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OneCAD-Draft/src/shaders/wipeout.wgsl
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Hakan SevenandClaude Fable 5 fd2607452d fix(wipeout): frame draws above the mask; mask joins the draw order
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>
2026-07-23 07:23:10 +03:00

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// 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);
}