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>
Hatch fills drew the full per-family pattern loop every frame regardless
of zoom. Two LOD tiers, neither of which existed:
* **Shader-side solid substitute.** When the densest line family's
spacing × scale projects to less than 2 px, individual lines blur
into a solid color and the per-fragment family loop is wasted ALU
(and produces moiré). Pass `world_per_pixel` through Uniforms; the
hatch fragment shader now returns `h.color` directly in that case.
* **CPU-side sub-pixel skip.** When the entire hatch AABB projects
to less than 2 px, drop the draw call. Adds `world_aabb` to
HatchGpu plus a per-frame `compute_hatch_lod` pass (mirrors the
existing scissor pass) and `hatch_skip_flags`. The render pass
skips flagged hatches.
Factored a shared `aabb_below_pixel` helper for future LOD callers.
The Uniforms layout is unchanged in size (96 B) — the trailing
`_pad: vec2<f32>` becomes `world_per_pixel: f32, _pad: f32`, so wgsl
modules that don't read the new field keep working with their old
`_pad: vec2<f32>` declarations.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
3DFACE entities previously created one WireGpu buffer per entity,
resulting in N separate draw calls per frame. For files with large
triangle meshes this was the dominant GPU CPU overhead.
New pipeline:
- face3d.wgsl: simple flat-color vertex + fragment shader (MVP only,
no quad expansion, no pattern distance computation)
- Face3DGpu: batches ALL Face3D entities into a single TriangleList
buffer (6 vertices per face, per-vertex color) — 1 draw call
- WireGpu::from_batch: merges N Face3D edge wire models into one
quad-expanded buffer for edge rendering — 1 draw call
- split_face3d_wires: separates face3d from other wires at Primitive
build time via document handle lookup (O(N), once per epoch)
Hit-testing via WireModel (CPU) is unaffected — face3d wires remain
in entity_wires_arc() and hit_test_wires() as before.
Before: N 3DFACE → N draw calls, N × 96 B/vertex WireVertex
After: N 3DFACE → 2 draw calls (fill + edges), 28 B/vertex fill
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Hide OS crosshair and drawn crosshair when cursor is over ViewCube area
- Enhanced hover glow in WGSL shader (blue tint + brightness boost)
- Fixed region_centroids() Y-axis sign for all FRONT/BACK-related regions
- Swapped corner geometry assignments (TPF↔TBK, BTF↔BBK) to match
intended FRONT/BACK semantics (sy=-1 = FRONT, sy=+1 = BACK)
- Corrected all snap_angles: yaw_pitch_to_quat(0,0) places eye at -Y
(FRONT view), so FRONT=0 and BACK=PI — cascaded through edges/corners
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
MSAA and depth textures are now sized to the shader widget's clip
bounds instead of the full surface. The resolve writes to a matching
clip-sized intermediate texture; a blit pass (blit.wgsl, viewport
trick) then copies the result to the exact clip region of the surface
target, leaving all other widgets untouched.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>