Files
OneCAD-Draft/src/shaders/wire.wgsl
T
2026-03-22 14:56:27 +03:00

110 lines
3.7 KiB
WebGPU Shading Language

// Wire shader — renders 1-D CAD entities as screen-aligned quads.
// Topology: TriangleList (6 vertices per segment).
//
// Each vertex carries both segment endpoints (pos_a, pos_b) plus which_end
// (0=A, 1=B) and side (±1). The vertex shader 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 from wire start (interpolated by GPU).
// • pattern_length > 0 enables the dash test; 0 = solid (no discard).
// • pat0/pat1 encode up to 8 elements: positive=dash, negative=gap.
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
_pad: vec2<f32>,
}
@group(0) @binding(0) var<uniform> u: Uniforms;
struct VertexIn {
@location(0) pos_a: vec3<f32>,
@location(1) pos_b: vec3<f32>,
@location(2) which_end: f32,
@location(3) side: f32,
@location(4) color: vec4<f32>,
@location(5) distance: f32,
@location(6) half_width: f32,
@location(7) pattern_length: f32,
// location 8 = _pad (not needed in shader)
@location(8) pat0: vec4<f32>,
@location(9) pat1: vec4<f32>,
}
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
@location(1) distance: f32,
@location(2) pattern_length: f32,
@location(3) pat0: vec4<f32>,
@location(4) pat1: vec4<f32>,
}
@vertex fn vs_main(in: VertexIn) -> VertexOut {
let clip_a = u.view_proj * vec4<f32>(in.pos_a, 1.0);
let clip_b = u.view_proj * vec4<f32>(in.pos_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<f32>;
if seg_len > 1e-4 {
let dir = seg / seg_len;
perp = vec2<f32>(-dir.y, dir.x);
} else {
perp = vec2<f32>(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, in.which_end);
// Offset in clip space (multiply by w to un-apply perspective division).
let ndc_offset = perp_ndc * in.half_width * in.side;
let final_clip = clip_pos + vec4<f32>(ndc_offset * clip_pos.w, 0.0, 0.0);
var out: VertexOut;
out.clip_pos = final_clip;
out.color = in.color;
out.distance = in.distance;
out.pattern_length = in.pattern_length;
out.pat0 = in.pat0;
out.pat1 = in.pat1;
return out;
}
// Returns true if arc-length `dist` falls inside a dash segment.
fn in_dash(dist: f32, pat_len: f32, p0: vec4<f32>, p1: vec4<f32>) -> bool {
let d = ((dist % pat_len) + pat_len) % pat_len;
var pos = 0.0f;
let elems = array<f32, 8>(p0.x, p0.y, p0.z, p0.w, p1.x, p1.y, p1.z, p1.w);
for (var i = 0u; i < 8u; i++) {
let elem = elems[i];
if elem == 0.0 { break; }
let len = abs(elem);
if d < pos + len { return elem > 0.0; }
pos += len;
}
return false;
}
@fragment fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
if in.pattern_length > 0.0 {
if !in_dash(in.distance, in.pattern_length, in.pat0, in.pat1) {
discard;
}
}
return in.color;
}