forked from 1b-agent/opencadstudio-upstream
The GPU draws exclusively via the rotation-only `view_rot` + eye double- single; the full view-projection survived only to project AABBs in the CPU frustum-cull / scissor / LOD passes. Migrate those to the same relative-to-eye math (project `point - eye` through `view_rot`) — pixel- equivalent but precise at UTM scale — then drop the dead uniform: - pipeline cull/scissor/LOD helpers take (view_rot, eye) instead of the full view_proj; render.rs reconstructs eye from the uniform's eye_high/eye_low and passes the cropped view_rot. - Remove the `view_proj` field from the shared Uniforms struct and all six shader structs that only declared it for layout (none read it), and delete Camera::view_proj(). The struct shrinks by one mat4 on both sides, keeping the Rust / WGSL layouts in lock-step. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
55 lines
1.5 KiB
WebGPU Shading Language
55 lines
1.5 KiB
WebGPU Shading Language
// Face3D shader — flat-shaded triangle fill for DXF 3DFACE entities.
|
|
//
|
|
// Vertex layout (28 bytes):
|
|
// position [f32; 3] offset 0 12 B
|
|
// color [f32; 4] offset 12 16 B
|
|
|
|
struct Uniforms {
|
|
viewport_size: vec2<f32>,
|
|
world_per_pixel: f32,
|
|
lwdisplay_enable: f32,
|
|
flat_shade: f32,
|
|
transparency_enable: f32,
|
|
_pad: vec2<f32>,
|
|
// Relative-to-eye (double-single): see wire.wgsl.
|
|
view_rot: mat4x4<f32>,
|
|
eye_high: vec3<f32>,
|
|
_pad_eh: f32,
|
|
eye_low: vec3<f32>,
|
|
_pad_el: f32,
|
|
};
|
|
|
|
@group(0) @binding(0)
|
|
var<uniform> u: Uniforms;
|
|
|
|
struct VertexIn {
|
|
@location(0) position: vec3<f32>,
|
|
@location(1) color: vec4<f32>,
|
|
@location(2) draw_depth: f32,
|
|
@location(3) position_low: vec3<f32>,
|
|
};
|
|
|
|
struct VertexOut {
|
|
@builtin(position) clip_pos: vec4<f32>,
|
|
@location(0) color: vec4<f32>,
|
|
};
|
|
|
|
// Draw-order depth bias (see wire.wgsl). Signed draw_depth; 0.0 (3D mesh
|
|
// faces) leaves real depth untouched; 2D fills / 3DFACE quads order by rank.
|
|
const DRAW_ORDER_BIAS: f32 = 0.001;
|
|
|
|
@vertex
|
|
fn vs_main(v: VertexIn) -> VertexOut {
|
|
var out: VertexOut;
|
|
let rel = (v.position - u.eye_high) + (v.position_low - u.eye_low);
|
|
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
|
|
out.clip_pos.z = out.clip_pos.z - v.draw_depth * DRAW_ORDER_BIAS * out.clip_pos.w;
|
|
out.color = v.color;
|
|
return out;
|
|
}
|
|
|
|
@fragment
|
|
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
|
|
return in.color;
|
|
}
|