fix(hatch): radial gradients and correct gradient stop colours

A gradient hatch was drawn linear from the entity colour to its second
stop, so a red->yellow spherical fill came out as a pale linear wash. Two
fixes:
- Colour: start from the gradient's first stop, not the entity colour.
  hatch_model_from_dxf already baked stop-0 in; stop synced_hatch_models
  from clobbering it with the entity's resolved colour for gradient fills.
- Shape: spherical / hemispherical / curved gradient names now render as a
  radial fill (new shader mode 3, centred on the boundary with radius to the
  farthest vertex) instead of linear. Native and web shaders both updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan Seven 2026-07-18 22:01:22 +03:00
commit fc29139056
8 changed files with 93 additions and 23 deletions

View file

@ -225,13 +225,21 @@ impl HatchGpu {
let (mode, color2, grad_cos, grad_sin, grad_min, grad_range) = match &h.pattern {
HatchPattern::Solid => (1u32, [0.0; 4], 0.0, 0.0, 0.0, 1.0),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
// Gradient projection range (proj_min / proj_range) —
// computed at upload time, identical to per-hatch path.
let (gmin, gmax) = boundary_projection_range(&h.boundary, r);
let grange = (gmax - gmin).max(1.0);
(2u32, *color2, r.cos(), r.sin(), gmin, grange)
HatchPattern::Gradient { angle_deg, color2, radial } => {
if *radial {
// Radial fill: the boundary is stored relative to its
// centre (`world_origin`), so the centre is the local
// origin; radius = the farthest boundary vertex. mode 3.
let radius = radial_radius(&h.boundary);
(3u32, *color2, 0.0, 0.0, 0.0, radius)
} else {
let r = angle_deg.to_radians();
// Gradient projection range (proj_min / proj_range) —
// computed at upload time, identical to per-hatch path.
let (gmin, gmax) = boundary_projection_range(&h.boundary, r);
let grange = (gmax - gmin).max(1.0);
(2u32, *color2, r.cos(), r.sin(), gmin, grange)
}
}
HatchPattern::Pattern(fams) => {
for fam in fams {
@ -559,6 +567,18 @@ fn boundary_projection_range(boundary: &[[f32; 2]], theta: f32) -> (f32, f32) {
(lo, hi)
}
/// Radius of a radial gradient — the distance from the boundary centre (the
/// local origin, since vertices are stored relative to it) to the farthest
/// vertex, so `t = 1` (the end colour) reaches the corners.
fn radial_radius(boundary: &[[f32; 2]]) -> f32 {
boundary
.iter()
.filter(|p| p[0].is_finite() && p[1].is_finite())
.map(|p| (p[0] * p[0] + p[1] * p[1]).sqrt())
.fold(0.0_f32, f32::max)
.max(1.0)
}
// PatFamily is re-exported by hatch_model so we don't need to import
// it explicitly anywhere else — but rust needs the type referenced to
// confirm the layout assumption above.

View file

@ -110,9 +110,14 @@ impl HatchWebGpu {
let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Gradient { angle_deg, color2 } => {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
HatchPattern::Gradient { angle_deg, color2, radial } => {
if *radial {
// Radial: centre is the local origin; grad_cos/sin unused.
(3u32, *color2, 0.0, 0.0)
} else {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
}
}
};
@ -181,6 +186,16 @@ impl HatchWebGpu {
// Floor matches the desktop hatch renderer (hatch_gpu.rs).
(proj_min, (proj_max - proj_min).max(1.0))
}
} else if mode == 3 {
// Radial: range = the farthest boundary vertex from the centre.
let radius = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| (x * x + y * y).sqrt())
.fold(0.0_f32, f32::max)
.max(1.0);
(0.0, radius)
} else {
(0.0, 1.0)
};

View file

@ -138,7 +138,7 @@ impl WipeoutGpu {
let (mode, color2, grad_cos, grad_sin) = match &model.pattern {
HatchPattern::Solid => (1u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Pattern(_) => (0u32, [0.0f32; 4], 0.0f32, 0.0f32),
HatchPattern::Gradient { angle_deg, color2 } => {
HatchPattern::Gradient { angle_deg, color2, .. } => {
let r = angle_deg.to_radians();
(2u32, *color2, r.cos(), r.sin())
}