wgpu::BindGroupLayout>,
image_bgl1: wgpu::BindGroupLayout,
/// Group-1 layout for the text pipeline (atlas texture + sampler).
@@ -137,6 +149,10 @@ pub struct Pipeline {
/// call with per-instance visibility masking the rest. All pattern line
/// families are uploaded (no cap). `None` on WebGL2.
gpu_hatch: Option<hatch_gpu::HatchGpu>,
/// WebGL2 hatch fills — one texture-backed `HatchWebGpu` per hatch, drawn in
/// the hatch pass where the batched `gpu_hatch` is `None` (wasm).
#[cfg(target_arch = "wasm32")]
gpu_hatches_web: Vec<hatch_web_gpu::HatchWebGpu>,
/// Wipeout masks — solid fills rendered after wires in a separate pass via
/// the legacy per-primitive `WipeoutGpu` renderer.
gpu_wipeouts: Vec<WipeoutGpu>,
@@ -579,6 +595,77 @@ impl Pipeline {
(Some(hatch_bgl1), Some(hatch_pipeline))
};
// WebGL2 hatch pipeline: texture-backed, replaces the storage-buffer
// batched path (disabled above on wasm). Same frame layout / depth /
// MSAA state as the wipeout pass.
#[cfg(target_arch = "wasm32")]
let (hatch_web_bgl1, hatch_web_pipeline) = {
let bgl1 = hatch_web_gpu::HatchWebGpu::bind_group_layout(device);
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("hatch_web.pipeline_layout"),
bind_group_layouts: &[&frame_bgl, &bgl1],
push_constant_ranges: &[],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("hatch_web.shader"),
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!(
"../../shaders/hatch_web.wgsl"
))),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("hatch_web.pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[wgpu::VertexBufferLayout {
array_stride: 16,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
}],
}],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState {
constant: 1,
slope_scale: 1.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState {
count: MSAA_SAMPLES,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
multiview: None,
cache: None,
});
(bgl1, pipeline)
};
// ── Mesh pipeline ──────────────────────────────────────────────────
let mesh_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("mesh.shader"),
@@ -1167,6 +1254,10 @@ impl Pipeline {
wire_const_bgl: None,
wipeout_pipeline,
hatch_pipeline,
#[cfg(target_arch = "wasm32")]
hatch_web_bgl1,
#[cfg(target_arch = "wasm32")]
hatch_web_pipeline,
image_pipeline,
text_pipeline,
text_atlas_bgl,
@@ -1208,6 +1299,8 @@ impl Pipeline {
gpu_selected_wires: vec![],
gpu_preview_wires: vec![],
gpu_hatch: None,
#[cfg(target_arch = "wasm32")]
gpu_hatches_web: vec![],
gpu_wipeouts: vec![],
wipeout_skip_flags: vec![],
wipeout_pixel_scissors: vec![],
@@ -1628,16 +1721,34 @@ impl Pipeline {
.collect();
}
pub fn upload_hatches(&mut self, device: &wgpu::Device, hatches: &[HatchModel]) {
// No batched pipeline (WebGL2) → nothing to upload.
let Some(bgl1) = &self.hatch_bgl1 else {
self.gpu_hatch = None;
return;
};
let renderable: Vec<HatchModel> =
hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
self.gpu_hatch =
hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
pub fn upload_hatches(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
hatches: &[HatchModel],
) {
// WebGL2: no storage-buffer batched pipeline — render each hatch through
// the texture-backed per-hatch renderer instead (issue #204).
#[cfg(target_arch = "wasm32")]
{
let webs: Vec<hatch_web_gpu::HatchWebGpu> = hatches
.iter()
.filter(|h| h.boundary.len() >= 3)
.map(|h| hatch_web_gpu::HatchWebGpu::new(device, queue, h, &self.hatch_web_bgl1))
.collect();
self.gpu_hatches_web = webs;
}
#[cfg(not(target_arch = "wasm32"))]
{
let _ = queue;
let Some(bgl1) = &self.hatch_bgl1 else {
self.gpu_hatch = None;
return;
};
let renderable: Vec<HatchModel> =
hatches.iter().filter(|h| h.boundary.len() >= 3).cloned().collect();
self.gpu_hatch = hatch_gpu::HatchGpu::build(device, bgl1, &renderable);
}
}
pub fn upload_wipeouts(&mut self, device: &wgpu::Device, wipeouts: &[HatchModel]) {
@@ -1794,6 +1905,20 @@ impl Pipeline {
pass.draw(0..batch.vertex_count, 0..1);
}
}
// WebGL2: the batched `gpu_hatch` is always None (no storage
// buffers), so draw the texture-backed per-hatch renderer in this
// same pass (before wires, so wires stay on top). (#204)
#[cfg(target_arch = "wasm32")]
if !self.skip_hatch_frame {
pass.set_pipeline(&self.hatch_web_pipeline);
pass.set_bind_group(0, &self.uniform_bind_group, &[]);
for hatch in &self.gpu_hatches_web {
pass.set_bind_group(1, &hatch.bind_group, &[]);
pass.set_vertex_buffer(0, hatch.vertex_buffer.slice(..));
pass.draw(0..6, 0..1);
}
}
}
// ── Pass 2: raster images ─────────────────────────────────────────
+2 -2
View File
@@ -319,10 +319,10 @@ impl shader::Primitive for Primitive {
let sel_changed = vp.selected_sig != inner.cached_epoch.2;
if geo_changed || sel_changed {
if fill_mode {
inner.upload_hatches(device, &vp.hatches[..]);
inner.upload_hatches(device, queue, &vp.hatches[..]);
inner.upload_wipeouts(device, &vp.wipeout_hatches[..]);
} else {
inner.upload_hatches(device, &[]);
inner.upload_hatches(device, queue, &[]);
inner.upload_wipeouts(device, &[]);
}
}
+258
View File
@@ -0,0 +1,258 @@
// Hatch shader (WebGL2) — texture-backed, UNCAPPED variant of wipeout.wgsl.
//
// WebGL2 has no vertex/fragment storage buffers, so the batched storage-buffer
// renderer (hatch.wgsl) is disabled on wasm. This shader keeps the exact
// wipeout.wgsl hatch algorithm (in_polygon + per-family line/dash/dot + solid +
// gradient) but reads the variable-length boundary / family / dash arrays from a
// single RGBA32F data texture via textureLoad instead of fixed-size uniforms —
// removing the MAX_FAMILIES (16) / MAX_HATCH_BOUNDARY_VERTS (1024) / MAX_DASHES
// (128) caps of the uniform path. Native (hatch.wgsl) is untouched.
//
// Data texture layout (row-major, width = h.tex_width, one vec4 per texel):
// [ 0 .. vcount ) boundary verts, .xy = local XY, NaN = break
// [ fam_off .. fam_off+3*n_fam ) families, 3 texels each (see load_family)
// [ dash_off .. ) dash values, 4 per texel (RGBA)
// ── Group 0: frame uniforms (shared) ──────────────────────────────────────
struct Uniforms {
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
// ── Group 1: per-hatch data ────────────────────────────────────────────────
struct HatchUniforms {
color: vec4<f32>, // 0
color2: vec4<f32>, // 16
mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
vcount: u32, // 36: boundary vertex count
angle_offset: f32, // 40
scale: f32, // 44
grad_cos: f32, // 48
grad_sin: f32, // 52
grad_min: f32, // 56
grad_range: f32, // 60
origin: vec2<f32>, // 64
origin_low: vec2<f32>, // 72
n_families: u32, // 80
fam_off: u32, // 84: texel offset of the family section
dash_off: u32, // 88: texel offset of the dash section
tex_width: u32, // 92: data texture width in texels
}
@group(1) @binding(0) var<uniform> h: HatchUniforms;
@group(1) @binding(1) var data_tex: texture_2d<f32>;
// One line family, reconstructed from 3 texels.
struct LineFamily {
cos_a: f32,
sin_a: f32,
x0: f32,
y0: f32,
dx: f32,
dy: f32,
perp_step: f32,
along_step: f32,
line_width: f32,
period: f32,
n_dashes: u32,
dash_off: u32,
}
fn texel(i: u32) -> vec4<f32> {
let w = h.tex_width;
return textureLoad(data_tex, vec2<u32>(i % w, i / w), 0);
}
fn load_family(fi: u32) -> LineFamily {
let base = h.fam_off + fi * 3u;
let t0 = texel(base);
let t1 = texel(base + 1u);
let t2 = texel(base + 2u);
var f: LineFamily;
f.cos_a = t0.x; f.sin_a = t0.y; f.x0 = t0.z; f.y0 = t0.w;
f.dx = t1.x; f.dy = t1.y; f.perp_step = t1.z; f.along_step = t1.w;
f.line_width = t2.x; f.period = t2.y;
// Counts stored as exact f32 (small integers, so no denormal/bitcast hazard
// through the float texture fetch).
f.n_dashes = u32(t2.z); f.dash_off = u32(t2.w);
return f;
}
// ── Vertex shader (identical to wipeout.wgsl) ──────────────────────────────
struct VIn { @location(0) pos: vec3<f32> }
struct VOut {
@builtin(position) clip: vec4<f32>,
@location(0) xz: vec2<f32>,
}
@vertex fn vs_main(v: VIn) -> VOut {
var o: VOut;
// Double-single relative-to-eye: anchor high cancels eye_high (Sterbenz);
// boundary-local v.pos + anchor low + (−eye_low) carry the residual.
let hi = vec3<f32>(h.origin.x - u.eye_high.x,
h.origin.y - u.eye_high.y,
-u.eye_high.z);
let lo = vec3<f32>(v.pos.x + h.origin_low.x - u.eye_low.x,
v.pos.y + h.origin_low.y - u.eye_low.y,
v.pos.z - u.eye_low.z);
o.clip = u.view_rot * vec4<f32>(hi + lo, 1.0);
o.xz = vec2<f32>(v.pos.x, v.pos.y);
return o;
}
// ── Point-in-polygon (ray casting) ────────────────────────────────────────
fn valid_vertex(p: vec2<f32>) -> bool {
return p.x == p.x && p.y == p.y;
}
fn edge_crosses(p: vec2<f32>, a: vec2<f32>, c: vec2<f32>) -> bool {
if (a.y > p.y) != (c.y > p.y) {
let x_int = (c.x - a.x) * (p.y - a.y) / (c.y - a.y) + a.x;
return p.x < x_int;
}
return false;
}
fn in_polygon(p: vec2<f32>) -> bool {
var inside = false;
let n = h.vcount;
var prev = vec2<f32>(0.0, 0.0);
var first = vec2<f32>(0.0, 0.0);
var have_prev = false;
for (var i = 0u; i < n; i++) {
let vi = texel(i).xy;
if !valid_vertex(vi) {
// NaN sentinel closes the current sub-loop (last → first edge). (#140)
if have_prev && edge_crosses(p, prev, first) {
inside = !inside;
}
have_prev = false;
continue;
}
if have_prev {
if edge_crosses(p, prev, vi) {
inside = !inside;
}
} else {
first = vi;
}
prev = vi;
have_prev = true;
}
if have_prev && edge_crosses(p, prev, first) {
inside = !inside;
}
return inside;
}
// ── Per-family hatch test (identical math to wipeout.wgsl) ─────────────────
fn check_family(
xz: vec2<f32>,
fam: LineFamily,
cos_off: f32,
sin_off: f32,
scale: f32,
) -> bool {
let cos_a = fam.cos_a * cos_off - fam.sin_a * sin_off;
let sin_a = fam.sin_a * cos_off + fam.cos_a * sin_off;
let ox = (fam.x0 * cos_off - fam.y0 * sin_off) * scale;
let oz = (fam.x0 * sin_off + fam.y0 * cos_off) * scale;
let px = xz.x - ox;
let pz = xz.y - oz;
let perp_step = fam.perp_step * scale;
let perp = -px * sin_a + pz * cos_a;
let k = round(perp / perp_step);
let dperp = perp - k * perp_step;
let d = abs(dperp);
let half_px = length(vec2<f32>(dpdx(perp), dpdy(perp))) * 0.5;
let wpx = length(vec2<f32>(dpdx(xz.x), dpdy(xz.x)));
let wpy = length(vec2<f32>(dpdx(xz.y), dpdy(xz.y)));
if d > half_px * 2.0 { return false; }
if fam.n_dashes == 0u { return d <= half_px; }
let along_step = fam.along_step * scale;
let period = fam.period * scale;
let along = px * cos_a + pz * sin_a;
let t = along - k * along_step;
let t_mod = ((t % period) + period) % period;
var pos = 0.0;
for (var j = 0u; j < fam.n_dashes; j++) {
let idx = fam.dash_off + j;
let sv = texel(h.dash_off + idx / 4u)[idx % 4u] * scale;
if sv > 0.0 {
if d <= half_px && t_mod >= pos && t_mod < pos + sv { return true; }
pos = pos + sv;
} else if sv < 0.0 {
pos = pos - sv;
} else {
let dtv = (t - pos) - round((t - pos) / period) * period;
let owx = -dtv * cos_a + dperp * sin_a;
let owy = -dtv * sin_a - dperp * cos_a;
if abs(owx / wpx) <= 0.5 && abs(owy / wpy) <= 0.5 { return true; }
}
}
return false;
}
// ── Fragment shader ────────────────────────────────────────────────────────
@fragment fn fs_main(v: VOut) -> @location(0) vec4<f32> {
if !in_polygon(v.xz) { discard; }
if h.mode == 1u {
return h.color;
} else if h.mode == 2u {
let proj = v.xz.x * h.grad_cos + v.xz.y * h.grad_sin;
let t = clamp((proj - h.grad_min) / h.grad_range, 0.0, 1.0);
return mix(h.color, h.color2, t);
}
// Pattern LOD: when the densest family projects below 2 px, lines blur into
// a solid fill — return solid instead of looping every family.
if u.world_per_pixel > 0.0 && h.n_families > 0u {
var min_spacing_world: f32 = 1.0e30;
for (var i = 0u; i < h.n_families; i++) {
let s = abs(load_family(i).perp_step) * h.scale;
if s > 0.0 && s < min_spacing_world {
min_spacing_world = s;
}
}
if min_spacing_world / u.world_per_pixel < 2.0 {
return h.color;
}
}
let cos_off = cos(h.angle_offset);
let sin_off = sin(h.angle_offset);
for (var i = 0u; i < h.n_families; i++) {
if check_family(v.xz, load_family(i), cos_off, sin_off, h.scale) {
return h.color;
}
}
discard;
// Unreachable, but FXC/DX12 requires a return after every terminal discard.
return vec4<f32>(0.0);
}