// Wire shader — renders 1-D CAD entities as screen-aligned quads. // Topology: TriangleList, 6 vertices drawn per INSTANCE. // // One instance = one segment. The six vertex IDs map to the corners of a // two-triangle quad; the vertex shader derives `which_end` (0=A end, 1=B end) // and `side` (±1 perpendicular) from `@builtin(vertex_index)` and expands the // quad by `half_width` pixels perpendicular to the segment direction in // screen space. // // Linetype is applied entirely on the GPU: // • distance = cumulative arc-length, linearly interpolated from // (distance_a, distance_b) by `which_end`. // • pattern_length > 0 enables the dash test; 0 = solid (no discard). // • pat0/pat1 encode up to 8 elements: positive=dash, negative=gap. struct Uniforms { view_proj: mat4x4, camera_pos: vec4, viewport_size: vec2, world_per_pixel: f32, // LWDISPLAY toggle: 0.0 = force 1 px (half_width 0.5), 1.0 = use the // per-instance baked half_width. Lets the LWT button switch without // retessellating. lwdisplay_enable: f32, } @group(0) @binding(0) var u: Uniforms; struct InstanceIn { @location(0) pos_a: vec3, @location(1) pos_b: vec3, @location(2) color: vec4, @location(3) distance_a: f32, @location(4) distance_b: f32, @location(5) half_width: f32, @location(6) pattern_length: f32, @location(7) pat0: vec4, @location(8) pat1: vec4, } struct VertexOut { @builtin(position) clip_pos: vec4, @location(0) color: vec4, @location(1) distance: f32, @location(2) pattern_length: f32, @location(3) pat0: vec4, @location(4) pat1: vec4, } @vertex fn vs_main(@builtin(vertex_index) vid: u32, in: InstanceIn) -> VertexOut { // Two-triangle quad corner table: // vid 0,1,2 = (A,-1) (B,-1) (B,+1) // vid 3,4,5 = (A,-1) (B,+1) (A,+1) let which_end_arr = array(0.0, 1.0, 1.0, 0.0, 1.0, 0.0); let side_arr = array(-1.0, -1.0, 1.0, -1.0, 1.0, 1.0); let which_end = which_end_arr[vid]; let side = side_arr[vid]; let clip_a = u.view_proj * vec4(in.pos_a, 1.0); let clip_b = u.view_proj * vec4(in.pos_b, 1.0); // NDC of both endpoints. let ndc_a = clip_a.xy / clip_a.w; let ndc_b = clip_b.xy / clip_b.w; // Screen-space pixel positions. let screen_a = ndc_a * u.viewport_size * 0.5; let screen_b = ndc_b * u.viewport_size * 0.5; // Screen-space perpendicular to segment direction. let seg = screen_b - screen_a; let seg_len = length(seg); var perp: vec2; if seg_len > 1e-4 { let dir = seg / seg_len; perp = vec2(-dir.y, dir.x); } else { perp = vec2(0.0, 1.0); } // Convert perpendicular from screen pixels to NDC offset. let perp_ndc = perp / (u.viewport_size * 0.5); // Select the clip-space position for this vertex's endpoint. let clip_pos = mix(clip_a, clip_b, which_end); // LWDISPLAY off → collapse to a 1-pixel-wide line (half_width = 0.5). let hw = select(0.5, in.half_width, u.lwdisplay_enable > 0.5); // Offset in clip space (multiply by w to un-apply perspective division). let ndc_offset = perp_ndc * hw * side; let final_clip = clip_pos + vec4(ndc_offset * clip_pos.w, 0.0, 0.0); var out: VertexOut; out.clip_pos = final_clip; out.color = in.color; out.distance = mix(in.distance_a, in.distance_b, which_end); out.pattern_length = in.pattern_length; out.pat0 = in.pat0; out.pat1 = in.pat1; return out; } // Returns true if arc-length `dist` falls inside a dash segment. fn in_dash(dist: f32, pat_len: f32, p0: vec4, p1: vec4) -> bool { let d = ((dist % pat_len) + pat_len) % pat_len; var pos = 0.0f; let elems = array(p0.x, p0.y, p0.z, p0.w, p1.x, p1.y, p1.z, p1.w); for (var i = 0u; i < 8u; i++) { let elem = elems[i]; if elem == 0.0 { break; } let len = abs(elem); if d < pos + len { return elem > 0.0; } pos += len; } return false; } @fragment fn fs_main(in: VertexOut) -> @location(0) vec4 { if in.pattern_length > 0.0 { if !in_dash(in.distance, in.pattern_length, in.pat0, in.pat1) { discard; } } return in.color; }