forked from 1b-agent/opencadstudio-upstream
refactor(hatch): unify capability backends
Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
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// Storage-free hatch renderer — texture-backed, UNCAPPED.
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//
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// Devices without storage buffers use this per-hatch renderer. It reuses the
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// storage-free hatch algorithm (see wipeout.wgsl / hatch_texture.wgsl) but packs the
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// variable-length boundary / family / dash arrays into ONE RGBA32F data texture
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// read via textureLoad — removing the MAX_FAMILIES / MAX_HATCH_BOUNDARY_VERTS /
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// MAX_DASHES caps of the uniform (WipeoutGpu) path. Every hatch type — solid,
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// gradient, and arbitrarily complex line patterns — renders in compat mode.
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//
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// Storage-capable devices use the sibling storage backend; wipeout masks use
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// wipeout_gpu.rs.
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use crate::scene::model::hatch_model::{HatchModel, HatchPattern};
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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/// Width (in texels) of the RGBA32F data texture. Height grows to fit; a hatch
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/// with N total texels uses ceil(N / WIDTH) rows.
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const DATA_TEX_WIDTH: u32 = 1024;
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// ── Vertex ────────────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct HatchVertex {
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pos: [f32; 3],
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_pad: f32,
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}
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pub(super) fn vertex_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<HatchVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[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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}
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}
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// ── Per-hatch uniform (binding 0) — 96 bytes, matches HatchUniforms in
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// hatch_texture.wgsl. ──────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct TextureHatchUniform {
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color: [f32; 4], // 0
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color2: [f32; 4], // 16
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mode: u32, // 32
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vcount: u32, // 36
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angle_offset: f32, // 40
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scale: f32, // 44
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grad_cos: f32, // 48
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grad_sin: f32, // 52
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grad_min: f32, // 56
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grad_range: f32, // 60
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origin: [f32; 2], // 64
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origin_low: [f32; 2], // 72
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n_families: u32, // 80
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fam_off: u32, // 84: texel offset of the family section
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dash_off: u32, // 88: texel offset of the dash section
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tex_width: u32, // 92
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}
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// ── Per-hatch GPU handle ────────────────────────────────────────────────────
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pub(super) struct TextureHatch {
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pub(super) vertex_buffer: wgpu::Buffer,
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pub(super) bind_group: wgpu::BindGroup,
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/// Reserved for per-frame AABB LOD (mirrors `WipeoutGpu`); not yet wired
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/// into the web hatch draw loop — the native batched path doesn't do
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/// per-hatch LOD either.
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#[allow(dead_code)]
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pub world_aabb: [f32; 4],
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_uniform_buf: wgpu::Buffer,
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_data_tex: wgpu::Texture,
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}
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impl TextureHatch {
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/// Group-1 layout: uniform header (binding 0) + non-filterable float data
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/// texture (binding 1).
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pub(super) fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("hatch.texture.bgl1"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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],
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})
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}
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pub(super) fn new(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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model: &HatchModel,
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bgl1: &wgpu::BindGroupLayout,
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) -> Self {
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// ── Decode pattern mode (mirrors WipeoutGpu::new) ─────────────────
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// The gradient shape (kind + invert bit) rides in the mode's high
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// bits — the 96-byte uniform has no spare slot.
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let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
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HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
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HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
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HatchPattern::Gradient { angle_deg, color2, kind, invert } => {
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let gk = (kind.shader_kind() | if *invert { 16 } else { 0 }) << 8;
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if kind.radial() {
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// Radial: centre is the local origin; grad_cos/sin unused.
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(3u32 | gk, *color2, 0.0, 0.0)
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} else {
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let r = angle_deg.to_radians();
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(2u32 | gk, *color2, r.cos(), r.sin())
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}
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}
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};
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// ── Bounding box ─────────────────────────────────────────────────
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let (mut min_x, mut max_x, mut min_y, mut max_y) =
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(f32::INFINITY, f32::NEG_INFINITY, f32::INFINITY, f32::NEG_INFINITY);
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for &[x, y] in model.boundary.iter() {
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if !x.is_finite() || !y.is_finite() {
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continue;
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}
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min_x = min_x.min(x);
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max_x = max_x.max(x);
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min_y = min_y.min(y);
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max_y = max_y.max(y);
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}
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let max_spacing = match &model.pattern {
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HatchPattern::Pattern(families) => {
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families.iter().map(|f| f.dy.abs()).fold(0.0f32, f32::max)
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}
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_ => 5.0,
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};
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let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
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let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
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// Anchor pattern phase at `world_origin` with the boundary stored raw,
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// matching the storage backend — NOT WipeoutGpu,
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// whose f64 origin grid-snap is dead code (wipeouts are always solid)
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// and would phase-shift every line pattern relative to desktop. No drift.
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let origin = model.world_origin;
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let drift = [0.0f32, 0.0f32];
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let (x0, x1, y0, y1) = (
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min_x + drift[0] - pad,
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max_x + drift[0] + pad,
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min_y + drift[1] - pad,
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max_y + drift[1] + pad,
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);
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let quad = [
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HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x1, y0, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 },
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HatchVertex { pos: [x0, y1, 0.0], _pad: 0.0 },
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];
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.texture.vbuf"),
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contents: bytemuck::cast_slice(&quad),
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usage: wgpu::BufferUsages::VERTEX,
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});
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// ── Gradient projection range (snapped-local space) ───────────────
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let (grad_min, grad_range) = if mode == 2 {
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let projs: Vec<f32> = model
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.boundary
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.iter()
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.filter(|v| v[0].is_finite() && v[1].is_finite())
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.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
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.collect();
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if projs.is_empty() {
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(0.0, 1.0)
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} else {
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let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
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let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
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// Floor matches the storage backend.
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(proj_min, (proj_max - proj_min).max(1.0))
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}
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} else if mode == 3 {
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// Radial: range = the farthest boundary vertex from the centre.
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let radius = model
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.boundary
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.iter()
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.filter(|v| v[0].is_finite() && v[1].is_finite())
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.map(|&[x, y]| (x * x + y * y).sqrt())
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.fold(0.0_f32, f32::max)
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.max(1.0);
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(0.0, radius)
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} else {
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(0.0, 1.0)
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};
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// ── Pack the data texture: boundary | families | dashes ───────────
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let mut texels: Vec<[f32; 4]> = Vec::new();
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// Boundary section (texels 0..vcount). NaN separators become the
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// finite GPU sentinel — the shader NaN self-compare is folded to
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// `true` on some drivers (#386, #416).
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for &[x, y] in model.boundary.iter() {
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if x.is_finite() && y.is_finite() {
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texels.push([x + drift[0], y + drift[1], 0.0, 0.0]);
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} else {
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let s = crate::scene::model::hatch_model::GPU_BOUNDARY_SEP;
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texels.push([s, s, 0.0, 0.0]);
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}
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}
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let vcount = texels.len() as u32;
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// Family section (3 texels each) + a flat dash pool.
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let fam_off = texels.len() as u32;
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let mut n_families = 0u32;
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let mut dash_pool: Vec<f32> = Vec::new();
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if let HatchPattern::Pattern(families) = &model.pattern {
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for fam in families.iter() {
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let dash_rel = dash_pool.len() as u32;
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dash_pool.extend_from_slice(&fam.dashes);
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let n_dashes = fam.dashes.len() as u32;
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let period: f32 = if n_dashes > 0 {
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fam.dashes.iter().map(|d| d.abs()).sum()
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} else {
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0.0
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};
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let angle_r = fam.angle_deg.to_radians();
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// QCAD PAT convention: perp_step = dy, along_step = dx.
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texels.push([angle_r.cos(), angle_r.sin(), fam.x0, fam.y0]);
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texels.push([fam.dx, fam.dy, fam.dy, fam.dx]);
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// Counts as exact f32 (small integers → no denormal/bitcast risk).
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texels.push([0.0, period, n_dashes as f32, dash_rel as f32]);
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n_families += 1;
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}
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}
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// Dash section (4 values per texel).
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let dash_off = texels.len() as u32;
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let mut i = 0usize;
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while i < dash_pool.len() {
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let mut t = [0.0f32; 4];
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for (c, slot) in t.iter_mut().enumerate() {
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if let Some(&d) = dash_pool.get(i + c) {
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*slot = d;
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}
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}
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texels.push(t);
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i += 4;
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}
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// Upload the texture (min 1 texel; pad the last row).
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if texels.is_empty() {
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texels.push([0.0; 4]);
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}
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let width = DATA_TEX_WIDTH;
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let height = ((texels.len() as u32).div_ceil(width)).max(1);
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texels.resize((width * height) as usize, [0.0; 4]);
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let data_tex = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("hatch.texture.data_tex"),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba32Float,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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data_tex.as_image_copy(),
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bytemuck::cast_slice(&texels),
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(width * 16),
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rows_per_image: Some(height),
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},
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wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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);
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let tex_view = data_tex.create_view(&wgpu::TextureViewDescriptor::default());
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// ── Uniform header ────────────────────────────────────────────────
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let uniform_data = TextureHatchUniform {
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color: model.color,
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color2,
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mode,
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vcount,
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angle_offset: model.angle_offset,
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// Clamp like the desktop renderer so scale==0 can't make perp_step 0
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// → round(perp/0)=NaN → an invisible hatch.
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scale: model.scale.max(1e-6),
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grad_cos,
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grad_sin,
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grad_min,
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grad_range,
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origin: [origin[0] as f32, origin[1] as f32],
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origin_low: [
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(origin[0] - origin[0] as f32 as f64) as f32,
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(origin[1] - origin[1] as f32 as f64) as f32,
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],
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n_families,
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fam_off,
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dash_off,
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tex_width: width,
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};
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let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.texture.uniform"),
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contents: bytemuck::bytes_of(&uniform_data),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("hatch.texture.bind_group1"),
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layout: bgl1,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: _uniform_buf.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&tex_view),
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},
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],
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});
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let ox = model.world_origin[0] as f32;
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let oy = model.world_origin[1] as f32;
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let world_aabb = if min_x.is_finite() && min_y.is_finite() {
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[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
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} else {
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[min_x, min_y, max_x, max_y]
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};
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Self {
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vertex_buffer,
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bind_group,
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world_aabb,
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_uniform_buf,
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_data_tex: data_tex,
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}
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}
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}
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