forked from 1b-agent/opencadstudio-upstream
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>
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@@ -2448,6 +2448,7 @@ impl OpenCADStudio {
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}
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/// Install `cmd` as the active interactive command for tab `tab`.
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#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
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pub(crate) fn set_active_command(
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&mut self,
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tab: usize,
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@@ -2459,6 +2460,7 @@ impl OpenCADStudio {
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}
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/// Push an error message from the plugin runtime to the command line.
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#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
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pub(crate) fn push_plugin_error(&mut self, msg: &str) {
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self.command_line.push_error(msg);
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}
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