feat: raster image render pipeline (IMAGE command + GPU textured quad)
- Add IMAGE / IMAGEATTACH / IM command with async file-picker (rfd) - src/scene/image_model.rs: ImageModel with RGBA pixel data + quad corners - src/scene/pipeline/image_gpu.rs: ImageGpu with wgpu texture, sampler, opacity uniform - src/scene/pipeline/mod.rs: image render pipeline (pass 2, between hatches and meshes) - src/scene/render.rs: include images in Primitive, call upload_images in prepare - src/scene/mod.rs: images HashMap, populate_images_from_document, cache on add_entity - src/modules/home/draw/raster_image.rs: ImageCommand (two-click: origin + width, aspect-correct preview) - src/io/mod.rs: pick_image_file() async helper (file dialog + dimension decode) - app: ImagePick / ImagePickResult messages, populate on file open and undo/redo Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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src/shaders/image.wgsl
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src/shaders/image.wgsl
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// Textured-quad shader for raster images (RasterImage entity).
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// Renders a four-vertex quad (two triangles) with a sampled texture.
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// ── Bind group 0: shared projection uniforms ─────────────────────────────────
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struct Uniforms {
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mvp: mat4x4<f32>,
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view: mat4x4<f32>,
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width: f32,
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height: f32,
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cam_z: f32,
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_pad: f32,
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};
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@group(0) @binding(0) var<uniform> u: Uniforms;
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// ── Bind group 1: per-image texture + sampler ────────────────────────────────
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@group(1) @binding(0) var img_texture: texture_2d<f32>;
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@group(1) @binding(1) var img_sampler: sampler;
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// Per-image params (fade, clip flag, etc.)
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struct ImageParams {
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opacity: f32,
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_pad0: f32,
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_pad1: f32,
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_pad2: f32,
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};
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@group(1) @binding(2) var<uniform> img_params: ImageParams;
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// ── Vertex stage ──────────────────────────────────────────────────────────────
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struct VertIn {
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@location(0) pos: vec3<f32>,
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@location(1) uv: vec2<f32>,
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};
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struct VertOut {
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@builtin(position) clip_pos: vec4<f32>,
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@location(0) uv: vec2<f32>,
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};
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@vertex
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fn vs_main(in: VertIn) -> VertOut {
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var out: VertOut;
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out.clip_pos = u.mvp * vec4<f32>(in.pos, 1.0);
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out.uv = in.uv;
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return out;
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}
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// ── Fragment stage ────────────────────────────────────────────────────────────
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@fragment
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fn fs_main(in: VertOut) -> @location(0) vec4<f32> {
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let col = textureSample(img_texture, img_sampler, in.uv);
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return vec4<f32>(col.rgb, col.a * img_params.opacity);
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}
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