// Wire shader — renders 1-D CAD entities as screen-aligned quads. // Topology: TriangleList, 6 vertices drawn per INSTANCE. // // One instance = one segment. The six vertex IDs map to the corners of a // two-triangle quad; the vertex shader derives `which_end` (0=A end, 1=B end) // and `side` (±1 perpendicular) from `@builtin(vertex_index)` and expands the // quad by `half_width` pixels perpendicular to the segment direction in // screen space. // // Linetype is applied entirely on the GPU: // • distance = cumulative arc-length, linearly interpolated from // (distance_a, distance_b) by `which_end`. // • pattern_length > 0 enables the dash test; 0 = solid (no discard). // • pat0/pat1 encode up to 8 elements: positive=dash, negative=gap, // exactly 0=dot (rendered as a fixed ~1 px mark). Trailing 0.0 slots are // padding; the real element count is (index of last non-zero) + 1. struct Uniforms { viewport_size: vec2, world_per_pixel: f32, // LWDISPLAY toggle: 0.0 = force 1 px (half_width 0.5), 1.0 = use the // per-instance baked half_width. Lets the LWT button switch without // retessellating. lwdisplay_enable: f32, // Mesh flat-shade flag (unused here; kept so the field offsets match // the shared Uniforms buffer layout). flat_shade: f32, // Transparency-display toggle: 1.0 = honour baked alpha, 0.0 = force // every line opaque. transparency_enable: f32, _pad: vec2, // ── Relative-to-eye (double-single) ────────────────────────────────── // view_rot is the rotation-only view-projection; vertices subtract the eye // (eye_high + eye_low, two f32 emulating f64) before transforming, so the // large eye translation never enters the f32 matrix → no large-coordinate // jitter on pan / zoom / rotate. view_rot: mat4x4, eye_high: vec3, _pad_eh: f32, eye_low: vec3, _pad_el: f32, } @group(0) @binding(0) var u: Uniforms; struct InstanceIn { @location(0) pos_a: vec3, @location(1) pos_b: vec3, @location(2) color: vec4, @location(3) distance_a: f32, @location(4) distance_b: f32, @location(5) half_width: f32, @location(6) pattern_length: f32, @location(7) pat0: vec4, @location(8) pat1: vec4, @location(9) draw_depth: f32, // Double-single low residuals of the endpoints. @location(10) pos_a_low: vec3, @location(11) pos_b_low: vec3, } // Draw-order depth bias: shifts clip-space z so 2D entities of different // types order against each other through the shared LessEqual depth test. // draw_depth is signed (-1,1): front → positive → smaller z → drawn on top; // 0.0 = neutral (real depth). Depth32Float gives ample precision. const DRAW_ORDER_BIAS: f32 = 0.001; struct VertexOut { @builtin(position) clip_pos: vec4, @location(0) color: vec4, @location(1) distance: f32, @location(2) pattern_length: f32, @location(3) pat0: vec4, @location(4) pat1: vec4, // World length of the smallest non-zero dash / gap element of this // instance. Flat-interpolated (constant per instance) so the // fragment stage can short-circuit the dash test when every gap // projects below one pixel on screen. See the LOD branch in // `fs_main`. @location(5) @interpolate(flat) min_elem: f32, } @vertex fn vs_main(@builtin(vertex_index) vid: u32, in: InstanceIn) -> VertexOut { // Two-triangle quad corner table: // vid 0,1,2 = (A,-1) (B,-1) (B,+1) // vid 3,4,5 = (A,-1) (B,+1) (A,+1) let which_end_arr = array(0.0, 1.0, 1.0, 0.0, 1.0, 0.0); let side_arr = array(-1.0, -1.0, 1.0, -1.0, 1.0, 1.0); let which_end = which_end_arr[vid]; let side = side_arr[vid]; // Double-single relative-to-eye: subtract the eye from each endpoint with // both halves of the f64-emulating pair, then transform by the rotation-only // view-projection. (pos_high − eye_high) is exact in f32 for same-magnitude // operands (Sterbenz); adding (pos_low − eye_low) restores the residual both // the vertex and the eye would otherwise lose — so geometry stays put at // UTM-scale coordinates and after a cross-drawing paste, with no jitter. let rel_a = (in.pos_a - u.eye_high) + (in.pos_a_low - u.eye_low); let rel_b = (in.pos_b - u.eye_high) + (in.pos_b_low - u.eye_low); let clip_a = u.view_rot * vec4(rel_a, 1.0); let clip_b = u.view_rot * vec4(rel_b, 1.0); // NDC of both endpoints. let ndc_a = clip_a.xy / clip_a.w; let ndc_b = clip_b.xy / clip_b.w; // Screen-space pixel positions. let screen_a = ndc_a * u.viewport_size * 0.5; let screen_b = ndc_b * u.viewport_size * 0.5; // Screen-space perpendicular to segment direction. let seg = screen_b - screen_a; let seg_len = length(seg); var perp: vec2; if seg_len > 1e-4 { let dir = seg / seg_len; perp = vec2(-dir.y, dir.x); } else { perp = vec2(0.0, 1.0); } // Convert perpendicular from screen pixels to NDC offset. let perp_ndc = perp / (u.viewport_size * 0.5); // Select the clip-space position for this vertex's endpoint. let clip_pos = mix(clip_a, clip_b, which_end); // LWDISPLAY off → collapse to a 1-pixel-wide line (half_width = 0.5). let hw = select(0.5, in.half_width, u.lwdisplay_enable > 0.5); // Offset in clip space (multiply by w to un-apply perspective division). let ndc_offset = perp_ndc * hw * side; let final_clip = clip_pos + vec4(ndc_offset * clip_pos.w, 0.0, 0.0); // Smallest non-zero dash / gap element, in world units. Used by // the fragment stage to decide when the pattern's finest feature // would render below one pixel and should collapse to a solid line. var min_elem: f32 = in.pattern_length; let elems = array( in.pat0.x, in.pat0.y, in.pat0.z, in.pat0.w, in.pat1.x, in.pat1.y, in.pat1.z, in.pat1.w, ); for (var i = 0u; i < 8u; i++) { let e = abs(elems[i]); if e > 0.0 && e < min_elem { min_elem = e; } } var out: VertexOut; out.clip_pos = final_clip; out.clip_pos.z = out.clip_pos.z - in.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w; out.color = in.color; out.distance = mix(in.distance_a, in.distance_b, which_end); out.pattern_length = in.pattern_length; out.pat0 = in.pat0; out.pat1 = in.pat1; out.min_elem = min_elem; return out; } // Returns true if arc-length `dist` falls inside a dash or on a dot. fn in_dash(dist: f32, pat_len: f32, p0: vec4, p1: vec4) -> bool { let d = ((dist % pat_len) + pat_len) % pat_len; var pos = 0.0f; // A dot is a zero-length element: render it as a fixed ~1.5 px mark // (half-width ~0.75 px in world units) so it stays visible at any zoom // instead of vanishing with its zero world-length. Mirrors the hatch // shader's pixel-snapped dot. (#149) let dot_half = u.world_per_pixel * 0.75; let elems = array(p0.x, p0.y, p0.z, p0.w, p1.x, p1.y, p1.z, p1.w); // Real element count = (index of last non-zero) + 1. Trailing 0.0 slots // are padding; a 0.0 within this range is a real dot. var count = 0u; for (var i = 0u; i < 8u; i++) { if elems[i] != 0.0 { count = i + 1u; } } for (var i = 0u; i < count; i++) { let elem = elems[i]; if elem == 0.0 { // Dot centred at `pos` (zero length); light a small mark, wrapped // around the pattern so a dot at 0 also covers the seam at pat_len. let dd = abs(d - pos); if min(dd, pat_len - dd) <= dot_half { return true; } } else if elem > 0.0 { if d >= pos && d < pos + elem { return true; } // inside a dash pos += elem; } else { pos += -elem; // skip a gap } } return false; } @fragment fn fs_main(in: VertexOut) -> @location(0) vec4 { if in.pattern_length > 0.0 { // LOD: once the pattern's smallest feature drops below ~1 px // on screen, dash gaps alias / shimmer (or vanish completely) // and the user reads the line as solid anyway. Skip the dash // test and return solid colour — also saves the per-fragment // arc-length math + `discard`. if in.min_elem >= u.world_per_pixel { if !in_dash(in.distance, in.pattern_length, in.pat0, in.pat1) { discard; } } } // Transparency display off → force the line opaque. let alpha = select(1.0, in.color.a, u.transparency_enable > 0.5); return vec4(in.color.rgb, alpha); }