forked from 1b-agent/opencadstudio-upstream
feat(render): double-single corners for the image pipeline
Raster-image quad corners derive from a large f64 insertion point plus small u/v spans; the single-f32 cast quantized them at UTM scale. The ImageModel now keeps a corners_low residual, ImageVertex carries pos_low (location 2), and image.wgsl reconstructs the eye-relative position from the high/low pair. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -16,25 +16,32 @@ use iced::wgpu::util::DeviceExt;
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pub struct ImageVertex {
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pub pos: [f32; 3],
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pub uv: [f32; 2],
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pub pos_low: [f32; 3],
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}
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impl ImageVertex {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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const ATTRS: &[wgpu::VertexAttribute] = &[
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(ImageVertex, pos) as u64,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(ImageVertex, uv) as u64,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::offset_of!(ImageVertex, pos_low) as u64,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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];
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<ImageVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: 12,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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attributes: ATTRS,
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}
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}
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}
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@@ -154,31 +161,14 @@ impl ImageGpu {
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// corners: [p0=BL, p1=BR, p2=TR, p3=TL]
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// UV: BL=(0,1), BR=(1,1), TR=(1,0), TL=(0,0)
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let [p0, p1, p2, p3] = model.corners;
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let [l0, l1, l2, l3] = model.corners_low;
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let verts = [
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ImageVertex {
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pos: p0,
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uv: [0.0, 1.0],
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},
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ImageVertex {
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pos: p1,
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uv: [1.0, 1.0],
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},
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ImageVertex {
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pos: p2,
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uv: [1.0, 0.0],
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},
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ImageVertex {
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pos: p0,
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uv: [0.0, 1.0],
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},
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ImageVertex {
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pos: p2,
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uv: [1.0, 0.0],
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},
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ImageVertex {
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pos: p3,
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uv: [0.0, 0.0],
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},
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ImageVertex { pos: p0, uv: [0.0, 1.0], pos_low: l0 },
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ImageVertex { pos: p1, uv: [1.0, 1.0], pos_low: l1 },
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ImageVertex { pos: p2, uv: [1.0, 0.0], pos_low: l2 },
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ImageVertex { pos: p0, uv: [0.0, 1.0], pos_low: l0 },
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ImageVertex { pos: p2, uv: [1.0, 0.0], pos_low: l2 },
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ImageVertex { pos: p3, uv: [0.0, 0.0], pos_low: l3 },
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];
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("image.vbuf"),
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