cad-editor/src/scene/pipeline/hatch_web_gpu.rs
Hakan Seven 91326e9a0c fix(renderer): add automatic compat fallback
Use packed wire and texture-backed hatches on low-limit adapters.

Refs #475
2026-07-24 17:05:54 +03:00

353 lines
14 KiB
Rust

// Storage-free hatch renderer — texture-backed, UNCAPPED.
//
// WebGL2 has no storage buffers; some native adapters also expose insufficient
// limits. This per-hatch renderer reuses the WebGL2-safe hatch algorithm (see
// wipeout.wgsl / hatch_web.wgsl) but packs the
// variable-length boundary / family / dash arrays into ONE RGBA32F data texture
// read via textureLoad — removing the MAX_FAMILIES / MAX_HATCH_BOUNDARY_VERTS /
// MAX_DASHES caps of the uniform (WipeoutGpu) path. Every hatch type — solid,
// gradient, and arbitrarily complex line patterns — renders in compat mode.
//
// The fast native path remains hatch_gpu.rs; wipeout masks use wipeout_gpu.rs.
use crate::scene::model::hatch_model::{HatchModel, HatchPattern};
use iced::wgpu;
use iced::wgpu::util::DeviceExt;
/// Width (in texels) of the RGBA32F data texture. Height grows to fit; a hatch
/// with N total texels uses ceil(N / WIDTH) rows.
const DATA_TEX_WIDTH: u32 = 1024;
// ── Vertex ────────────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct HatchVertex {
pos: [f32; 3],
_pad: f32,
}
// ── Per-hatch uniform (binding 0) — 96 bytes, matches HatchUniforms in
// hatch_web.wgsl. ─────────────────────────────────────────────────────────
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct HatchWebUniform {
color: [f32; 4], // 0
color2: [f32; 4], // 16
mode: u32, // 32
vcount: u32, // 36
angle_offset: f32, // 40
scale: f32, // 44
grad_cos: f32, // 48
grad_sin: f32, // 52
grad_min: f32, // 56
grad_range: f32, // 60
origin: [f32; 2], // 64
origin_low: [f32; 2], // 72
n_families: u32, // 80
fam_off: u32, // 84: texel offset of the family section
dash_off: u32, // 88: texel offset of the dash section
tex_width: u32, // 92
}
// ── Per-hatch GPU handle ────────────────────────────────────────────────────
pub struct HatchWebGpu {
pub vertex_buffer: wgpu::Buffer,
pub bind_group: wgpu::BindGroup,
/// Reserved for per-frame AABB LOD (mirrors `WipeoutGpu`); not yet wired
/// into the web hatch draw loop — the native batched path doesn't do
/// per-hatch LOD either.
#[allow(dead_code)]
pub world_aabb: [f32; 4],
_uniform_buf: wgpu::Buffer,
_data_tex: wgpu::Texture,
}
impl HatchWebGpu {
/// Group-1 layout: uniform header (binding 0) + non-filterable float data
/// texture (binding 1).
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("hatch_web.bgl1"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
})
}
pub fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
model: &HatchModel,
bgl1: &wgpu::BindGroupLayout,
) -> Self {
// ── Decode pattern mode (mirrors WipeoutGpu::new) ─────────────────
// The gradient shape (kind + invert bit) rides in the mode's high
// bits — the 96-byte uniform has no spare slot.
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, kind, invert } => {
let gk = (kind.shader_kind() | if *invert { 16 } else { 0 }) << 8;
if kind.radial() {
// Radial: centre is the local origin; grad_cos/sin unused.
(3u32 | gk, *color2, 0.0, 0.0)
} else {
let r = angle_deg.to_radians();
(2u32 | gk, *color2, r.cos(), r.sin())
}
}
};
// ── Bounding box ─────────────────────────────────────────────────
let (mut min_x, mut max_x, mut min_y, mut max_y) =
(f32::INFINITY, f32::NEG_INFINITY, f32::INFINITY, f32::NEG_INFINITY);
for &[x, y] in model.boundary.iter() {
if !x.is_finite() || !y.is_finite() {
continue;
}
min_x = min_x.min(x);
max_x = max_x.max(x);
min_y = min_y.min(y);
max_y = max_y.max(y);
}
let max_spacing = match &model.pattern {
HatchPattern::Pattern(families) => {
families.iter().map(|f| f.dy.abs()).fold(0.0f32, f32::max)
}
_ => 5.0,
};
let diag = ((max_x - min_x).powi(2) + (max_y - min_y).powi(2)).sqrt();
let pad = (diag * 0.8 + max_spacing * 2.0 * model.scale).max(1.0);
// Anchor pattern phase at `world_origin` with the boundary stored raw,
// matching the desktop batched renderer (hatch_gpu.rs) — NOT WipeoutGpu,
// whose f64 origin grid-snap is dead code (wipeouts are always solid)
// and would phase-shift every line pattern relative to desktop. No drift.
let origin = model.world_origin;
let drift = [0.0f32, 0.0f32];
let (x0, x1, y0, y1) = (
min_x + drift[0] - pad,
max_x + drift[0] + pad,
min_y + drift[1] - pad,
max_y + drift[1] + pad,
);
let quad = [
HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 },
HatchVertex { pos: [x1, y0, 0.0], _pad: 0.0 },
HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 },
HatchVertex { pos: [x0, y0, 0.0], _pad: 0.0 },
HatchVertex { pos: [x1, y1, 0.0], _pad: 0.0 },
HatchVertex { pos: [x0, y1, 0.0], _pad: 0.0 },
];
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_web.vbuf"),
contents: bytemuck::cast_slice(&quad),
usage: wgpu::BufferUsages::VERTEX,
});
// ── Gradient projection range (snapped-local space) ───────────────
let (grad_min, grad_range) = if mode == 2 {
let projs: Vec<f32> = model
.boundary
.iter()
.filter(|v| v[0].is_finite() && v[1].is_finite())
.map(|&[x, y]| (x + drift[0]) * grad_cos + (y + drift[1]) * grad_sin)
.collect();
if projs.is_empty() {
(0.0, 1.0)
} else {
let proj_min = projs.iter().cloned().fold(f32::INFINITY, f32::min);
let proj_max = projs.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
// 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)
};
// ── Pack the data texture: boundary | families | dashes ───────────
let mut texels: Vec<[f32; 4]> = Vec::new();
// Boundary section (texels 0..vcount). NaN separators become the
// finite GPU sentinel — the shader NaN self-compare is folded to
// `true` on some drivers (#386, #416).
for &[x, y] in model.boundary.iter() {
if x.is_finite() && y.is_finite() {
texels.push([x + drift[0], y + drift[1], 0.0, 0.0]);
} else {
let s = crate::scene::model::hatch_model::GPU_BOUNDARY_SEP;
texels.push([s, s, 0.0, 0.0]);
}
}
let vcount = texels.len() as u32;
// Family section (3 texels each) + a flat dash pool.
let fam_off = texels.len() as u32;
let mut n_families = 0u32;
let mut dash_pool: Vec<f32> = Vec::new();
if let HatchPattern::Pattern(families) = &model.pattern {
for fam in families.iter() {
let dash_rel = dash_pool.len() as u32;
dash_pool.extend_from_slice(&fam.dashes);
let n_dashes = fam.dashes.len() as u32;
let period: f32 = if n_dashes > 0 {
fam.dashes.iter().map(|d| d.abs()).sum()
} else {
0.0
};
let angle_r = fam.angle_deg.to_radians();
// QCAD PAT convention: perp_step = dy, along_step = dx.
texels.push([angle_r.cos(), angle_r.sin(), fam.x0, fam.y0]);
texels.push([fam.dx, fam.dy, fam.dy, fam.dx]);
// Counts as exact f32 (small integers → no denormal/bitcast risk).
texels.push([0.0, period, n_dashes as f32, dash_rel as f32]);
n_families += 1;
}
}
// Dash section (4 values per texel).
let dash_off = texels.len() as u32;
let mut i = 0usize;
while i < dash_pool.len() {
let mut t = [0.0f32; 4];
for (c, slot) in t.iter_mut().enumerate() {
if let Some(&d) = dash_pool.get(i + c) {
*slot = d;
}
}
texels.push(t);
i += 4;
}
// Upload the texture (min 1 texel; pad the last row).
if texels.is_empty() {
texels.push([0.0; 4]);
}
let width = DATA_TEX_WIDTH;
let height = ((texels.len() as u32).div_ceil(width)).max(1);
texels.resize((width * height) as usize, [0.0; 4]);
let data_tex = device.create_texture(&wgpu::TextureDescriptor {
label: Some("hatch_web.data_tex"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba32Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
data_tex.as_image_copy(),
bytemuck::cast_slice(&texels),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(width * 16),
rows_per_image: Some(height),
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
let tex_view = data_tex.create_view(&wgpu::TextureViewDescriptor::default());
// ── Uniform header ────────────────────────────────────────────────
let uniform_data = HatchWebUniform {
color: model.color,
color2,
mode,
vcount,
angle_offset: model.angle_offset,
// Clamp like the desktop renderer so scale==0 can't make perp_step 0
// → round(perp/0)=NaN → an invisible hatch.
scale: model.scale.max(1e-6),
grad_cos,
grad_sin,
grad_min,
grad_range,
origin: [origin[0] as f32, origin[1] as f32],
origin_low: [
(origin[0] - origin[0] as f32 as f64) as f32,
(origin[1] - origin[1] as f32 as f64) as f32,
],
n_families,
fam_off,
dash_off,
tex_width: width,
};
let _uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("hatch_web.uniform"),
contents: bytemuck::bytes_of(&uniform_data),
usage: wgpu::BufferUsages::UNIFORM,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("hatch_web.bind_group1"),
layout: bgl1,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: _uniform_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&tex_view),
},
],
});
let ox = model.world_origin[0] as f32;
let oy = model.world_origin[1] as f32;
let world_aabb = if min_x.is_finite() && min_y.is_finite() {
[min_x + ox, min_y + oy, max_x + ox, max_y + oy]
} else {
[min_x, min_y, max_x, max_y]
};
Self {
vertex_buffer,
bind_group,
world_aabb,
_uniform_buf,
_data_tex: data_tex,
}
}
}