forked from 1b-agent/opencadstudio-upstream
feat(render): double-single fills for the face3d pipeline
Table / PolyfaceMesh / greek-text / mleader-background fills go through the face3d pipeline; their vertices were single f32 and quantized at UTM scale. WireModel now carries a fill_tris_low residual (filled by the tessellate Lines path), Face3DVertex gains position_low (location 3), and face3d.wgsl reconstructs the eye-relative position from the pair. 3DFACE quads built from key_vertices use a zero residual (no low source). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -25,9 +25,10 @@ struct Uniforms {
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var<uniform> u: Uniforms;
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struct VertexIn {
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@location(0) position: vec3<f32>,
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@location(1) color: vec4<f32>,
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@location(2) draw_depth: f32,
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@location(0) position: vec3<f32>,
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@location(1) color: vec4<f32>,
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@location(2) draw_depth: f32,
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@location(3) position_low: vec3<f32>,
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};
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struct VertexOut {
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@@ -42,7 +43,8 @@ const DRAW_ORDER_BIAS: f32 = 0.001;
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@vertex
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fn vs_main(v: VertexIn) -> VertexOut {
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var out: VertexOut;
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out.clip_pos = u.view_rot * vec4<f32>((v.position - u.eye_high) - u.eye_low, 1.0);
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let rel = (v.position - u.eye_high) + (v.position_low - u.eye_low);
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out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
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out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
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out.color = v.color;
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return out;
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