fix(hatch): delay complex pattern LOD
Keep every pattern family visible until all projected spacings become sub-pixel, then switch the hatch to solid. Refs #569
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3 changed files with 71 additions and 23 deletions
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@ -319,27 +319,31 @@ fn check_family(
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return mix(inst.color2, inst.color, t);
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}
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// 3. Pattern LOD: when the densest family's spacing projects below
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// 2 px, lines blur into a solid fill — return color instead of
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// iterating every family (mirrors Phase 3.3 LOD in hatch.wgsl).
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if u.world_per_pixel > 0.0 && inst.family_count > 0u {
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var min_spacing_world: f32 = 1.0e30;
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// 3. Pattern LOD. Keep every family visible until all family spacings
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// project below 2 px, then substitute one solid fill. A single dense
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// family must neither hide itself nor turn a complex hatch solid.
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var all_families_subpixel = inst.family_count > 0u && u.world_per_pixel > 0.0;
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if all_families_subpixel {
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for (var i = 0u; i < inst.family_count; i++) {
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let s = abs(families[inst.family_offset + i].perp_step) * inst.scale;
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if s > 0.0 && s < min_spacing_world {
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min_spacing_world = s;
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let spacing_world =
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abs(families[inst.family_offset + i].perp_step) * inst.scale;
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if spacing_world <= 0.0 {
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all_families_subpixel = false;
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} else if spacing_world / u.world_per_pixel >= 2.0 {
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all_families_subpixel = false;
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}
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}
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if min_spacing_world / u.world_per_pixel < 2.0 {
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}
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if all_families_subpixel {
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return inst.color;
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}
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}
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// 4. Pattern evaluation.
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let cos_off = cos(inst.angle_offset);
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let sin_off = sin(inst.angle_offset);
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for (var i = 0u; i < inst.family_count; i++) {
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if check_family(v.xz, ddx_xz, ddy_xz, families[inst.family_offset + i], cos_off, sin_off, inst.scale) {
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let fam = families[inst.family_offset + i];
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if check_family(v.xz, ddx_xz, ddy_xz, fam, cos_off, sin_off, inst.scale) {
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return inst.color;
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}
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}
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@ -272,25 +272,29 @@ fn check_family(
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return mix(h.color2, h.color, t);
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}
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// Pattern LOD: when the densest family projects below 2 px, lines blur into
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// a solid fill — return solid instead of looping every family.
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if u.world_per_pixel > 0.0 && h.n_families > 0u {
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var min_spacing_world: f32 = 1.0e30;
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// Keep every family visible until all family spacings project below 2 px,
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// then substitute one solid fill. A single dense family must neither hide
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// itself nor turn a complex hatch solid.
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var all_families_subpixel = h.n_families > 0u && u.world_per_pixel > 0.0;
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if all_families_subpixel {
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for (var i = 0u; i < h.n_families; i++) {
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let s = abs(load_family(i).perp_step) * h.scale;
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if s > 0.0 && s < min_spacing_world {
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min_spacing_world = s;
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let spacing_world = abs(load_family(i).perp_step) * h.scale;
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if spacing_world <= 0.0 {
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all_families_subpixel = false;
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} else if spacing_world / u.world_per_pixel >= 2.0 {
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all_families_subpixel = false;
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}
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}
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if min_spacing_world / u.world_per_pixel < 2.0 {
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}
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if all_families_subpixel {
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return h.color;
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}
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}
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let cos_off = cos(h.angle_offset);
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let sin_off = sin(h.angle_offset);
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for (var i = 0u; i < h.n_families; i++) {
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if check_family(v.xz, ddx_xz, ddy_xz, load_family(i), cos_off, sin_off, h.scale) {
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let fam = load_family(i);
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if check_family(v.xz, ddx_xz, ddy_xz, fam, cos_off, sin_off, h.scale) {
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return h.color;
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}
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}
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40
tests/hatch_shader_lod.rs
Normal file
40
tests/hatch_shader_lod.rs
Normal file
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@ -0,0 +1,40 @@
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const STORAGE_SHADER: &str = include_str!("../src/shaders/hatch.wgsl");
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const TEXTURE_SHADER: &str = include_str!("../src/shaders/hatch_texture.wgsl");
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fn assert_all_family_lod(source: &str, name: &str) {
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let module = naga::front::wgsl::parse_str(source)
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.unwrap_or_else(|error| panic!("{name} WGSL must parse: {error}"));
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naga::valid::Validator::new(
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naga::valid::ValidationFlags::all(),
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naga::valid::Capabilities::empty(),
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)
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.validate(&module)
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.unwrap_or_else(|error| panic!("{name} WGSL must validate: {error}"));
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assert!(
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source.contains("var all_families_subpixel"),
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"{name} must track the all-family LOD transition"
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);
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assert!(
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source.contains("if all_families_subpixel"),
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"{name} must solid-fill only at the all-family transition"
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);
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assert!(
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!source.contains("if is_subpixel") && !source.contains("visible_families"),
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"{name} must not skip individual families before LOD activates"
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);
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assert!(
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!source.contains("min_spacing_world"),
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"{name} must not solid-fill a complex pattern because of one dense family"
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);
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}
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#[test]
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fn storage_hatch_lod_waits_for_every_family() {
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assert_all_family_lod(STORAGE_SHADER, "storage hatch");
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}
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#[test]
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fn texture_hatch_lod_waits_for_every_family() {
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assert_all_family_lod(TEXTURE_SHADER, "texture hatch");
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}
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