Files
OneCAD-Draft/src/shaders/face3d.wgsl
T
Hakan SevenandClaude Opus 4.8 7185f6e4fa fix(render): draw 3D surface fills at their real depth, not draw order
PolyfaceMesh / PolygonMesh / SubDMesh fills and 3DFACE quads were
classified as 2D fills and given the draw-order z-bias, so they were
pulled toward the camera and drew over solids. The tessellator emits a
mesh's edges and its fill as separate WireModels (points-only vs
fill-only), so the old `!points.is_empty()` discriminator misrouted the
fill. Classify a fill as a 3D surface by its double-single low residual
(`fill_tris_low`) instead, and drop the draw-order bias from 3DFACE
quads. 2D annotation fills (text greek, MultiLeader / dimension
backgrounds) leave `fill_tris_low` empty and keep ordering by rank.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 01:23:27 +03:00

56 lines
1.6 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 (all 3D
// surface faces — 3DFACE, PolyfaceMesh, PolygonMesh) leaves real depth
// untouched so they occlude against solids; only 2D fills 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;
}