Keep storage fast paths on capable adapters and use packed or texture fallbacks only when device limits require them.\n\nCompact mesh-edge varyings to avoid WebGL shader rejection.
Hatch/wipeout boundary sub-loops were separated by NaN vertices that the
fill shaders detected with `p.x == p.x`. Intel Mesa folds that NaN
self-compare to `true` under fast math, so separators read as real
vertices, the ray-cast crossing count broke, and fills bled outside
their boundary — only on Intel iGPUs. GPU uploads now rewrite the
separators to a finite 1e30 sentinel (GPU_BOUNDARY_SEP) and the shaders
test `abs(x) < 1e29`, which every driver evaluates identically. The
CPU-side NaN representation is unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GRADIENT silently degraded to a plain hatch: add_hatch rebuilt the
render model from the DXF entity but never encoded the gradient on it,
so the committed fill lost its gradient entirely. The entity now
carries the full gradient record (name, angle, colour stops,
solid-fill flag), and the standard shape set became selectable:
Linear / Cylinder / Spherical / Hemispherical / Curved plus an Invert
toggle, offered as prompt buttons on the GRADIENT command and as a
Gradient type dropdown + Invert box in the properties panel. All nine
standard DXF names round-trip (inverted linear persists by swapping
the colour stops), and the shaders shape each kind distinctly —
mirrored cylinder, eased curve, dome-profiled hemisphere — on both the
native and web pipelines without changing the GPU struct sizes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A gradient hatch was drawn linear from the entity colour to its second
stop, so a red->yellow spherical fill came out as a pale linear wash. Two
fixes:
- Colour: start from the gradient's first stop, not the entity colour.
hatch_model_from_dxf already baked stop-0 in; stop synced_hatch_models
from clobbering it with the entity's resolved colour for gradient fills.
- Shape: spherical / hemispherical / curved gradient names now render as a
radial fill (new shader mode 3, centred on the boundary with radius to the
farthest vertex) instead of linear. Native and web shaders both updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The batched path is the sole hatch renderer and has no family cap, yet it
was named hatch_batched_gpu while the old capped per-primitive renderer
kept the hatch_gpu / MAX_FAMILIES name — which reads as if visible hatch
fills are truncated at 16 families (they are not). Swap the names so the
active renderer is hatch_gpu.rs / hatch.wgsl and the legacy one, now used
only for wipeout masks, is wipeout_gpu.rs / wipeout.wgsl. MAX_FAMILIES now
lives only in the wipeout module. Pure rename; no behaviour change.
Refs #323.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The hatch anchor (world_origin / pattern origin) was cast to a single
f32, quantizing UTM-scale fills to ~0.5 m and reintroducing jitter the
wire path no longer had. Both the batched and per-hatch pipelines now
carry the anchor as a high/low f32 pair (HatchInstance.world_origin_low,
HatchUniformData.origin_low) and reconstruct the eye-relative position in
the shader as (origin_high - eye_high) + (local + origin_low - eye_low).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.
Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.
No behavior change; build and tests are green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
`HatchGpu.world_aabb` was built by iterating `model.boundary` — but
those vertices are stored as f32 offsets from `model.world_origin`
(precision anchor for UTM-scale WCS). So the AABB was in
*origin-relative* space, not the local space `view_proj` projects
from. `aabb_offscreen` (Phase 2.3) then asked "is this rect near (0,0)
in NDC?" instead of "is this rect at the hatch's actual position?" —
which culled in-view hatches whenever the camera moved off the
origin and rendered out-of-view ones near it.
Sub-pixel LOD (`aabb_below_pixel`, Phase 3.3) survived because it
measures a projected diagonal, which is translation-invariant.
Fixes:
- Add `world_origin` back when building `HatchGpu.world_aabb`, so the
stored rect is in absolute local space.
- 25 % margin on the viewport rect in `aabb_offscreen`, matching the
wire path's `view_world_aabb` margin — keeps hatches at the edge
rendered while panning.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Two precision problems were producing visibly wrong hatches on UTM-scale
(and similarly-offset) drawings even after world_offset was correct:
1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge
arc tessellation ran the whole arc-center computation in f32. With
vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated
into the sampled arc points and showed up as visibly wavy / jagged
hatch boundaries on edges that crossed the long axis of the drawing.
Re-run the full bulge → arc math in f64; only cast at the to_xy
call that feeds the (also f64) boundary buffer.
2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew
precision when `xz` was at offset-rel WCS magnitude and perp_step
was sub-cm. Move the precision-critical bits out of f32 by keeping
each hatch's anchor in f64 on the model side: `HatchModel` now
carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]`
vertices are stored as small offsets from it. The GPU vertex shader
adds `origin` back inside the view_proj multiply for clip position
(sub-pixel-lossy at large hatches but invisible); the `xz` varying
that the fragment shader uses for in_polygon + pattern math stays
in hatch-local space at full f32 precision.
For pattern alignment across adjacent hatches with the same family,
the GPU pipeline snaps the anchor to the family's perp/along grid
in f64 before sending it down. Snap uses the same QCAD-PAT
convention (`fam.dy = perp_step`, `fam.dx = along_step`) the
shader's check_family uses — an earlier attempt used the world-frame
`(-dx*sin + dy*cos)` formula, which produced a meaningless grid and
no alignment.
Trade-off: pattern phase is "global modulo per-family-grid" rather
than tied to WCS (0,0). Same hatches still align with each other;
the absolute phase relative to the WCS origin may differ from the
pre-fix behaviour on small drawings.
Consumers that read `model.boundary` directly (hit_test, paper_canvas,
add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`.
The hatch wgsl bind-group entry for binding 0 was bumped to
`VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`.
The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be
and the scissor plumbing from fbbac42 still work — those touched
different fields of the same struct.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Hatch fills drew the full per-family pattern loop every frame regardless
of zoom. Two LOD tiers, neither of which existed:
* **Shader-side solid substitute.** When the densest line family's
spacing × scale projects to less than 2 px, individual lines blur
into a solid color and the per-fragment family loop is wasted ALU
(and produces moiré). Pass `world_per_pixel` through Uniforms; the
hatch fragment shader now returns `h.color` directly in that case.
* **CPU-side sub-pixel skip.** When the entire hatch AABB projects
to less than 2 px, drop the draw call. Adds `world_aabb` to
HatchGpu plus a per-frame `compute_hatch_lod` pass (mirrors the
existing scissor pass) and `hatch_skip_flags`. The render pass
skips flagged hatches.
Factored a shared `aabb_below_pixel` helper for future LOD callers.
The Uniforms layout is unchanged in size (96 B) — the trailing
`_pad: vec2<f32>` becomes `world_per_pixel: f32, _pad: f32`, so wgsl
modules that don't read the new field keep working with their old
`_pad: vec2<f32>` declarations.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wire pass already uses `WireModel.vp_scissor` to clip viewport-projected
geometry to its paper-space viewport rect; hatch / image / wipeout
passes drew across the whole canvas. When a future paper-space path
projects fills/images into a viewport, they would bleed past the
viewport frame.
Add `vp_scissor: Option<[f32; 4]>` to HatchModel and ImageModel
(mirroring WireModel), forward it through HatchGpu / ImageGpu, and add
per-pass `compute_*_scissors` / `set_scissor_rect` machinery. Factored
the wire-side scissor-projection math into a shared `project_scissor`
helper. Field defaults to None at every constructor site — no producer
sets it yet, so this is plumbing for the paper-viewport fill projection
that Phase 1.4 unblocks without changing current visual output.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>