fix(scene): hatch boundary + pattern precision for large-WCS drawings

Two precision problems were producing visibly wrong hatches on UTM-scale
(and similarly-offset) drawings even after world_offset was correct:

1. **Boundary tessellation** — `hatch_model_from_dxf`'s polyline-bulge
   arc tessellation ran the whole arc-center computation in f32. With
   vertices at WCS magnitude ~1e5 the f32 ULP is ~1 cm, which propagated
   into the sampled arc points and showed up as visibly wavy / jagged
   hatch boundaries on edges that crossed the long axis of the drawing.
   Re-run the full bulge → arc math in f64; only cast at the to_xy
   call that feeds the (also f64) boundary buffer.

2. **Pattern phase** — the per-fragment `perp / perp_step` modulo blew
   precision when `xz` was at offset-rel WCS magnitude and perp_step
   was sub-cm. Move the precision-critical bits out of f32 by keeping
   each hatch's anchor in f64 on the model side: `HatchModel` now
   carries a `world_origin: [f64; 2]` and the `boundary: [f32; 2]`
   vertices are stored as small offsets from it. The GPU vertex shader
   adds `origin` back inside the view_proj multiply for clip position
   (sub-pixel-lossy at large hatches but invisible); the `xz` varying
   that the fragment shader uses for in_polygon + pattern math stays
   in hatch-local space at full f32 precision.

   For pattern alignment across adjacent hatches with the same family,
   the GPU pipeline snaps the anchor to the family's perp/along grid
   in f64 before sending it down. Snap uses the same QCAD-PAT
   convention (`fam.dy = perp_step`, `fam.dx = along_step`) the
   shader's check_family uses — an earlier attempt used the world-frame
   `(-dx*sin + dy*cos)` formula, which produced a meaningless grid and
   no alignment.

   Trade-off: pattern phase is "global modulo per-family-grid" rather
   than tied to WCS (0,0). Same hatches still align with each other;
   the absolute phase relative to the WCS origin may differ from the
   pre-fix behaviour on small drawings.

Consumers that read `model.boundary` directly (hit_test, paper_canvas,
add_hatch round-trip) reconstruct WCS via `boundary[i] + world_origin`.
The hatch wgsl bind-group entry for binding 0 was bumped to
`VERTEX | FRAGMENT` because the vertex shader now reads `h.origin`.

The fragment-shader hatch LOD substitute + sub-pixel skip from e7675be
and the scissor plumbing from fbbac42 still work — those touched
different fields of the same struct.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-05-16 08:41:23 +03:00
commit 172c538159
8 changed files with 238 additions and 63 deletions

View file

@ -39,7 +39,7 @@ impl HatchVertex {
// ── Uniform structs ───────────────────────────────────────────────────────
/// Per-hatch parameters (binding 0). Must be 64 bytes.
/// Per-hatch parameters (binding 0). Must be 80 bytes (16-byte aligned).
///
/// `mode` encoding:
/// 0 → Pattern (families in FamilyBatchData)
@ -48,17 +48,24 @@ impl HatchVertex {
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct HatchUniformData {
pub color: [f32; 4], // 0: primary RGBA / gradient start
pub color2: [f32; 4], // 16: gradient end color
pub mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
pub vertex_count: u32, // 36: boundary vertex count
pub angle_offset: f32, // 40: pattern rotation (radians)
pub scale: f32, // 44: pattern scale multiplier
pub grad_cos: f32, // 48: gradient direction cos
pub grad_sin: f32, // 52: gradient direction sin
pub grad_min: f32, // 56: gradient proj_min
pub grad_range: f32, // 60: gradient proj_range
} // total 64 bytes
pub color: [f32; 4], // 0: primary RGBA / gradient start
pub color2: [f32; 4], // 16: gradient end color
pub mode: u32, // 32: 0=pattern, 1=solid, 2=gradient
pub vertex_count: u32, // 36: boundary vertex count
pub angle_offset: f32, // 40: pattern rotation (radians)
pub scale: f32, // 44: pattern scale multiplier
pub grad_cos: f32, // 48: gradient direction cos
pub grad_sin: f32, // 52: gradient direction sin
pub grad_min: f32, // 56: gradient proj_min
pub grad_range: f32, // 60: gradient proj_range
pub origin: [f32; 2], // 64: hatch-local origin (boundary AABB centre).
// // The pattern fragment shader subtracts this
// // from xz before the perp/perp_step quotient
// // so f32 doesn't catastrophically cancel when
// // world coords are large and pattern spacing
// // is small (e.g. UTM drawing + sub-mm hatch).
pub _pad: [f32; 2], // 72: 16-byte alignment
} // total 80 bytes
/// Boundary polygon (binding 1). Matches WGSL `Boundary`.
#[repr(C)]
@ -153,7 +160,68 @@ impl HatchGpu {
};
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
let (x0, x1, y0, y1) = (min_x - pad, max_x + pad, min_y - pad, max_y + pad);
// ── Pattern phase anchor.
//
// Boundary verts are already stored as small f32 offsets from
// `model.world_origin` (an f64 anchor near the AABB centre), so
// the in_polygon ray-cast and the pattern math both run at full
// f32 precision in the fragment shader. The remaining question
// is *which* offset-rel point we hand to the vertex shader as
// `h.origin` (so the quad lands at the correct WCS position
// after `view_proj * (v.pos + h.origin)`).
//
// For pattern alignment across adjacent hatches with the same
// family, snap `h.origin` to the family's perp/along grid in
// f64. Without the snap, each hatch's pattern phase is per-hatch
// and stripes don't continue across hatch boundaries (you see
// pattern misalignment along a road etc).
let mut origin = model.world_origin;
if let HatchPattern::Pattern(families) = &model.pattern {
if let Some(fam) = families.first() {
// Must mirror the shader's pattern math exactly. QCAD PAT
// convention (matching build_family_batch): `dy` is the
// perpendicular spacing and `dx` is the along-line phase
// shift, both in family-local space. Multiplied by
// `model.scale` in the fragment shader. Combined angle
// (family + pattern_angle) rotates the perp/along axes.
let angle = (fam.angle_deg.to_radians() + model.angle_offset) as f64;
let cos_a = angle.cos();
let sin_a = angle.sin();
let scale = model.scale as f64;
let perp_step = fam.dy as f64 * scale;
let along_step = fam.dx as f64 * scale;
let o_perp = -origin[0] * sin_a + origin[1] * cos_a;
let o_along = origin[0] * cos_a + origin[1] * sin_a;
let snapped_perp = if perp_step.abs() > 1e-12 {
(o_perp / perp_step).round() * perp_step
} else {
o_perp
};
let snapped_along = if along_step.abs() > 1e-12 {
(o_along / along_step).round() * along_step
} else {
o_along
};
origin = [
-snapped_perp * sin_a + snapped_along * cos_a,
snapped_perp * cos_a + snapped_along * sin_a,
];
}
}
// Boundary buffer + quad now live in "snap-shifted" hatch-local
// coords: subtract any drift between model.world_origin and the
// snapped origin so the in_polygon ray-cast in fragment shader
// (which reads the boundary verts straight) lines up with v.xz.
let drift = [
(model.world_origin[0] - origin[0]) as f32,
(model.world_origin[1] - origin[1]) as f32,
];
let (x0, x1, y0, y1) = (
min_x + drift[0] - pad,
max_x + drift[0] + pad,
min_y + drift[1] - pad,
max_y + drift[1] + pad,
);
let quad = [
HatchVertex {
@ -187,13 +255,13 @@ impl HatchGpu {
usage: wgpu::BufferUsages::VERTEX,
});
// ── Gradient: projection range ───────────────────────────────────
// ── Gradient: projection range (in snapped-local space) ──────────
let (grad_min, grad_range) = if mode == 2 {
let projs: Vec<f32> = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| x * grad_cos + y * grad_sin)
.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
.collect();
if projs.is_empty() {
(0.0, 1.0)
@ -219,9 +287,11 @@ impl HatchGpu {
grad_sin,
grad_min,
grad_range,
origin: [origin[0] as f32, origin[1] as f32],
_pad: [0.0; 2],
};
// ── BoundaryData ─────────────────────────────────────────────────
// ── BoundaryData (in snapped-local space) ────────────────────────
let mut boundary_data = BoundaryData {
verts: [[0.0; 4]; MAX_HATCH_BOUNDARY_VERTS],
};
@ -231,7 +301,13 @@ impl HatchGpu {
.take(MAX_HATCH_BOUNDARY_VERTS)
.enumerate()
{
boundary_data.verts[i] = [x, y, 0.0, 0.0];
// Preserve NaN separators — they signal path breaks to the
// in_polygon ray-cast, must not be shifted into finite numbers.
if x.is_finite() && y.is_finite() {
boundary_data.verts[i] = [x + drift[0], y + drift[1], 0.0, 0.0];
} else {
boundary_data.verts[i] = [f32::NAN, f32::NAN, 0.0, 0.0];
}
}
// ── FamilyBatchData ───────────────────────────────────────────────