feat(render): double-single anchors for both hatch pipelines

The hatch anchor (world_origin / pattern origin) was cast to a single
f32, quantizing UTM-scale fills to ~0.5 m and reintroducing jitter the
wire path no longer had. Both the batched and per-hatch pipelines now
carry the anchor as a high/low f32 pair (HatchInstance.world_origin_low,
HatchUniformData.origin_low) and reconstruct the eye-relative position in
the shader as (origin_high - eye_high) + (local + origin_low - eye_low).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-06-23 17:52:28 +03:00
commit 0f7920dc2c
4 changed files with 71 additions and 29 deletions

View file

@ -51,26 +51,38 @@ pub struct HatchInstance {
pub color: [f32; 4], // 0 pub color: [f32; 4], // 0
pub color2: [f32; 4], // 16 (gradient end) pub color2: [f32; 4], // 16 (gradient end)
pub aabb: [f32; 4], // 32 (local-space xmin,ymin,xmax,ymax) pub aabb: [f32; 4], // 32 (local-space xmin,ymin,xmax,ymax)
pub world_origin: [f32; 2], // 48 (anchor added back in VS) pub world_origin: [f32; 2], // 48 (anchor high half, added back in VS)
pub angle_offset: f32, // 56 pub world_origin_low: [f32; 2], // 56 (anchor low residual — double-single)
pub scale: f32, // 60 pub angle_offset: f32, // 64
pub grad_cos: f32, // 64 pub scale: f32, // 68
pub grad_sin: f32, // 68 pub grad_cos: f32, // 72
pub grad_min: f32, // 72 pub grad_sin: f32, // 76
pub grad_range: f32, // 76 pub grad_min: f32, // 80
pub mode: u32, // 80 (0=pattern, 1=solid, 2=gradient) pub grad_range: f32, // 84
pub visible: u32, // 84 (CPU sets to 0 to skip) pub mode: u32, // 88 (0=pattern, 1=solid, 2=gradient)
pub boundary_offset: u32, // 88 (first boundary vert index) pub visible: u32, // 92 (CPU sets to 0 to skip)
pub boundary_count: u32, // 92 pub boundary_offset: u32, // 96 (first boundary vert index)
pub family_offset: u32, // 96 pub boundary_count: u32, // 100
pub family_count: u32, // 100 pub family_offset: u32, // 104
pub family_count: u32, // 108
/// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z /// Signed draw-order depth (-1,1); 0.0 = neutral. Applied as a clip-z
/// bias in the vertex shader so this fill orders against other types. /// bias in the vertex shader so this fill orders against other types.
pub draw_depth: f32, // 104 pub draw_depth: f32, // 112
pub _pad0: u32, // 108 (pad to 112 = 16-byte stride) pub _pad0: u32, // 116 (pad to 128 = 16-byte stride)
pub _pad1: u32, // 120
pub _pad2: u32, // 124
} }
const _: () = assert!(std::mem::size_of::<HatchInstance>() == 112); const _: () = assert!(std::mem::size_of::<HatchInstance>() == 128);
/// Split a hatch's f64 world-origin anchor into double-single (high, low) f32
/// pairs so the GPU keeps sub-unit precision at UTM-scale coordinates.
#[inline]
fn split_origin_ds(o: [f64; 2]) -> ([f32; 2], [f32; 2]) {
let hx = o[0] as f32;
let hy = o[1] as f32;
([hx, hy], [(o[0] - hx as f64) as f32, (o[1] - hy as f64) as f32])
}
/// Mirrors the per-family struct used by the existing per-hatch shader, /// Mirrors the per-family struct used by the existing per-hatch shader,
/// but the dash slice lives in a separate concatenated DashBuffer (the /// but the dash slice lives in a separate concatenated DashBuffer (the
@ -261,11 +273,13 @@ impl HatchBatchedGpu {
if !min_x.is_finite() { if !min_x.is_finite() {
// Empty / all-NaN — skip but keep the slot so indices // Empty / all-NaN — skip but keep the slot so indices
// stay in lockstep with the input list (visibility=0). // stay in lockstep with the input list (visibility=0).
let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
instances.push(HatchInstance { instances.push(HatchInstance {
color: h.color, color: h.color,
color2, color2,
aabb: [0.0, 0.0, 0.0, 0.0], aabb: [0.0, 0.0, 0.0, 0.0],
world_origin: h.world_origin.map(|v| v as f32), world_origin: wo_hi,
world_origin_low: wo_lo,
angle_offset: h.angle_offset, angle_offset: h.angle_offset,
scale: h.scale.max(1e-6), scale: h.scale.max(1e-6),
grad_cos, grad_cos,
@ -280,6 +294,8 @@ impl HatchBatchedGpu {
family_count, family_count,
draw_depth: h.draw_depth, draw_depth: h.draw_depth,
_pad0: 0, _pad0: 0,
_pad1: 0,
_pad2: 0,
}); });
continue; continue;
} }
@ -300,11 +316,13 @@ impl HatchBatchedGpu {
}; };
let pad = (diag * 0.8 + max_spacing * 2.0 * h.scale).max(1.0); let pad = (diag * 0.8 + max_spacing * 2.0 * h.scale).max(1.0);
let (wo_hi, wo_lo) = split_origin_ds(h.world_origin);
instances.push(HatchInstance { instances.push(HatchInstance {
color: h.color, color: h.color,
color2, color2,
aabb: [min_x - pad, min_y - pad, max_x + pad, max_y + pad], aabb: [min_x - pad, min_y - pad, max_x + pad, max_y + pad],
world_origin: h.world_origin.map(|v| v as f32), world_origin: wo_hi,
world_origin_low: wo_lo,
angle_offset: h.angle_offset, angle_offset: h.angle_offset,
scale: h.scale.max(1e-6), scale: h.scale.max(1e-6),
grad_cos, grad_cos,
@ -319,6 +337,8 @@ impl HatchBatchedGpu {
family_count, family_count,
draw_depth: h.draw_depth, draw_depth: h.draw_depth,
_pad0: 0, _pad0: 0,
_pad1: 0,
_pad2: 0,
}); });
} }

View file

@ -58,13 +58,15 @@ pub struct HatchUniformData {
pub grad_sin: f32, // 52: gradient direction sin pub grad_sin: f32, // 52: gradient direction sin
pub grad_min: f32, // 56: gradient proj_min pub grad_min: f32, // 56: gradient proj_min
pub grad_range: f32, // 60: gradient proj_range pub grad_range: f32, // 60: gradient proj_range
pub origin: [f32; 2], // 64: hatch-local origin (boundary AABB centre). pub origin: [f32; 2], // 64: hatch-local origin (boundary AABB centre),
// // high half of the double-single anchor.
// // The pattern fragment shader subtracts this // // The pattern fragment shader subtracts this
// // from xz before the perp/perp_step quotient // // from xz before the perp/perp_step quotient
// // so f32 doesn't catastrophically cancel when // // so f32 doesn't catastrophically cancel when
// // world coords are large and pattern spacing // // world coords are large and pattern spacing
// // is small (e.g. UTM drawing + sub-mm hatch). // // is small (e.g. UTM drawing + sub-mm hatch).
pub _pad: [f32; 2], // 72: 16-byte alignment pub origin_low: [f32; 2], // 72: anchor low residual (double-single) so the
// // vertex clip position stays precise at UTM scale.
} // total 80 bytes } // total 80 bytes
/// Boundary polygon (binding 1). Matches WGSL `Boundary`. /// Boundary polygon (binding 1). Matches WGSL `Boundary`.
@ -288,7 +290,10 @@ impl HatchGpu {
grad_min, grad_min,
grad_range, grad_range,
origin: [origin[0] as f32, origin[1] as f32], origin: [origin[0] as f32, origin[1] as f32],
_pad: [0.0; 2], origin_low: [
(origin[0] - origin[0] as f32 as f64) as f32,
(origin[1] - origin[1] as f32 as f64) as f32,
],
}; };
// ── BoundaryData (in snapped-local space) ──────────────────────── // ── BoundaryData (in snapped-local space) ────────────────────────

View file

@ -53,7 +53,7 @@ struct HatchUniforms {
// // `xz - origin` so the f32 modulo doesn't // // `xz - origin` so the f32 modulo doesn't
// // catastrophically cancel when world coords // // catastrophically cancel when world coords
// // are large and pattern spacing is small. // // are large and pattern spacing is small.
_pad: vec2<f32>, // 72: 16-byte alignment origin_low: vec2<f32>, // 72: anchor low residual (double-single)
} }
@group(1) @binding(0) var<uniform> h: HatchUniforms; @group(1) @binding(0) var<uniform> h: HatchUniforms;
@ -104,8 +104,15 @@ struct VOut {
// jitter is invisible. The local-space `xz` we export to the // jitter is invisible. The local-space `xz` we export to the
// fragment shader stays at full f32 precision so the in_polygon / // fragment shader stays at full f32 precision so the in_polygon /
// pattern math doesn't catastrophically cancel. // pattern math doesn't catastrophically cancel.
let world = vec3<f32>(v.pos.x + h.origin.x, v.pos.y + h.origin.y, v.pos.z); // Double-single relative-to-eye: anchor high cancels eye_high (Sterbenz);
o.clip = u.view_rot * vec4<f32>((world - u.eye_high) - u.eye_low, 1.0); // 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);
o.xz = vec2<f32>(v.pos.x, v.pos.y); o.xz = vec2<f32>(v.pos.x, v.pos.y);
return o; return o;
} }

View file

@ -41,7 +41,8 @@ struct HatchInstance {
color: vec4<f32>, color: vec4<f32>,
color2: vec4<f32>, color2: vec4<f32>,
aabb: vec4<f32>, // (xmin, ymin, xmax, ymax) — local space aabb: vec4<f32>, // (xmin, ymin, xmax, ymax) — local space
world_origin: vec2<f32>, world_origin: vec2<f32>, // anchor high half
world_origin_low: vec2<f32>, // anchor low residual (double-single)
angle_offset: f32, angle_offset: f32,
scale: f32, scale: f32,
grad_cos: f32, grad_cos: f32,
@ -56,6 +57,8 @@ struct HatchInstance {
family_count: u32, family_count: u32,
draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral draw_depth: f32, // signed (-1,1) draw-order bias; 0 = neutral
_pad0: u32, _pad0: u32,
_pad1: u32,
_pad2: u32,
} }
// Draw-order depth bias (see wire.wgsl). Higher draw_depth → smaller z → // Draw-order depth bias (see wire.wgsl). Higher draw_depth → smaller z →
@ -132,10 +135,17 @@ fn corner_xy(c: u32, aabb: vec4<f32>) -> vec2<f32> {
} }
let local = corner_xy(v.corner, inst.aabb); let local = corner_xy(v.corner, inst.aabb);
let world = vec3<f32>(local.x + inst.world_origin.x, // Double-single relative-to-eye: the anchor high half cancels exactly
local.y + inst.world_origin.y, // against eye_high (Sterbenz); local + anchor low + (−eye_low) carry the
0.0); // residual. `local` is small (boundary-relative), so adding it in the low
o.clip = u.view_rot * vec4<f32>((world - u.eye_high) - u.eye_low, 1.0); // term keeps full precision at UTM-scale anchors.
let hi = vec3<f32>(inst.world_origin.x - u.eye_high.x,
inst.world_origin.y - u.eye_high.y,
-u.eye_high.z);
let lo = vec3<f32>(local.x + inst.world_origin_low.x - u.eye_low.x,
local.y + inst.world_origin_low.y - u.eye_low.y,
-u.eye_low.z);
o.clip = u.view_rot * vec4<f32>(hi + lo, 1.0);
o.clip.z = o.clip.z - inst.draw_depth * DRAW_ORDER_BIAS * o.clip.w; o.clip.z = o.clip.z - inst.draw_depth * DRAW_ORDER_BIAS * o.clip.w;
o.xz = local; o.xz = local;
o.instance_index = v.instance_index; o.instance_index = v.instance_index;