forked from 1b-agent/opencadstudio-upstream
The wipeout pass ran after the wire pass with no draw-order bias, so the mask erased its own boundary frame (and everything else at its plane regardless of draw order). The mask uniform now carries the entity's draw-order depth (uniform grows 80 → 96 bytes) and biases its clip-z like every other pipeline, and the frame wire rides a +half-rank override — the later mask pass fails the depth test at the frame's pixels, so the boundary stays visible, while entities drawn above the wipeout are no longer erased. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
320 lines
13 KiB
WebGPU Shading Language
320 lines
13 KiB
WebGPU Shading Language
// Hatch shader — GPU-driven hatch fill over an arbitrary polygon boundary.
|
||
//
|
||
// Vertex shader : projects a bounding-box quad over the hatch region.
|
||
// Fragment shader: three stages —
|
||
// 1. Point-in-polygon (ray casting against boundary vertices in world XY).
|
||
// 2. Pattern test:
|
||
// mode 0 — N line families (PAT format), each with optional dash pattern.
|
||
// mode 1 — solid fill.
|
||
// mode 2 — linear gradient.
|
||
//
|
||
// GPU limits: MAX_FAMILIES = 16, MAX_DASHES = 128.
|
||
|
||
// ── Group 0: frame uniforms (shared) ──────────────────────────────────────
|
||
|
||
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;
|
||
|
||
// ── Group 1: per-hatch data ────────────────────────────────────────────────
|
||
//
|
||
// mode encoding:
|
||
// 0 → Pattern (evaluate FamilyBatch)
|
||
// 1 → Solid (return h.color immediately)
|
||
// 2 → Gradient (mix h.color → h.color2 along grad_cos/grad_sin)
|
||
|
||
struct HatchUniforms {
|
||
color: vec4<f32>, // 0: primary RGBA
|
||
color2: vec4<f32>, // 16: gradient end color
|
||
mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
|
||
vcount: u32, // 36: boundary vertex count
|
||
angle_offset: f32, // 40: pattern rotation (radians, added to each family)
|
||
scale: f32, // 44: pattern scale multiplier
|
||
grad_cos: f32, // 48: gradient direction cos
|
||
grad_sin: f32, // 52: gradient direction sin
|
||
grad_min: f32, // 56: gradient proj_min
|
||
grad_range: f32, // 60: gradient proj_range
|
||
origin: vec2<f32>, // 64: hatch-local pattern origin (boundary
|
||
// // centre). Pattern math runs against
|
||
// // `xz - origin` so the f32 modulo doesn't
|
||
// // catastrophically cancel when world coords
|
||
// // are large and pattern spacing is small.
|
||
origin_low: vec2<f32>, // 72: anchor low residual (double-single)
|
||
draw_depth: f32, // 80: signed (-1,1) draw-order bias; 0 = neutral
|
||
_pad0: f32, // 84
|
||
_pad1: vec2<f32>, // 88
|
||
}
|
||
@group(1) @binding(0) var<uniform> h: HatchUniforms;
|
||
|
||
struct Boundary {
|
||
verts: array<vec4<f32>, 1024>,
|
||
}
|
||
@group(1) @binding(1) var<uniform> b: Boundary;
|
||
|
||
// One line family (48 bytes, matches LineFamilyGpu in wipeout_gpu.rs).
|
||
struct LineFamily {
|
||
cos_a: f32, // base cos(angle)
|
||
sin_a: f32, // base sin(angle)
|
||
x0: f32, // family origin x
|
||
y0: f32, // family origin y
|
||
dx: f32, // step vector x
|
||
dy: f32, // step vector y
|
||
perp_step: f32, // -dx*sin_a + dy*cos_a (perpendicular spacing)
|
||
along_step: f32, // dx*cos_a + dy*sin_a (phase shift per step)
|
||
line_width: f32, // half-width of each line (|perp_step| × 0.08)
|
||
period: f32, // sum(|dashes|) — 0 means solid
|
||
n_dashes: u32, // number of dash entries
|
||
dash_off: u32, // start index in dash_values
|
||
}
|
||
|
||
struct FamilyBatch {
|
||
families: array<LineFamily, 16>,
|
||
dash_values: array<vec4<f32>, 32>, // 128 f32s packed as 32×vec4 (uniform stride=16)
|
||
n_families: u32,
|
||
_pad0: u32, _pad1: u32, _pad2: u32,
|
||
}
|
||
@group(1) @binding(2) var<uniform> f: FamilyBatch;
|
||
|
||
// ── Vertex shader ──────────────────────────────────────────────────────────
|
||
|
||
struct VIn { @location(0) pos: vec3<f32> }
|
||
struct VOut {
|
||
@builtin(position) clip: vec4<f32>,
|
||
@location(0) xz: vec2<f32>,
|
||
}
|
||
|
||
@vertex fn vs_main(v: VIn) -> VOut {
|
||
var o: VOut;
|
||
// v.pos comes in pre-shifted to hatch-local space (CPU subtracted
|
||
// h.origin from the quad). Add origin back inside the view_proj
|
||
// multiply to land at the correct world-space clip position. The
|
||
// f32+f32 addition can lose sub-mm precision at very far hatches
|
||
// but the result feeds view_proj for screen NDC where sub-pixel
|
||
// jitter is invisible. The local-space `xz` we export to the
|
||
// fragment shader stays at full f32 precision so the in_polygon /
|
||
// pattern math doesn't catastrophically cancel.
|
||
// Double-single relative-to-eye: anchor high cancels eye_high (Sterbenz);
|
||
// boundary-local v.pos + anchor low + (−eye_low) carry the residual.
|
||
let hi = vec3<f32>(h.origin.x - u.eye_high.x,
|
||
h.origin.y - u.eye_high.y,
|
||
-u.eye_high.z);
|
||
let lo = vec3<f32>(v.pos.x + h.origin_low.x - u.eye_low.x,
|
||
v.pos.y + h.origin_low.y - u.eye_low.y,
|
||
v.pos.z - u.eye_low.z);
|
||
o.clip = u.view_rot * vec4<f32>(hi + lo, 1.0);
|
||
// Draw-order bias (see wire.wgsl): the mask erases what draws BELOW its
|
||
// entity and loses to what draws above — including its own frame wire,
|
||
// which rides a +half-rank override.
|
||
o.clip.z = o.clip.z - h.draw_depth * 0.001 * o.clip.w;
|
||
o.xz = vec2<f32>(v.pos.x, v.pos.y);
|
||
return o;
|
||
}
|
||
|
||
// ── Point-in-polygon (ray casting) ────────────────────────────────────────
|
||
|
||
fn valid_vertex(p: vec2<f32>) -> bool {
|
||
// Sub-loop separators are a huge finite sentinel (1e30, see
|
||
// GPU_BOUNDARY_SEP), not NaN: `x == x` NaN detection gets folded to
|
||
// `true` by some drivers (Intel Mesa fast math), which made separators
|
||
// read as real vertices and bleed fills past their boundary (#386, #416).
|
||
return abs(p.x) < 1.0e29 && abs(p.y) < 1.0e29;
|
||
}
|
||
|
||
fn edge_crosses(p: vec2<f32>, a: vec2<f32>, c: vec2<f32>) -> bool {
|
||
if (a.y > p.y) != (c.y > p.y) {
|
||
let x_int = (c.x - a.x) * (p.y - a.y) / (c.y - a.y) + a.x;
|
||
return p.x < x_int;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
fn in_polygon(p: vec2<f32>) -> bool {
|
||
var inside = false;
|
||
let n = h.vcount;
|
||
var prev = vec2<f32>(0.0, 0.0);
|
||
var first = vec2<f32>(0.0, 0.0);
|
||
var have_prev = false;
|
||
for (var i = 0u; i < n; i++) {
|
||
let vi = b.verts[i].xy;
|
||
if !valid_vertex(vi) {
|
||
// Close the sub-loop that just ended (last → first edge). An
|
||
// unclosed boundary — e.g. a SOLID's 4 corners, which are not
|
||
// repeated — otherwise miscounts crossings and the fill bleeds
|
||
// outside the shape. (#140)
|
||
if have_prev && edge_crosses(p, prev, first) {
|
||
inside = !inside;
|
||
}
|
||
have_prev = false;
|
||
continue;
|
||
}
|
||
if have_prev {
|
||
if edge_crosses(p, prev, vi) {
|
||
inside = !inside;
|
||
}
|
||
} else {
|
||
first = vi;
|
||
}
|
||
prev = vi;
|
||
have_prev = true;
|
||
}
|
||
if have_prev && edge_crosses(p, prev, first) {
|
||
inside = !inside;
|
||
}
|
||
return inside;
|
||
}
|
||
|
||
// ── Per-family hatch test ─────────────────────────────────────────────────
|
||
//
|
||
// Returns true if world point `xz` falls on a hatch line of `fam`.
|
||
// `cos_off` / `sin_off` are cos/sin of `h.angle_offset` (precomputed once).
|
||
// `scale` is `h.scale`.
|
||
|
||
// `ddx_xz`/`ddy_xz` are screen-space derivatives of `xz`, taken once in
|
||
// fs_main: derivative builtins must run in uniform control flow, and the
|
||
// per-family loop's early return makes later iterations non-uniform.
|
||
fn check_family(
|
||
xz: vec2<f32>,
|
||
ddx_xz: vec2<f32>,
|
||
ddy_xz: vec2<f32>,
|
||
fam: LineFamily,
|
||
cos_off: f32,
|
||
sin_off: f32,
|
||
scale: f32,
|
||
) -> bool {
|
||
// Rotate family direction by angle_offset.
|
||
let cos_a = fam.cos_a * cos_off - fam.sin_a * sin_off;
|
||
let sin_a = fam.sin_a * cos_off + fam.cos_a * sin_off;
|
||
|
||
// Rotate and scale the family origin.
|
||
let ox = (fam.x0 * cos_off - fam.y0 * sin_off) * scale;
|
||
let oz = (fam.x0 * sin_off + fam.y0 * cos_off) * scale;
|
||
|
||
let px = xz.x - ox;
|
||
let pz = xz.y - oz;
|
||
|
||
// Perpendicular distance from the nearest parallel line.
|
||
let perp_step = fam.perp_step * scale;
|
||
let line_w = abs(fam.line_width * scale);
|
||
|
||
let perp = -px * sin_a + pz * cos_a;
|
||
let k = round(perp / perp_step);
|
||
let dperp = perp - k * perp_step;
|
||
let d = abs(dperp);
|
||
// perp is linear in xz (offsets are constant), so its derivatives are the
|
||
// xz derivatives rotated into the family frame.
|
||
let half_px = length(vec2<f32>(
|
||
-ddx_xz.x * sin_a + ddx_xz.y * cos_a,
|
||
-ddy_xz.x * sin_a + ddy_xz.y * cos_a,
|
||
)) * 0.5;
|
||
|
||
// World units per screen pixel on each axis — used to light exactly the
|
||
// one pixel that contains a dot's centre (pixel-snapped, so a dot stays a
|
||
// steady single pixel at any pattern angle instead of flickering).
|
||
let wpx = length(vec2<f32>(ddx_xz.x, ddy_xz.x));
|
||
let wpy = length(vec2<f32>(ddx_xz.y, ddy_xz.y));
|
||
|
||
// A fragment within ~1px of a line may be a dot; further out is empty fill.
|
||
if d > half_px * 2.0 { return false; }
|
||
|
||
// Solid line family — no dash check needed.
|
||
if fam.n_dashes == 0u { return d <= half_px; }
|
||
|
||
// Dash pattern test: position along line k.
|
||
let along_step = fam.along_step * scale;
|
||
let period = fam.period * scale;
|
||
let along = px * cos_a + pz * sin_a;
|
||
let t = along - k * along_step;
|
||
let t_mod = ((t % period) + period) % period;
|
||
|
||
var pos = 0.0;
|
||
for (var j = 0u; j < fam.n_dashes; j++) {
|
||
let idx = fam.dash_off + j;
|
||
let sv = f.dash_values[idx / 4u][idx % 4u] * scale; // scale dash lengths
|
||
if sv > 0.0 {
|
||
if d <= half_px && t_mod >= pos && t_mod < pos + sv { return true; }
|
||
pos = pos + sv;
|
||
} else if sv < 0.0 {
|
||
pos = pos - sv;
|
||
} else {
|
||
// Dot: signed distance to its lattice centre, rotated back to world
|
||
// and snapped to the pixel grid — the grid rotates with the
|
||
// pattern but the lit pixel stays a steady single pixel.
|
||
let dtv = (t - pos) - round((t - pos) / period) * period;
|
||
let owx = -dtv * cos_a + dperp * sin_a;
|
||
let owy = -dtv * sin_a - dperp * cos_a;
|
||
if abs(owx / wpx) <= 0.5 && abs(owy / wpy) <= 0.5 { return true; }
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
// ── Fragment shader ────────────────────────────────────────────────────────
|
||
|
||
@fragment fn fs_main(v: VOut) -> @location(0) vec4<f32> {
|
||
// Taken here, in uniform control flow — see check_family.
|
||
let ddx_xz = dpdx(v.xz);
|
||
let ddy_xz = dpdy(v.xz);
|
||
|
||
// 1. Boundary test.
|
||
if !in_polygon(v.xz) { discard; }
|
||
|
||
// 2. Mode dispatch.
|
||
if h.mode == 1u {
|
||
// Solid fill.
|
||
return h.color;
|
||
} else if h.mode == 2u {
|
||
// Linear gradient.
|
||
let proj = v.xz.x * h.grad_cos + v.xz.y * h.grad_sin;
|
||
let t = clamp((proj - h.grad_min) / h.grad_range, 0.0, 1.0);
|
||
return mix(h.color, h.color2, t);
|
||
}
|
||
|
||
// 3. Pattern: LOD substitution — when the densest family's spacing
|
||
// projects to less than 2 px, individual lines blur into a solid
|
||
// fill and the per-family loop just wastes ALU. Return solid color
|
||
// instead. (Phase 3.3 hatch LOD.)
|
||
if u.world_per_pixel > 0.0 && f.n_families > 0u {
|
||
var min_spacing_world: f32 = 1.0e30;
|
||
for (var i = 0u; i < f.n_families; i++) {
|
||
let s = abs(f.families[i].perp_step) * h.scale;
|
||
if s > 0.0 && s < min_spacing_world {
|
||
min_spacing_world = s;
|
||
}
|
||
}
|
||
if min_spacing_world / u.world_per_pixel < 2.0 {
|
||
return h.color;
|
||
}
|
||
}
|
||
|
||
// 4. Pattern: v.xz is already in hatch-local space (CPU pre-shifted
|
||
// quad + BoundaryData by h.origin). The PAT family origin
|
||
// (typically (0,0)) is treated as relative to h.origin, so
|
||
// pattern phase is per-hatch rather than world-aligned — that
|
||
// trade-off is the price of f32 precision at large drawing
|
||
// extents.
|
||
let cos_off = cos(h.angle_offset);
|
||
let sin_off = sin(h.angle_offset);
|
||
for (var i = 0u; i < f.n_families; i++) {
|
||
if check_family(v.xz, ddx_xz, ddy_xz, f.families[i], cos_off, sin_off, h.scale) {
|
||
return h.color;
|
||
}
|
||
}
|
||
discard;
|
||
// Unreachable: `discard` kills the fragment before this runs, but
|
||
// DX12/FXC reports E_FAIL X3507 ("not all control paths return a
|
||
// value") without an explicit return after every terminal discard.
|
||
return vec4<f32>(0.0);
|
||
}
|