fix: Karos und Linien in gleichmäßigen Abständen (Issue #10)
Karo, Linien und Punkte waren Dreiecke mit 0,15 mm breiten Linien – schmaler als ein Bildschirmpixel. Je nach Lage auf dem Pixelraster erschienen sie stärker, schwächer oder versetzt, die Abstände wirkten unregelmäßig. Jetzt berechnet ein Fragment-Shader das Muster für jedes Pixel aus der Seitenkoordinate: Linien und Punkte sind mindestens ein Pixel breit, kantengeglättet und gleichmäßig; bei sehr kleinen Abständen (weit herausgezoomt) blendet das Muster aus. Gemessen: Karo-Abstand 13,5 ± 0,04 Pixel bei gleicher Linienstärke. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+71
-29
@@ -12,7 +12,9 @@ use std::sync::Arc;
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use winit::dpi::PhysicalSize;
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use winit::window::Window;
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use crate::background::{generate_background_mesh, generate_paper_quad, PaperTheme, PatternColor};
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use crate::background::{
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generate_paper_quad, generate_pattern_quad, PaperTheme, PatternColor, PatternVertex,
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};
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use crate::document::{Page, PageBackground, PageViewport, Stroke, StylusSample};
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use crate::filter::OneEuroFilter;
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use crate::spline::{self, ControlPoint, SplineConfig};
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@@ -150,8 +152,9 @@ struct NeighborPage {
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offset: glam::Vec2,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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background_buffer: Option<wgpu::Buffer>,
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background_vertex_count: u32,
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/// Papier (Dreiecke) und Muster (Rechteck für `fs_pattern`)
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paper_buffer: wgpu::Buffer,
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pattern_buffer: Option<wgpu::Buffer>,
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vertex_buffer: Option<wgpu::Buffer>,
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stroke_ranges: Vec<Range<u32>>,
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}
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@@ -187,9 +190,10 @@ pub struct CanvasState {
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// Statische Hintergrund-Geometrie
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pub paper_buffer: wgpu::Buffer,
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/// Musterrechteck der aktuellen Seite (6 Ecken, leer bei blankem Papier)
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pub background_buffer: wgpu::Buffer,
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pub background_vertex_capacity: usize,
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pub background_vertex_count: u32,
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pattern_pipeline: wgpu::RenderPipeline,
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pub current_background: PageBackground,
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/// Papierfarbe der Anzeige
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pub paper_theme: PaperTheme,
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@@ -246,7 +250,6 @@ pub struct CanvasState {
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impl CanvasState {
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const INITIAL_LIVE_CAPACITY: usize = 4096;
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const INITIAL_COMMITTED_CAPACITY: usize = 65536;
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const INITIAL_BACKGROUND_CAPACITY: usize = 16384;
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pub const VIEWPORT_MARGIN: f32 = 24.0;
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/// Initialisiert den CanvasState für das übergebene Winit-Fenster.
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@@ -475,19 +478,46 @@ impl CanvasState {
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queue.write_buffer(&paper_buffer, 0, bytemuck::cast_slice(&paper_quad));
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let current_background = PageBackground::Grid5mm;
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let bg_mesh = generate_background_mesh(
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let bg_mesh = generate_pattern_quad(
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current_background,
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paper_theme.pattern_color(),
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crate::document::A4_SIZE,
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);
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let background_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Background Mesh Buffer"),
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size: (Self::INITIAL_BACKGROUND_CAPACITY * std::mem::size_of::<InkVertex>()) as u64,
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label: Some("Pattern Quad Buffer"),
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size: (6 * std::mem::size_of::<PatternVertex>()) as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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queue.write_buffer(&background_buffer, 0, bytemuck::cast_slice(&bg_mesh));
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// Karo, Linien und Punkte: pro Pixel im Shader berechnet
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let pattern_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Pattern Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_pattern",
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buffers: &[PatternVertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_pattern",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: msaa_samples,
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..Default::default()
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},
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multiview: None,
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});
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// 7. GPU-Puffer für Live- und Committed-Geometrie
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let live_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Live Stroke Vertex Buffer"),
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@@ -535,8 +565,8 @@ impl CanvasState {
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current_stroke_width_mm: 0.5,
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paper_buffer,
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background_buffer,
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background_vertex_capacity: Self::INITIAL_BACKGROUND_CAPACITY,
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background_vertex_count: bg_mesh.len() as u32,
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pattern_pipeline,
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current_background,
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paper_theme,
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adapt_ink: false,
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@@ -838,23 +868,12 @@ impl CanvasState {
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/// Erzeugt das Muster für Hintergrund und Papierfarbe neu und lädt es auf die GPU.
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fn upload_background_mesh(&mut self) {
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let mesh = generate_background_mesh(
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let mesh = generate_pattern_quad(
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self.current_background,
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self.pattern.color(self.paper_theme),
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self.page_size,
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);
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self.background_vertex_count = mesh.len() as u32;
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if mesh.len() > self.background_vertex_capacity {
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self.background_vertex_capacity = mesh.len() * 2;
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self.background_buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Background Mesh Buffer (Reallocated)"),
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size: (self.background_vertex_capacity * std::mem::size_of::<InkVertex>()) as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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}
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if !mesh.is_empty() {
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self.queue
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.write_buffer(&self.background_buffer, 0, bytemuck::cast_slice(&mesh));
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@@ -962,20 +981,39 @@ impl CanvasState {
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buffer
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})
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};
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// Papier und Muster in einem Puffer (Nachbarseiten können anders groß sein)
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let mut background = generate_paper_quad(self.paper_theme.paper_color(), page.size);
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background.extend(generate_background_mesh(
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// Eigenes Papier und Muster (Nachbarseiten können anders groß sein)
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let paper = generate_paper_quad(self.paper_theme.paper_color(), page.size);
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let pattern = generate_pattern_quad(
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page.background,
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self.pattern.color(self.paper_theme),
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page.size,
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));
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);
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let paper_buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Neighbor Paper Buffer"),
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size: std::mem::size_of_val(paper.as_slice()) as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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self.queue
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.write_buffer(&paper_buffer, 0, bytemuck::cast_slice(&paper));
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let pattern_buffer = (!pattern.is_empty()).then(|| {
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let buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Neighbor Pattern Buffer"),
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size: std::mem::size_of_val(pattern.as_slice()) as u64,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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self.queue
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.write_buffer(&buffer, 0, bytemuck::cast_slice(&pattern));
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buffer
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});
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NeighborPage {
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fingerprint,
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offset: glam::Vec2::ZERO,
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camera_buffer,
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camera_bind_group,
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background_buffer: vertex_buffer_with("Neighbor Background Buffer", &background),
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background_vertex_count: background.len() as u32,
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paper_buffer,
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pattern_buffer,
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vertex_buffer: vertex_buffer_with("Neighbor Strokes Buffer", &page.vertex_cache),
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stroke_ranges: page.stroke_ranges.clone(),
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}
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@@ -1311,9 +1349,12 @@ impl CanvasState {
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for (i, neighbor) in self.neighbors.iter().enumerate() {
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render_pass.set_bind_group(0, &neighbor.camera_bind_group, &[]);
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render_pass.set_pipeline(&self.triangle_pipeline);
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if let Some(buffer) = &neighbor.background_buffer {
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render_pass.set_vertex_buffer(0, neighbor.paper_buffer.slice(..));
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render_pass.draw(0..6, 0..1);
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if let Some(buffer) = &neighbor.pattern_buffer {
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render_pass.set_pipeline(&self.pattern_pipeline);
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render_pass.set_vertex_buffer(0, buffer.slice(..));
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render_pass.draw(0..neighbor.background_vertex_count, 0..1);
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render_pass.draw(0..6, 0..1);
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}
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self.image_layer.draw(&mut render_pass, i + 1);
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if let Some(buffer) = &neighbor.vertex_buffer {
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@@ -1337,6 +1378,7 @@ impl CanvasState {
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// 2. Hintergrundmuster (5mm-Gitter, liniert oder Punktraster mit Vertex-Farbe)
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if self.background_vertex_count > 0 {
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render_pass.set_pipeline(&self.pattern_pipeline);
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render_pass.set_vertex_buffer(0, self.background_buffer.slice(..));
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render_pass.draw(0..self.background_vertex_count, 0..1);
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}
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