Display meshes are built from tessellation plans, with GPU evaluation in the viewport.
290 lines
8.5 KiB
WebGPU Shading Language
290 lines
8.5 KiB
WebGPU Shading Language
// Display tessellation: surface points and normals at each vertex's (u, v).
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//
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// The GPU twin of solidcraft_geom::tess::EvalSurface::{derivs, eval}: the same surface forms,
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// the same algorithms (The NURBS Book A2.1 span search, A2.3 basis functions and first
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// derivatives, the rational quotient rule), in f32.
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const PLANE: u32 = 0u;
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const NURBS: u32 = 1u;
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const REVOLVED: u32 = 2u;
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// Basis slots for the highest degree (MAX_SPLINE_DEGREE = 7).
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const W: u32 = 8u;
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struct Surface {
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kind: u32,
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// Degrees and control point counts (u, v); a revolved surface's profile uses pu, nu.
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pu: u32,
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pv: u32,
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nu: u32,
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nv: u32,
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// Offsets into `data` (f32 units): knots along u, knots along v, homogeneous control
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// points (4 each, u fastest), and the placement (plane: origin, du, dv; revolved: origin,
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// axis, row-major 3×4 transform).
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knots_u: u32,
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knots_v: u32,
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ctrl: u32,
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extra: u32,
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// Revolved: parameters exchanged; mirror transform (normal reversed).
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swap: u32,
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mirror: u32,
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_pad: u32,
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};
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struct Vertex {
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u: f32,
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v: f32,
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surface: u32,
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// bit 0: normal reversed (face against its surface); bit 1: position fixed (p).
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flags: u32,
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p: vec4<f32>,
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};
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struct Params {
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count: u32,
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_p0: u32,
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_p1: u32,
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_p2: u32,
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};
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@group(0) @binding(0) var<uniform> params: Params;
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@group(0) @binding(1) var<storage, read> surfaces: array<Surface>;
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@group(0) @binding(2) var<storage, read> data: array<f32>;
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@group(0) @binding(3) var<storage, read> vertices: array<Vertex>;
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// Out: position (xyz, w = 1 when evaluated) and normal (xyz) per vertex.
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@group(0) @binding(4) var<storage, read_write> out: array<vec4<f32>>;
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struct Derivs {
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p: vec3<f32>,
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du: vec3<f32>,
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dv: vec3<f32>,
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ok: bool,
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};
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struct Basis {
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n0: array<f32, 8>,
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n1: array<f32, 8>,
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};
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fn vec3_at(o: u32) -> vec3<f32> {
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return vec3<f32>(data[o], data[o + 1u], data[o + 2u]);
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}
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fn ctrl_at(o: u32) -> vec4<f32> {
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return vec4<f32>(data[o], data[o + 1u], data[o + 2u], data[o + 3u]);
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}
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// The last non-empty span starting at or before t, clamped to p ≤ k < n (A2.1, by bisection
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// over the knots, which do not decrease).
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fn span_of(k0: u32, p: u32, n: u32, t: f32) -> u32 {
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if (t >= data[k0 + n]) {
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// At or past the end: the last non-empty span.
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var k = n - 1u;
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while (k > p && data[k0 + k] >= data[k0 + k + 1u]) {
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k = k - 1u;
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}
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return k;
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}
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if (t < data[k0 + p]) {
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return p;
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}
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var lo = p;
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var hi = n;
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// Invariant: knot[lo] ≤ t < knot[hi].
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while (hi - lo > 1u) {
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let mid = (lo + hi) / 2u;
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if (data[k0 + mid] <= t) {
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lo = mid;
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} else {
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hi = mid;
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}
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}
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return lo;
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}
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// Non-zero basis functions of degree p on span `span` and their first derivatives (A2.3, n = 1).
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fn basis(k0: u32, span: u32, p: u32, t: f32) -> Basis {
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var ndu: array<array<f32, 8>, 8>;
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var left: array<f32, 8>;
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var right: array<f32, 8>;
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ndu[0][0] = 1.0;
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for (var j = 1u; j <= p; j = j + 1u) {
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left[j] = t - data[k0 + span + 1u - j];
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right[j] = data[k0 + span + j] - t;
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var saved = 0.0;
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for (var r = 0u; r < j; r = r + 1u) {
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ndu[j][r] = right[r + 1u] + left[j - r];
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var temp = 0.0;
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if (ndu[j][r] != 0.0) {
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temp = ndu[r][j - 1u] / ndu[j][r];
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}
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ndu[r][j] = saved + right[r + 1u] * temp;
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saved = left[j - r] * temp;
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}
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ndu[j][j] = saved;
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}
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var b: Basis;
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for (var j = 0u; j <= p; j = j + 1u) {
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b.n0[j] = ndu[j][p];
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}
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for (var r = 0u; r <= p; r = r + 1u) {
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var d = 0.0;
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if (r >= 1u && ndu[p][r - 1u] != 0.0) {
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d = d + ndu[r - 1u][p - 1u] / ndu[p][r - 1u];
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}
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if (r < p && ndu[p][r] != 0.0) {
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d = d - ndu[r][p - 1u] / ndu[p][r];
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}
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b.n1[r] = d * f32(p);
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}
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return b;
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}
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// Point and derivative of a rational function from its homogeneous value and derivative.
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fn rational_point(a: vec4<f32>) -> vec3<f32> {
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return a.xyz / a.w;
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}
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fn rational_der(a: vec4<f32>, da: vec4<f32>) -> vec3<f32> {
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return (da.xyz - rational_point(a) * da.w) / a.w;
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}
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fn nurbs(s: Surface, u: f32, v: f32) -> Derivs {
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var r: Derivs;
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let su = span_of(s.knots_u, s.pu, s.nu, u);
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let sv = span_of(s.knots_v, s.pv, s.nv, v);
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let bu = basis(s.knots_u, su, s.pu, u);
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let bv = basis(s.knots_v, sv, s.pv, v);
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var a = vec4<f32>(0.0);
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var au = vec4<f32>(0.0);
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var av = vec4<f32>(0.0);
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for (var j = 0u; j <= s.pv; j = j + 1u) {
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for (var i = 0u; i <= s.pu; i = i + 1u) {
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let c = ctrl_at(s.ctrl + 4u * ((sv + j - s.pv) * s.nu + su + i - s.pu));
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a = a + bu.n0[i] * bv.n0[j] * c;
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au = au + bu.n1[i] * bv.n0[j] * c;
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av = av + bu.n0[i] * bv.n1[j] * c;
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}
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}
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r.ok = abs(a.w) > 0.0;
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if (r.ok) {
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r.p = rational_point(a);
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r.du = rational_der(a, au);
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r.dv = rational_der(a, av);
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}
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return r;
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}
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// Rodrigues rotation of x by angle (sin, cos) about the unit axis k.
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fn rotate(x: vec3<f32>, k: vec3<f32>, sn: f32, cs: f32) -> vec3<f32> {
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return x * cs + cross(k, x) * sn + k * (dot(k, x) * (1.0 - cs));
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}
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fn revolved(s: Surface, u: f32, v: f32) -> Derivs {
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var r: Derivs;
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var t = u;
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var angle = v;
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if (s.swap != 0u) {
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t = v;
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angle = u;
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}
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// The profile curve: a one-row B-spline.
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let span = span_of(s.knots_u, s.pu, s.nu, t);
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let b = basis(s.knots_u, span, s.pu, t);
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var c = vec4<f32>(0.0);
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var dc = vec4<f32>(0.0);
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for (var i = 0u; i <= s.pu; i = i + 1u) {
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let h = ctrl_at(s.ctrl + 4u * (span + i - s.pu));
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c = c + b.n0[i] * h;
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dc = dc + b.n1[i] * h;
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}
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r.ok = abs(c.w) > 0.0;
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if (!r.ok) {
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return r;
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}
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let o = vec3_at(s.extra);
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let k = vec3_at(s.extra + 3u);
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let m = s.extra + 6u;
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let row0 = vec4<f32>(data[m], data[m + 1u], data[m + 2u], data[m + 3u]);
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let row1 = vec4<f32>(data[m + 4u], data[m + 5u], data[m + 6u], data[m + 7u]);
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let row2 = vec4<f32>(data[m + 8u], data[m + 9u], data[m + 10u], data[m + 11u]);
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let sn = sin(angle);
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let cs = cos(angle);
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let radius = rotate(rational_point(c) - o, k, sn, cs);
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let p = o + radius;
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let dt = rotate(rational_der(c, dc), k, sn, cs);
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let da = cross(k, radius);
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let pp = vec3<f32>(dot(row0.xyz, p) + row0.w, dot(row1.xyz, p) + row1.w, dot(row2.xyz, p) + row2.w);
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let ldt = vec3<f32>(dot(row0.xyz, dt), dot(row1.xyz, dt), dot(row2.xyz, dt));
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let lda = vec3<f32>(dot(row0.xyz, da), dot(row1.xyz, da), dot(row2.xyz, da));
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r.p = pp;
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if (s.swap != 0u) {
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r.du = lda;
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r.dv = ldt;
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} else {
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r.du = ldt;
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r.dv = lda;
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}
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return r;
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}
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fn derivs(s: Surface, u: f32, v: f32) -> Derivs {
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if (s.kind == PLANE) {
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var r: Derivs;
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r.du = vec3_at(s.extra + 3u);
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r.dv = vec3_at(s.extra + 6u);
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r.p = vec3_at(s.extra) + r.du * u + r.dv * v;
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r.ok = true;
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return r;
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}
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if (s.kind == NURBS) {
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return nurbs(s, u, v);
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}
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return revolved(s, u, v);
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}
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fn oriented(s: Surface, n: vec3<f32>) -> vec3<f32> {
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if (s.mirror != 0u) {
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return -n;
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}
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return n;
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}
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@compute @workgroup_size(64)
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fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
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let i = gid.x;
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if (i >= params.count) {
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return;
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}
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let vert = vertices[i];
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let s = surfaces[vert.surface];
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let d = derivs(s, vert.u, vert.v);
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var n = oriented(s, cross(d.du, d.dv));
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let scale = length(d.du) * length(d.dv);
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if (!(length(n) > 1e-6 * scale) || !d.ok) {
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// A degenerate point (a pole): the normal from a step inside.
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let h = 1e-4 * (1.0 + max(abs(vert.u), abs(vert.v)));
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let steps = array<vec2<f32>, 4>(vec2<f32>(h, h), vec2<f32>(-h, h), vec2<f32>(h, -h), vec2<f32>(-h, -h));
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for (var k = 0u; k < 4u; k = k + 1u) {
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let e = derivs(s, vert.u + steps[k].x, vert.v + steps[k].y);
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let m = oriented(s, cross(e.du, e.dv));
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if (e.ok && length(m) > 0.0) {
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n = m;
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break;
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}
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}
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}
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var nn = vec3<f32>(0.0, 0.0, 1.0);
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if (length(n) > 0.0) {
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nn = normalize(n);
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}
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if ((vert.flags & 1u) != 0u) {
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nn = -nn;
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}
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var p = d.p;
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if ((vert.flags & 2u) != 0u) {
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p = vert.p.xyz;
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}
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out[2u * i] = vec4<f32>(p, 1.0);
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out[2u * i + 1u] = vec4<f32>(nn, 0.0);
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}
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