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:
+73
-125
@@ -165,115 +165,70 @@ pub fn generate_paper_quad(color: [f32; 4], size: glam::Vec2) -> Vec<InkVertex>
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]
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}
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/// Fügt ein Quad (2 Dreiecke) zur Vertexliste hinzu.
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#[inline]
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fn push_quad(
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vertices: &mut Vec<InkVertex>,
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color: [f32; 4],
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x_min: f32,
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y_min: f32,
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x_max: f32,
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y_max: f32,
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) {
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vertices.push(InkVertex::new(x_min, y_min, color));
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vertices.push(InkVertex::new(x_max, y_min, color));
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vertices.push(InkVertex::new(x_min, y_max, color));
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vertices.push(InkVertex::new(x_min, y_max, color));
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vertices.push(InkVertex::new(x_max, y_min, color));
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vertices.push(InkVertex::new(x_max, y_max, color));
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/// Oberer und unterer Rand ohne Linien bei liniertem Papier (15 mm).
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pub const LINED_MARGIN: f32 = 150.0;
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/// Ecke des Musterrechtecks: Das Muster selbst berechnet der Fragment-Shader (`fs_pattern`)
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/// für jedes Bildschirmpixel. So liegen Linien und Punkte in jedem Zoom exakt gleichmäßig,
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/// sind mindestens ein Pixel breit und kantengeglättet – vorher gerasterte Haarlinien
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/// fielen je nach Lage auf das Pixelraster und wirkten unregelmäßig.
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#[repr(C)]
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#[derive(Copy, Clone, Debug, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct PatternVertex {
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/// Seitenkoordinate
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pub position: [f32; 2],
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pub color: [f32; 4],
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/// Art (1 = Karo, 2 = Linien, 3 = Punkte), Abstand, Linienstärke, Punktgröße
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pub params: [f32; 4],
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/// Seitenbreite, Seitenhöhe, Rand oben/unten bei Linien, ungenutzt
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pub bounds: [f32; 4],
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}
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/// Generiert das statische Vektor-Mesh für den gewählten Seitenhintergrund in `color` auf
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/// einem Blatt der Größe `size`.
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pub fn generate_background_mesh(
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impl PatternVertex {
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const ATTRIBUTES: [wgpu::VertexAttribute; 4] = wgpu::vertex_attr_array![
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0 => Float32x2,
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1 => Float32x4,
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2 => Float32x4,
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3 => Float32x4
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];
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pub fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<PatternVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &Self::ATTRIBUTES,
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}
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}
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}
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/// Rechteck über das ganze Blatt der Größe `size`, auf dem der Shader das Muster
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/// `background` in `color` zeichnet; leer bei blankem Papier.
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pub fn generate_pattern_quad(
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background: PageBackground,
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color: [f32; 4],
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size: glam::Vec2,
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) -> Vec<InkVertex> {
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let (page_width, page_height) = (size.x, size.y);
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match background {
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PageBackground::Blank => Vec::new(),
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PageBackground::Grid5mm => {
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let mut vertices = Vec::with_capacity(1200);
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let half_t = LINE_THICKNESS / 2.0;
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// Vertikale Linien alle 5 mm
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let mut x = GRID_5MM_SPACING;
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while x < page_width {
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push_quad(
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&mut vertices,
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) -> Vec<PatternVertex> {
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let params = match background {
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PageBackground::Blank => return Vec::new(),
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PageBackground::Grid5mm => [1.0, GRID_5MM_SPACING, LINE_THICKNESS, DOT_SIZE],
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PageBackground::Lined => [2.0, LINED_SPACING, LINE_THICKNESS, DOT_SIZE],
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PageBackground::DotGrid => [3.0, GRID_5MM_SPACING, LINE_THICKNESS, DOT_SIZE],
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};
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let bounds = [size.x, size.y, LINED_MARGIN, 0.0];
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let corner = |x: f32, y: f32| PatternVertex {
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position: [x, y],
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color,
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x - half_t,
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0.0,
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x + half_t,
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page_height,
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);
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x += GRID_5MM_SPACING;
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}
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// Horizontale Linien alle 5 mm
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let mut y = GRID_5MM_SPACING;
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while y < page_height {
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push_quad(
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&mut vertices,
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color,
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0.0,
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y - half_t,
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page_width,
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y + half_t,
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);
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y += GRID_5MM_SPACING;
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}
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vertices
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}
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PageBackground::Lined => {
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let mut vertices = Vec::with_capacity(600);
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let half_t = LINE_THICKNESS / 2.0;
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// Oberer und unterer Randabstand (z. B. 15 mm)
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let margin_top = 150.0;
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let margin_bottom = 150.0;
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let mut y = margin_top;
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while y <= page_height - margin_bottom {
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push_quad(
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&mut vertices,
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color,
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0.0,
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y - half_t,
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page_width,
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y + half_t,
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);
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y += LINED_SPACING;
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}
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vertices
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}
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PageBackground::DotGrid => {
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let mut vertices = Vec::with_capacity(15000);
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let half_d = DOT_SIZE / 2.0;
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let mut y = GRID_5MM_SPACING;
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while y < page_height {
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let mut x = GRID_5MM_SPACING;
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while x < page_width {
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push_quad(
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&mut vertices,
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color,
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x - half_d,
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y - half_d,
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x + half_d,
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y + half_d,
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);
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x += GRID_5MM_SPACING;
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}
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y += GRID_5MM_SPACING;
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}
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vertices
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}
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}
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params,
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bounds,
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};
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vec![
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corner(0.0, 0.0),
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corner(size.x, 0.0),
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corner(0.0, size.y),
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corner(0.0, size.y),
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corner(size.x, 0.0),
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corner(size.x, size.y),
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]
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}
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#[cfg(test)]
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@@ -323,32 +278,25 @@ mod tests {
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const PATTERN: [f32; 4] = [0.5, 0.5, 0.5, 1.0];
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#[test]
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fn test_background_meshes() {
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let blank = generate_background_mesh(PageBackground::Blank, PATTERN, A4_SIZE);
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assert!(blank.is_empty());
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let grid = generate_background_mesh(PageBackground::Grid5mm, PATTERN, A4_SIZE);
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assert!(!grid.is_empty());
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assert_eq!(
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grid.len() % 6,
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0,
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"Muss ein Vielfaches von 6 Vertizes sein (Dreiecke)"
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);
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let lined = generate_background_mesh(PageBackground::Lined, PATTERN, A4_SIZE);
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assert!(!lined.is_empty());
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assert_eq!(lined.len() % 6, 0);
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let dots = generate_background_mesh(PageBackground::DotGrid, PATTERN, A4_SIZE);
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assert!(!dots.is_empty());
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assert_eq!(dots.len() % 6, 0);
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fn test_pattern_quads() {
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assert!(generate_pattern_quad(PageBackground::Blank, PATTERN, A4_SIZE).is_empty());
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for (background, kind) in [
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(PageBackground::Grid5mm, 1.0),
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(PageBackground::Lined, 2.0),
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(PageBackground::DotGrid, 3.0),
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] {
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let quad = generate_pattern_quad(background, PATTERN, A4_SIZE);
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assert_eq!(quad.len(), 6);
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assert!(quad
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.iter()
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.all(|v| v.params[0] == kind && v.color == PATTERN));
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assert_eq!(quad[5].position, [PAGE_WIDTH, PAGE_HEIGHT]);
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assert_eq!(quad[0].bounds[..2], [PAGE_WIDTH, PAGE_HEIGHT]);
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}
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}
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#[test]
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fn test_background_mesh_uses_theme_color() {
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let dark = PaperTheme::Black.pattern_color();
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let mesh = generate_background_mesh(PageBackground::Lined, dark, A4_SIZE);
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assert!(mesh.iter().all(|v| v.color == dark));
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let quad = generate_paper_quad(PaperTheme::Cream.paper_color(), A4_SIZE);
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assert!(quad
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.iter()
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+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);
|
||||
render_pass.set_vertex_buffer(0, self.background_buffer.slice(..));
|
||||
render_pass.draw(0..self.background_vertex_count, 0..1);
|
||||
}
|
||||
|
||||
@@ -77,3 +77,84 @@ fn vs_image(in: ImageVertexInput) -> ImageVertexOutput {
|
||||
fn fs_image(in: ImageVertexOutput) -> @location(0) vec4<f32> {
|
||||
return textureSample(image_texture, image_sampler, in.uv);
|
||||
}
|
||||
|
||||
// Karo, Linien und Punkte: pro Pixel aus der Seitenkoordinate berechnet, damit die Abstände
|
||||
// in jedem Zoom gleichmäßig bleiben. Linien und Punkte sind mindestens ein Pixel breit und
|
||||
// kantengeglättet; werden die Abstände sehr klein, blendet das Muster aus statt zu flimmern.
|
||||
struct PatternInput {
|
||||
@location(0) position: vec2<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
// Art (1 Karo, 2 Linien, 3 Punkte), Abstand, Linienstärke, Punktgröße
|
||||
@location(2) params: vec4<f32>,
|
||||
// Seitenbreite, Seitenhöhe, Rand oben/unten bei Linien
|
||||
@location(3) bounds: vec4<f32>,
|
||||
};
|
||||
|
||||
struct PatternOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) page: vec2<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
@location(2) params: vec4<f32>,
|
||||
@location(3) bounds: vec4<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_pattern(in: PatternInput) -> PatternOutput {
|
||||
var out: PatternOutput;
|
||||
let ndc = in.position * camera.transform_scale + camera.transform_offset;
|
||||
out.clip_position = vec4<f32>(ndc, 0.0, 1.0);
|
||||
out.page = in.position;
|
||||
out.color = in.color;
|
||||
out.params = in.params;
|
||||
out.bounds = in.bounds;
|
||||
return out;
|
||||
}
|
||||
|
||||
// Deckung einer Linie bei `line` für die Koordinate `c` (`upp`: Seiteneinheiten je Pixel).
|
||||
fn line_coverage(c: f32, line: f32, half_width: f32, upp: f32) -> f32 {
|
||||
let half_px = max(half_width / upp, 0.5);
|
||||
let d = abs(c - line) / upp;
|
||||
return clamp(half_px + 0.5 - d, 0.0, 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_pattern(in: PatternOutput) -> @location(0) vec4<f32> {
|
||||
let p = in.page;
|
||||
let kind = in.params.x;
|
||||
let spacing = in.params.y;
|
||||
let upp = max(max(fwidth(p.x), fwidth(p.y)), 1e-4);
|
||||
let size = in.bounds.xy;
|
||||
// Unter 3 Pixel Abstand ausblenden (ganz herausgezoomt)
|
||||
let fade = clamp((spacing / upp - 3.0) / 3.0, 0.0, 1.0);
|
||||
|
||||
var coverage = 0.0;
|
||||
if (kind < 1.5) {
|
||||
// Karo: senkrechte und waagerechte Linien bei k · Abstand, nicht am Blattrand
|
||||
let k = round(p / spacing);
|
||||
let line = k * spacing;
|
||||
if (k.x >= 1.0 && line.x < size.x - 0.01) {
|
||||
coverage = max(coverage, line_coverage(p.x, line.x, in.params.z * 0.5, upp));
|
||||
}
|
||||
if (k.y >= 1.0 && line.y < size.y - 0.01) {
|
||||
coverage = max(coverage, line_coverage(p.y, line.y, in.params.z * 0.5, upp));
|
||||
}
|
||||
} else if (kind < 2.5) {
|
||||
// Linien: waagerecht ab dem oberen Rand bis zum unteren Rand
|
||||
let margin = in.bounds.z;
|
||||
let k = round((p.y - margin) / spacing);
|
||||
let line = margin + k * spacing;
|
||||
if (k >= 0.0 && line <= size.y - margin + 0.01) {
|
||||
coverage = line_coverage(p.y, line, in.params.z * 0.5, upp);
|
||||
}
|
||||
} else {
|
||||
// Punkte: an den Kreuzungen des Karos
|
||||
let k = round(p / spacing);
|
||||
let point = k * spacing;
|
||||
if (all(k >= vec2<f32>(1.0)) && point.x < size.x - 0.01 && point.y < size.y - 0.01) {
|
||||
let radius_px = max(in.params.w * 0.5 / upp, 0.6);
|
||||
let d = length(p - point) / upp;
|
||||
coverage = clamp(radius_px + 0.5 - d, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
return vec4<f32>(in.color.rgb, in.color.a * coverage * fade);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user