Honor point display geometry and sizing

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ramox81 committed 2026-08-22 17:18:30 +03:00
1 parent ba9f36adb2
commit c5fe70627a
10 files changed
+238 -60

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+28 -4
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@@ -26,6 +26,9 @@ struct WireConst {
world_half_width: f32,
_pad1: f32,
_pad2: f32,
marker_origin_high: vec4<f32>,
marker_origin_low: vec4<f32>,
marker_normal_scale: vec4<f32>,
}
@group(1) @binding(0) var<uniform> wire_const: WireConst;
@@ -67,6 +70,29 @@ fn resolve_hw(taper_ratio: f32, world_hw: f32, px_hw: f32) -> f32 {
return select(0.5, px_hw, u.lwdisplay_enable > 0.5);
}
fn marker_relative(
position_high: vec3<f32>,
position_low: vec3<f32>,
translation: vec3<f32>,
translation_low: vec3<f32>,
) -> vec3<f32> {
if wire_const.marker_normal_scale.w <= 0.0 {
return (position_high + translation - u.eye_high)
+ (position_low + translation_low - u.eye_low);
}
let origin_high = wire_const.marker_origin_high.xyz;
let origin_low = wire_const.marker_origin_low.xyz;
let origin_relative = (origin_high + translation - u.eye_high)
+ (origin_low + translation_low - u.eye_low);
let delta = (position_high - origin_high) + (position_low - origin_low);
let normal = normalize(wire_const.marker_normal_scale.xyz);
let axial = normal * dot(delta, normal);
let planar = delta - axial;
let world_size = wire_const.marker_normal_scale.w * 0.01
* u.world_per_pixel * u.viewport_size.y;
return origin_relative + axial + planar * world_size;
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_index: u32, in: VertexIn) -> VertexOut {
let corner = vertex_index % 6u;
@@ -75,10 +101,8 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, in: VertexIn) -> VertexOut
let which_end = which_end_arr[corner];
let side = side_arr[corner];
let rel_a = (in.pos_a + in.translation - u.eye_high)
+ (in.pos_a_low + in.translation_low - u.eye_low);
let rel_b = (in.pos_b + in.translation - u.eye_high)
+ (in.pos_b_low + in.translation_low - u.eye_low);
let rel_a = marker_relative(in.pos_a, in.pos_a_low, in.translation, in.translation_low);
let rel_b = marker_relative(in.pos_b, in.pos_b_low, in.translation, in.translation_low);
let clip_a = u.view_rot * vec4<f32>(rel_a, 1.0);
let clip_b = u.view_rot * vec4<f32>(rel_b, 1.0);
let screen_a = clip_a.xy / clip_a.w * u.viewport_size * 0.5;