// WebGL2 hatch renderer — texture-backed, UNCAPPED (wasm only). // // WebGL2 has no storage buffers, so the batched storage-buffer renderer // (hatch_gpu.rs + hatch.wgsl) is disabled on wasm and real hatch fills never // rendered on the web build (issue #204). This per-hatch renderer reuses the // WebGL2-safe hatch algorithm (see wipeout.wgsl / hatch_web.wgsl) but packs the // variable-length boundary / family / dash arrays into ONE RGBA32F data texture // read via textureLoad — removing the MAX_FAMILIES / MAX_HATCH_BOUNDARY_VERTS / // MAX_DASHES caps of the uniform (WipeoutGpu) path. Every hatch type — solid, // gradient, and arbitrarily complex line patterns — renders on the web. // // Native (hatch_gpu.rs) and the wipeout mask renderer (wipeout_gpu.rs) are // untouched; this module is compiled only for wasm32. use crate::scene::model::hatch_model::{HatchModel, HatchPattern}; use iced::wgpu; use iced::wgpu::util::DeviceExt; /// Width (in texels) of the RGBA32F data texture. Height grows to fit; a hatch /// with N total texels uses ceil(N / WIDTH) rows. const DATA_TEX_WIDTH: u32 = 1024; // ── Vertex ──────────────────────────────────────────────────────────────── #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct HatchVertex { pos: [f32; 3], _pad: f32, } // ── Per-hatch uniform (binding 0) — 96 bytes, matches HatchUniforms in // hatch_web.wgsl. ───────────────────────────────────────────────────────── #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct HatchWebUniform { color: [f32; 4], // 0 color2: [f32; 4], // 16 mode: u32, // 32 vcount: u32, // 36 angle_offset: f32, // 40 scale: f32, // 44 grad_cos: f32, // 48 grad_sin: f32, // 52 grad_min: f32, // 56 grad_range: f32, // 60 origin: [f32; 2], // 64 origin_low: [f32; 2], // 72 n_families: u32, // 80 fam_off: u32, // 84: texel offset of the family section dash_off: u32, // 88: texel offset of the dash section tex_width: u32, // 92 } // ── Per-hatch GPU handle ──────────────────────────────────────────────────── pub struct HatchWebGpu { pub vertex_buffer: wgpu::Buffer, pub bind_group: wgpu::BindGroup, /// Reserved for per-frame AABB LOD (mirrors `WipeoutGpu`); not yet wired /// into the web hatch draw loop — the native batched path doesn't do /// per-hatch LOD either. #[allow(dead_code)] pub world_aabb: [f32; 4], _uniform_buf: wgpu::Buffer, _data_tex: wgpu::Texture, } impl HatchWebGpu { /// Group-1 layout: uniform header (binding 0) + non-filterable float data /// texture (binding 1). pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout { device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("hatch_web.bgl1"), entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { sample_type: wgpu::TextureSampleType::Float { filterable: false }, view_dimension: wgpu::TextureViewDimension::D2, multisampled: false, }, count: None, }, ], }) } pub fn new( device: &wgpu::Device, queue: &wgpu::Queue, model: &HatchModel, bgl1: &wgpu::BindGroupLayout, ) -> Self { // ── Decode pattern mode (mirrors WipeoutGpu::new) ───────────────── // The gradient shape (kind + invert bit) rides in the mode's high // bits — the 96-byte uniform has no spare slot. let (mode, color2, grad_cos, grad_sin) = match &model.pattern { HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32), HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32), HatchPattern::Gradient { angle_deg, color2, kind, invert } => { let gk = (kind.shader_kind() | if *invert { 16 } else { 0 }) << 8; if kind.radial() { // Radial: centre is the local origin; grad_cos/sin unused. (3u32 | gk, *color2, 0.0, 0.0) } else { let r = angle_deg.to_radians(); (2u32 | gk, *color2, r.cos(), r.sin()) } } }; // ── Bounding box ───────────────────────────────────────────────── let (mut min_x, mut max_x, mut min_y, mut max_y) = (f32::INFINITY, f32::NEG_INFINITY, f32::INFINITY, f32::NEG_INFINITY); for &[x, y] in model.boundary.iter() { if !x.is_finite() || !y.is_finite() { continue; } min_x = min_x.min(x); max_x = max_x.max(x); min_y = min_y.min(y); max_y = max_y.max(y); } let max_spacing = match &model.pattern { HatchPattern::Pattern(families) => { families.iter().map(|f| f.dy.abs()).fold(0.0f32, f32::max) } _ => 5.0, }; let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt(); let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0); // Anchor pattern phase at `world_origin` with the boundary stored raw, // matching the desktop batched renderer (hatch_gpu.rs) — NOT WipeoutGpu, // whose f64 origin grid-snap is dead code (wipeouts are always solid) // and would phase-shift every line pattern relative to desktop. No drift. let origin = model.world_origin; let drift = [0.0f32, 0.0f32]; let (x0, x1, y0, y1) = ( min_x + drift[0] - pad, max_x + drift[0] + pad, min_y + drift[1] - pad, max_y + drift[1] + pad, ); let quad = [ HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 }, HatchVertex { pos: [x1, y0, 0.0], _pad: 0.0 }, HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 }, HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 }, HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 }, HatchVertex { pos: [x0, y1, 0.0], _pad: 0.0 }, ]; let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("hatch_web.vbuf"), contents: bytemuck::cast_slice(&quad), usage: wgpu::BufferUsages::VERTEX, }); // ── Gradient projection range (snapped-local space) ─────────────── let (grad_min, grad_range) = if mode == 2 { let projs: Vec = model .boundary .iter() .filter(|v| v[0].is_finite() && v[1].is_finite()) .map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin) .collect(); if projs.is_empty() { (0.0, 1.0) } else { let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min); let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max); // Floor matches the desktop hatch renderer (hatch_gpu.rs). (proj_min, (proj_max - proj_min).max(1.0)) } } else if mode == 3 { // Radial: range = the farthest boundary vertex from the centre. let radius = model .boundary .iter() .filter(|v| v[0].is_finite() && v[1].is_finite()) .map(|&[x, y]| (x * x + y * y).sqrt()) .fold(0.0_f32, f32::max) .max(1.0); (0.0, radius) } else { (0.0, 1.0) }; // ── Pack the data texture: boundary | families | dashes ─────────── let mut texels: Vec<[f32; 4]> = Vec::new(); // Boundary section (texels 0..vcount). NaN separators become the // finite GPU sentinel — the shader NaN self-compare is folded to // `true` on some drivers (#386, #416). for &[x, y] in model.boundary.iter() { if x.is_finite() && y.is_finite() { texels.push([x + drift[0], y + drift[1], 0.0, 0.0]); } else { let s = crate::scene::model::hatch_model::GPU_BOUNDARY_SEP; texels.push([s, s, 0.0, 0.0]); } } let vcount = texels.len() as u32; // Family section (3 texels each) + a flat dash pool. let fam_off = texels.len() as u32; let mut n_families = 0u32; let mut dash_pool: Vec = Vec::new(); if let HatchPattern::Pattern(families) = &model.pattern { for fam in families.iter() { let dash_rel = dash_pool.len() as u32; dash_pool.extend_from_slice(&fam.dashes); let n_dashes = fam.dashes.len() as u32; let period: f32 = if n_dashes > 0 { fam.dashes.iter().map(|d| d.abs()).sum() } else { 0.0 }; let angle_r = fam.angle_deg.to_radians(); // QCAD PAT convention: perp_step = dy, along_step = dx. texels.push([angle_r.cos(), angle_r.sin(), fam.x0, fam.y0]); texels.push([fam.dx, fam.dy, fam.dy, fam.dx]); // Counts as exact f32 (small integers → no denormal/bitcast risk). texels.push([0.0, period, n_dashes as f32, dash_rel as f32]); n_families += 1; } } // Dash section (4 values per texel). let dash_off = texels.len() as u32; let mut i = 0usize; while i < dash_pool.len() { let mut t = [0.0f32; 4]; for (c, slot) in t.iter_mut().enumerate() { if let Some(&d) = dash_pool.get(i + c) { *slot = d; } } texels.push(t); i += 4; } // Upload the texture (min 1 texel; pad the last row). if texels.is_empty() { texels.push([0.0; 4]); } let width = DATA_TEX_WIDTH; let height = ((texels.len() as u32).div_ceil(width)).max(1); texels.resize((width * height) as usize, [0.0; 4]); let data_tex = device.create_texture(&wgpu::TextureDescriptor { label: Some("hatch_web.data_tex"), size: wgpu::Extent3d { width, height, depth_or_array_layers: 1, }, mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2, format: wgpu::TextureFormat::Rgba32Float, usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST, view_formats: &[], }); queue.write_texture( data_tex.as_image_copy(), bytemuck::cast_slice(&texels), wgpu::TexelCopyBufferLayout { offset: 0, bytes_per_row: Some(width * 16), rows_per_image: Some(height), }, wgpu::Extent3d { width, height, depth_or_array_layers: 1, }, ); let tex_view = data_tex.create_view(&wgpu::TextureViewDescriptor::default()); // ── Uniform header ──────────────────────────────────────────────── let uniform_data = HatchWebUniform { color: model.color, color2, mode, vcount, angle_offset: model.angle_offset, // Clamp like the desktop renderer so scale==0 can't make perp_step 0 // → round(perp/0)=NaN → an invisible hatch. scale: model.scale.max(1e-6), grad_cos, grad_sin, grad_min, grad_range, origin: [origin[0] as f32, origin[1] as f32], origin_low: [ (origin[0] - origin[0] as f32 as f64) as f32, (origin[1] - origin[1] as f32 as f64) as f32, ], n_families, fam_off, dash_off, tex_width: width, }; let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("hatch_web.uniform"), contents: bytemuck::bytes_of(&uniform_data), usage: wgpu::BufferUsages::UNIFORM, }); let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("hatch_web.bind_group1"), layout: bgl1, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: _uniform_buf.as_entire_binding(), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&tex_view), }, ], }); let ox = model.world_origin[0] as f32; let oy = model.world_origin[1] as f32; let world_aabb = if min_x.is_finite() && min_y.is_finite() { [min_x + ox, min_y + oy, max_x + ox, max_y + oy] } else { [min_x, min_y, max_x, max_y] }; Self { vertex_buffer, bind_group, world_aabb, _uniform_buf, _data_tex: data_tex, } } }