perf(scene): extend viewport scissor to hatch / image / wipeout passes (Phase 1.4)
Wire pass already uses `WireModel.vp_scissor` to clip viewport-projected geometry to its paper-space viewport rect; hatch / image / wipeout passes drew across the whole canvas. When a future paper-space path projects fills/images into a viewport, they would bleed past the viewport frame. Add `vp_scissor: Option<[f32; 4]>` to HatchModel and ImageModel (mirroring WireModel), forward it through HatchGpu / ImageGpu, and add per-pass `compute_*_scissors` / `set_scissor_rect` machinery. Factored the wire-side scissor-projection math into a shared `project_scissor` helper. Field defaults to None at every constructor site — no producer sets it yet, so this is plumbing for the paper-viewport fill projection that Phase 1.4 unblocks without changing current visual output. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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8 changed files with 145 additions and 24 deletions
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@ -102,6 +102,10 @@ pub struct FamilyBatchData {
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pub struct HatchGpu {
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pub vertex_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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/// Mirrors `HatchModel.vp_scissor`. Forwarded to the pipeline so each
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/// frame's `compute_hatch_scissors` can translate the world rect into
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/// a pixel scissor.
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pub vp_scissor: Option<[f32; 4]>,
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_uniform_buf: wgpu::Buffer,
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_boundary_buf: wgpu::Buffer,
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_family_buf: wgpu::Buffer,
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@ -268,6 +272,7 @@ impl HatchGpu {
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Self {
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vertex_buffer,
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bind_group,
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vp_scissor: model.vp_scissor,
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_uniform_buf,
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_boundary_buf,
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_family_buf,
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