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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@@ -123,6 +123,7 @@ fn to_rgb(c: [f32; 4]) -> [u8; 3] {
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/// generic icon. Backs the hidden `--dwg-thumbnail` mode the installed
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/// freedesktop `.thumbnailer` invokes. Extraction lives in the shared
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/// [`dwg_thumbnailer`] core (also used by the Windows/macOS handlers).
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#[cfg_attr(target_arch = "wasm32", allow(dead_code))]
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pub fn extract_to_png(input: &std::path::Path, output: &std::path::Path, size: u32) -> bool {
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match dwg_thumbnailer::extract(input, size) {
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Some(mut img) => {
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