forked from 1b-agent/opencadstudio-upstream
Keep storage and texture transports behind one renderer lifecycle so Pipeline no longer branches by backend.
474 lines
20 KiB
Rust
474 lines
20 KiB
Rust
// Wipeout GPU buffers — the legacy per-primitive fill renderer, now used ONLY
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// for wipeout masks (solid fills drawn after wires to hide them). Real hatch
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// fills go through the capability-selected `hatch_gpu` renderer.
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//
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// It retains a general pattern/gradient capability (mode 0/2 below) and the
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// `MAX_FAMILIES = 16` cap, but wipeouts are always solid (mode 1, zero pattern
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// families), so the cap never truncates anything in practice. The family code
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// is kept only as a latent non-batched fallback; do NOT read `MAX_FAMILIES` as
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// a limit on visible hatch fills.
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//
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// Group 1 bindings per fill:
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// binding 0 — HatchUniformData (64 bytes) mode, color, angle_offset, scale, gradient params
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// binding 1 — BoundaryData (16384 bytes) boundary polygon vertices
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// binding 2 — FamilyBatchData (1296 bytes) up to 16 line families + 128 dash values (unused for wipeouts)
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use crate::scene::model::hatch_model::{HatchModel, HatchPattern, PatFamily, MAX_HATCH_BOUNDARY_VERTS};
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use iced::wgpu;
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use iced::wgpu::util::DeviceExt;
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// ── Constants ──────────────────────────────────────────────────────────────
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pub const MAX_FAMILIES: usize = 16;
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pub const MAX_DASHES: usize = 128;
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// ── Vertex ────────────────────────────────────────────────────────────────
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct HatchVertex {
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pub pos: [f32; 3],
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pub _pad: f32,
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}
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impl HatchVertex {
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pub fn layout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<HatchVertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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}],
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}
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}
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}
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// ── Uniform structs ───────────────────────────────────────────────────────
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/// Per-hatch parameters (binding 0). Must be 96 bytes (16-byte aligned).
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///
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/// `mode` encoding:
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/// 0 → Pattern (families in FamilyBatchData)
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/// 1 → Solid
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/// 2 → Gradient (grad_cos/sin/min/range used)
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct HatchUniformData {
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pub color: [f32; 4], // 0: primary RGBA / gradient start
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pub color2: [f32; 4], // 16: gradient end color
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pub mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
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pub vertex_count: u32, // 36: boundary vertex count
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pub angle_offset: f32, // 40: pattern rotation (radians)
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pub scale: f32, // 44: pattern scale multiplier
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pub grad_cos: f32, // 48: gradient direction cos
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pub grad_sin: f32, // 52: gradient direction sin
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pub grad_min: f32, // 56: gradient proj_min
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pub grad_range: f32, // 60: gradient proj_range
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pub origin: [f32; 2], // 64: hatch-local origin (boundary AABB centre),
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// // high half of the double-single anchor.
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// // The pattern fragment shader subtracts this
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// // from xz before the perp/perp_step quotient
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// // so f32 doesn't catastrophically cancel when
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// // world coords are large and pattern spacing
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// // is small (e.g. UTM drawing + sub-mm hatch).
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pub origin_low: [f32; 2], // 72: anchor low residual (double-single) so the
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// // vertex clip position stays precise at UTM scale.
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pub draw_depth: f32, // 80: signed (-1,1) draw-order bias
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pub _pad: [f32; 3], // 84..96
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} // total 96 bytes
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/// Boundary polygon (binding 1). Matches WGSL `Boundary`.
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct BoundaryData {
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pub verts: [[f32; 4]; MAX_HATCH_BOUNDARY_VERTS], // world XY in .xy, .zw unused
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}
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/// One line family packed for the shader (48 bytes).
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct LineFamilyGpu {
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pub cos_a: f32, // cos(angle_rad)
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pub sin_a: f32, // sin(angle_rad)
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pub x0: f32, // family origin x
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pub y0: f32, // family origin y
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pub dx: f32, // step vector x
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pub dy: f32, // step vector y
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pub perp_step: f32, // -dx*sin_a + dy*cos_a (perpendicular spacing)
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pub along_step: f32, // dx*cos_a + dy*sin_a (along-line phase shift per step)
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pub line_width: f32, // |perp_step| * 0.08
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pub period: f32, // sum of |dash values| (0 = solid)
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pub n_dashes: u32, // number of dash entries (0 = solid)
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pub dash_off: u32, // index into FamilyBatchData::dash_values
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}
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/// All line families + dash values for one hatch (binding 2).
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/// Total size: 16×48 + 32×16 + 4×4 = 768 + 512 + 16 = 1296 bytes.
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/// dash_values is [f32; 4]×32 so each element is vec4<f32> (16-byte stride, valid in uniform).
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct FamilyBatchData {
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pub families: [LineFamilyGpu; MAX_FAMILIES], // 768 bytes
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pub dash_values: [[f32; 4]; 32], // 512 bytes (128 f32s as 32×vec4)
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pub n_families: u32, // 4 bytes
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pub _pad: [u32; 3], // 12 bytes
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} // 1296 bytes total
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// ── Per-hatch GPU handle ───────────────────────────────────────────────────
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pub struct WipeoutGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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/// World-space XY bounding rect [min_x, min_y, max_x, max_y] of the
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/// boundary polygon. Used by the per-frame LOD pass to skip hatches
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/// whose entire footprint projects to less than ~2 px (Phase 3.3).
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pub world_aabb: [f32; 4],
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_uniform_buf: wgpu::Buffer,
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_boundary_buf: wgpu::Buffer,
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_family_buf: wgpu::Buffer,
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}
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impl WipeoutGpu {
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pub fn new(device: &wgpu::Device, model: &HatchModel, bgl1: &wgpu::BindGroupLayout) -> Self {
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// ── Decode pattern mode ──────────────────────────────────────────
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let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
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HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
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HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
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HatchPattern::Gradient { angle_deg, color2, .. } => {
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let r = angle_deg.to_radians();
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(2u32, *color2, r.cos(), r.sin())
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}
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};
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// ── Bounding box ─────────────────────────────────────────────────
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let (mut min_x, mut max_x, mut min_y, mut max_y) = (
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f32::INFINITY,
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f32::NEG_INFINITY,
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f32::INFINITY,
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f32::NEG_INFINITY,
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);
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for &[x, y] in model.boundary.iter() {
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if !x.is_finite() || !y.is_finite() {
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continue;
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}
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min_x = min_x.min(x);
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max_x = max_x.max(x);
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min_y = min_y.min(y);
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max_y = max_y.max(y);
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}
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let max_spacing = match &model.pattern {
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HatchPattern::Pattern(families) => families
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.iter()
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.map(|f| perp_spacing(f).abs())
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.fold(0.0f32, f32::max),
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_ => 5.0,
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};
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let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
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let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
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// ── Pattern phase anchor.
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//
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// Boundary verts are already stored as small f32 offsets from
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// `model.world_origin` (an f64 anchor near the AABB centre), so
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// the in_polygon ray-cast and the pattern math both run at full
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// f32 precision in the fragment shader. The remaining question
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// is *which* offset-rel point we hand to the vertex shader as
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// `h.origin` (so the quad lands at the correct WCS position
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// after `view_proj * (v.pos + h.origin)`).
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//
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// For pattern alignment across adjacent hatches with the same
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// family, snap `h.origin` to the family's perp/along grid in
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// f64. Without the snap, each hatch's pattern phase is per-hatch
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// and stripes don't continue across hatch boundaries (you see
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// pattern misalignment along a road etc).
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let mut origin = model.world_origin;
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if let HatchPattern::Pattern(families) = &model.pattern {
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if let Some(fam) = families.first() {
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// Must mirror the shader's pattern math exactly. QCAD PAT
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// convention (matching build_family_batch): `dy` is the
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// perpendicular spacing and `dx` is the along-line phase
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// shift, both in family-local space. Multiplied by
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// `model.scale` in the fragment shader. Combined angle
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// (family + pattern_angle) rotates the perp/along axes.
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let angle = (fam.angle_deg.to_radians() + model.angle_offset) as f64;
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let cos_a = angle.cos();
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let sin_a = angle.sin();
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let scale = model.scale as f64;
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let perp_step = fam.dy as f64 * scale;
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let along_step = fam.dx as f64 * scale;
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let o_perp = -origin[0] * sin_a + origin[1] * cos_a;
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let o_along = origin[0] * cos_a + origin[1] * sin_a;
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let snapped_perp = if perp_step.abs() > 1e-12 {
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(o_perp / perp_step).round() * perp_step
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} else {
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o_perp
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};
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let snapped_along = if along_step.abs() > 1e-12 {
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(o_along / along_step).round() * along_step
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} else {
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o_along
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};
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origin = [
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-snapped_perp * sin_a + snapped_along * cos_a,
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snapped_perp * cos_a + snapped_along * sin_a,
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];
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}
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}
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// Boundary buffer + quad now live in "snap-shifted" hatch-local
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// coords: subtract any drift between model.world_origin and the
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// snapped origin so the in_polygon ray-cast in fragment shader
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// (which reads the boundary verts straight) lines up with v.xz.
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let drift = [
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(model.world_origin[0] - origin[0]) as f32,
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(model.world_origin[1] - origin[1]) as f32,
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];
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let (x0, x1, y0, y1) = (
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min_x + drift[0] - pad,
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max_x + drift[0] + pad,
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min_y + drift[1] - pad,
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max_y + drift[1] + pad,
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);
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let quad = [
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HatchVertex {
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pos: [x0, y0, 0.0],
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_pad: 0.0,
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},
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HatchVertex {
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pos: [x1, y0, 0.0],
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_pad: 0.0,
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},
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HatchVertex {
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pos: [x1, y1, 0.0],
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_pad: 0.0,
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},
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HatchVertex {
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pos: [x0, y0, 0.0],
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_pad: 0.0,
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},
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HatchVertex {
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pos: [x1, y1, 0.0],
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_pad: 0.0,
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},
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HatchVertex {
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pos: [x0, y1, 0.0],
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_pad: 0.0,
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},
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];
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.vbuf"),
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contents: bytemuck::cast_slice(&quad),
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usage: wgpu::BufferUsages::VERTEX,
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});
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// ── Gradient: projection range (in snapped-local space) ──────────
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let (grad_min, grad_range) = if mode == 2 {
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let projs: Vec<f32> = model
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.boundary
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.iter()
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.filter(|v| v[0].is_finite() && v[1].is_finite())
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.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
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.collect();
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if projs.is_empty() {
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(0.0, 1.0)
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} else {
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let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
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let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
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(proj_min, (proj_max - proj_min).max(1e-4))
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}
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} else {
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(0.0, 1.0)
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};
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// ── HatchUniformData ─────────────────────────────────────────────
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let n = model.boundary.len().min(MAX_HATCH_BOUNDARY_VERTS);
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let uniform_data = HatchUniformData {
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color: model.color,
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color2,
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mode,
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vertex_count: n as u32,
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angle_offset: model.angle_offset,
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scale: model.scale,
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grad_cos,
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grad_sin,
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grad_min,
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grad_range,
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origin: [origin[0] as f32, origin[1] as f32],
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origin_low: [
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(origin[0] - origin[0] as f32 as f64) as f32,
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(origin[1] - origin[1] as f32 as f64) as f32,
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],
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draw_depth: model.draw_depth,
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_pad: [0.0; 3],
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};
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// ── BoundaryData (in snapped-local space) ────────────────────────
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let mut boundary_data = BoundaryData {
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verts: [[0.0; 4]; MAX_HATCH_BOUNDARY_VERTS],
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};
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for (i, &[x, y]) in model
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.boundary
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.iter()
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.take(MAX_HATCH_BOUNDARY_VERTS)
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.enumerate()
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{
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// Path-break separators go up as the finite GPU sentinel, not
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// NaN — the shader NaN self-compare is folded to `true` on some
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// drivers (#386, #416) — and must not be shifted by `drift`.
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if x.is_finite() && y.is_finite() {
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boundary_data.verts[i] = [x + drift[0], y + drift[1], 0.0, 0.0];
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} else {
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let s = crate::scene::model::hatch_model::GPU_BOUNDARY_SEP;
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boundary_data.verts[i] = [s, s, 0.0, 0.0];
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}
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}
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// ── FamilyBatchData ───────────────────────────────────────────────
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let family_batch = build_family_batch(&model.pattern);
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// ── GPU buffers ───────────────────────────────────────────────────
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let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.uniforms"),
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contents: bytemuck::bytes_of(&uniform_data),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let _boundary_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.boundary"),
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contents: bytemuck::bytes_of(&boundary_data),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let _family_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("hatch.families"),
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contents: bytemuck::bytes_of(&family_batch),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("hatch.bind_group1"),
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layout: bgl1,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: _uniform_buf.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: _boundary_buf.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: _family_buf.as_entire_binding(),
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},
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],
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});
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// Boundary vertices are stored as f32 offsets from
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// `model.world_origin` (so f32 keeps precision at UTM-scale
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// WCS). The pipeline-level frustum cull (Phase 2.3
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// `aabb_offscreen`) projects through `view_proj`, which expects
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// local-space (world_offset-subtracted) coordinates — the same
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// space as `world_origin`. Add the origin back so `world_aabb`
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// is in that absolute local space rather than relative to the
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// anchor. (Sub-pixel LOD via `aabb_below_pixel` is unaffected:
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// it measures a projected diagonal, invariant under translation.)
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let ox = model.world_origin[0] as f32;
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let oy = model.world_origin[1] as f32;
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let world_aabb = if min_x.is_finite() && min_y.is_finite() {
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[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
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} else {
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[min_x, min_y, max_x, max_y]
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};
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Self {
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vertex_buffer,
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bind_group,
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world_aabb,
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_uniform_buf,
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_boundary_buf,
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_family_buf,
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}
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}
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}
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// ── Helpers ───────────────────────────────────────────────────────────────
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/// Perpendicular spacing between adjacent parallel lines.
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/// QCAD PAT format stores (dx, dy) in line-local coordinates: dy = perpendicular, dx = along-line.
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fn perp_spacing(f: &PatFamily) -> f32 {
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f.dy
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}
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/// Pack pattern families into the GPU batch struct.
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fn build_family_batch(pattern: &HatchPattern) -> FamilyBatchData {
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let mut batch = FamilyBatchData {
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families: [LineFamilyGpu {
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cos_a: 0.0,
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sin_a: 0.0,
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x0: 0.0,
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y0: 0.0,
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dx: 0.0,
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dy: 0.0,
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perp_step: 0.0,
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along_step: 0.0,
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line_width: 0.0,
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period: 0.0,
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n_dashes: 0,
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dash_off: 0,
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}; MAX_FAMILIES],
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dash_values: [[0.0; 4]; 32],
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n_families: 0,
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_pad: [0; 3],
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};
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let HatchPattern::Pattern(families) = pattern else {
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return batch;
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};
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let mut dash_cursor: usize = 0;
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for (fi, family) in families.iter().take(MAX_FAMILIES).enumerate() {
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let angle_r = family.angle_deg.to_radians();
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let cos_a = angle_r.cos();
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let sin_a = angle_r.sin();
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// QCAD PAT local-frame convention: dy = perpendicular spacing, dx = along-line phase shift.
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let perp_step = family.dy;
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let along_step = family.dx;
|
||
let line_width = 0.0_f32; // unused: shader uses screen-space derivative for 1px lines
|
||
|
||
// Dash pattern: collect up to available space.
|
||
let n_avail = MAX_DASHES.saturating_sub(dash_cursor);
|
||
let n_dashes = family.dashes.len().min(n_avail);
|
||
let period: f32 = family.dashes[..n_dashes].iter().map(|d| d.abs()).sum();
|
||
|
||
let dash_off = dash_cursor as u32;
|
||
for &d in &family.dashes[..n_dashes] {
|
||
batch.dash_values[dash_cursor / 4][dash_cursor % 4] = d;
|
||
dash_cursor += 1;
|
||
}
|
||
|
||
batch.families[fi] = LineFamilyGpu {
|
||
cos_a,
|
||
sin_a,
|
||
x0: family.x0,
|
||
y0: family.y0,
|
||
dx: family.dx,
|
||
dy: family.dy,
|
||
perp_step,
|
||
along_step,
|
||
line_width,
|
||
period: if n_dashes > 0 { period } else { 0.0 },
|
||
n_dashes: n_dashes as u32,
|
||
dash_off,
|
||
};
|
||
batch.n_families += 1;
|
||
|
||
if dash_cursor >= MAX_DASHES {
|
||
break;
|
||
}
|
||
}
|
||
|
||
batch
|
||
}
|