Initial commit: ink-notes (latency-optimized Linux inking app in Rust)

This commit is contained in:
2026-10-06 10:15:22 +02:00
commit d7ffef5368
20 changed files with 13549 additions and 0 deletions
+857
View File
@@ -0,0 +1,857 @@
//! GPU-Canvas-Renderpipeline mit wgpu und Low-Latency-Verwaltung.
//!
//! Features:
//! - Zero-Latency-Pufferung via `PresentMode::Mailbox` (Fallback: `Fifo`) und `desired_maximum_frame_latency: 1`.
//! - Strikte Pipeline-Trennung: DIN-A4-Hintergrund, permanente Striche und temporäre Live-Geometrie.
//! - NDC-Transformation der 2D-Vektor-Meshes über Vertex-Shader-Uniforms.
//! - Alpha-Blending (`wgpu::BlendState::ALPHA_BLENDING`).
use std::ops::Range;
use std::sync::Arc;
use winit::dpi::PhysicalSize;
use winit::window::Window;
use crate::background::{
generate_background_mesh, generate_paper_quad, DESK_COLOR,
};
use crate::document::{Page, PageBackground, PageViewport, Stroke, StylusSample};
use crate::filter::OneEuroFilter;
use crate::spline::{self, ControlPoint, SplineConfig};
/// 2D-Vertex für Inking-Meshes mit Positions- und Farbattributen (Multi-Color).
#[repr(C)]
#[derive(Copy, Clone, Debug, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
pub struct InkVertex {
pub position: [f32; 2],
pub color: [f32; 4],
}
impl InkVertex {
pub fn new(x: f32, y: f32, color: [f32; 4]) -> Self {
Self {
position: [x, y],
color,
}
}
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<InkVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
/// Uniform-Daten für die 2D-Kamera (Scale und Offset im NDC-Raum).
#[repr(C)]
#[derive(Copy, Clone, Debug, Default, PartialEq, bytemuck::Pod, bytemuck::Zeroable)]
pub struct CameraUniforms {
pub transform_scale: [f32; 2],
pub transform_offset: [f32; 2],
}
/// Transformiert einen Pixel-Koordinatenpunkt in den Normalized Device Coordinate (NDC) Raum [-1.0, 1.0].
#[inline]
pub fn pixel_to_ndc(x: f32, y: f32, width: f32, height: f32) -> [f32; 2] {
let w = width.max(1.0);
let h = height.max(1.0);
let x_ndc = (x / w) * 2.0 - 1.0;
let y_ndc = 1.0 - (y / h) * 2.0;
[x_ndc, y_ndc]
}
/// Transformiert eine Folge von Spline-Vertices aus dem Pixelraum in NDC-`InkVertex`-Elemente.
pub fn spline_vertices_to_ndc(
vertices: &[spline::Vertex],
width: f32,
height: f32,
color: [f32; 4],
) -> Vec<InkVertex> {
vertices
.iter()
.map(|v| {
let ndc = pixel_to_ndc(v.position[0], v.position[1], width, height);
InkVertex::new(ndc[0], ndc[1], color)
})
.collect()
}
/// Verwaltet den GPU-Zustand, Surface, Pipelines und Buffer für das Inking.
pub struct CanvasState {
pub surface: wgpu::Surface<'static>,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub config: wgpu::SurfaceConfiguration,
pub size: PhysicalSize<u32>,
pub viewport: PageViewport,
pub camera: crate::viewport::ViewportState,
// Pipelines
pub strip_pipeline: wgpu::RenderPipeline,
pub triangle_pipeline: wgpu::RenderPipeline,
// 2D-Kamera Uniforms & Bind Group (gilt einheitlich für alle Vertizes)
pub camera_buffer: wgpu::Buffer,
pub camera_bind_group: wgpu::BindGroup,
pub current_ink_color: [f32; 4],
// Statische Hintergrund-Geometrie
pub paper_buffer: wgpu::Buffer,
pub background_buffer: wgpu::Buffer,
pub background_vertex_capacity: usize,
pub background_vertex_count: u32,
pub current_background: PageBackground,
// Pipeline-Trennung: Live-Strich (aktiver Stroke)
pub live_vertex_buffer: wgpu::Buffer,
pub live_vertex_capacity: usize,
pub live_vertex_count: u32,
pub live_samples: Vec<StylusSample>,
pub live_control_points: Vec<ControlPoint>,
pub live_vertices: Vec<InkVertex>,
pub filter: OneEuroFilter,
pub spline_config: SplineConfig,
// Pipeline-Trennung: Abgeschlossene Striche der aktuellen Seite
pub committed_vertex_buffer: wgpu::Buffer,
pub committed_vertex_capacity: usize,
pub committed_vertex_count: u32,
pub committed_strokes: Vec<Range<u32>>,
// egui UI-Renderer
pub egui_renderer: egui_wgpu::Renderer,
}
impl CanvasState {
const INITIAL_LIVE_CAPACITY: usize = 4096;
const INITIAL_COMMITTED_CAPACITY: usize = 65536;
const INITIAL_BACKGROUND_CAPACITY: usize = 16384;
pub const VIEWPORT_MARGIN: f32 = 24.0;
/// Initialisiert den CanvasState für das übergebene Winit-Fenster.
pub async fn new(window: Arc<Window>) -> Result<Self, Box<dyn std::error::Error>> {
let size = window.inner_size();
let viewport = PageViewport::calculate(size.width as f32, size.height as f32, Self::VIEWPORT_MARGIN);
// 1. WGPU Instance & Surface
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
let surface = instance.create_surface(window.clone())?;
// 2. Adapter auswählen (hohe Performance bevorzugt)
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.ok_or("Kein passender GPU-Adapter gefunden")?;
// 3. Device & Queue erstellen
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: Some("Ink Device"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
},
None,
)
.await?;
// 4. Zero-Latency-Pufferung: Mailbox mit Fallback Fifo & Frame-Latency 1
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let present_mode = if std::env::var("INK_FORCE_FIFO").is_ok() {
eprintln!("Erzwinge PresentMode::Fifo (via INK_FORCE_FIFO)");
wgpu::PresentMode::Fifo
} else if surface_caps.present_modes.contains(&wgpu::PresentMode::Mailbox) {
eprintln!("Verwende Zero-Latency PresentMode::Mailbox");
wgpu::PresentMode::Mailbox
} else {
eprintln!("Mailbox nicht verfügbar, Fallback auf PresentMode::Fifo");
wgpu::PresentMode::Fifo
};
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width.max(1),
height: size.height.max(1),
present_mode,
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 1, // Minimiert Eingabelatenz auf 1 Frame
};
surface.configure(&device, &config);
// 5. Shader & Bind Group Layout
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Ink WGSL Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Stroke Bind Group Layout"),
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,
}],
});
let (scale, offset) = viewport.ndc_transform();
let default_ink_color = [0.1, 0.1, 0.15, 1.0];
let camera_uniforms = CameraUniforms {
transform_scale: scale,
transform_offset: offset,
};
let camera_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Camera Uniform Buffer"),
size: std::mem::size_of::<CameraUniforms>() as wgpu::BufferAddress,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
queue.write_buffer(&camera_buffer, 0, bytemuck::cast_slice(&[camera_uniforms]));
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Camera Bind Group"),
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
});
// Pipeline Layout
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Ink Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
// TriangleStrip-Pipeline (für Inking-Striche)
let strip_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Ink Strip Render Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[InkVertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
// TriangleList-Pipeline (für Hintergrundpapier und Muster)
let triangle_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Background TriangleList Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[InkVertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
// 6. Statische Buffer
let paper_quad = generate_paper_quad();
let paper_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Paper Quad Buffer"),
size: (paper_quad.len() * std::mem::size_of::<InkVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
queue.write_buffer(&paper_buffer, 0, bytemuck::cast_slice(&paper_quad));
let current_background = PageBackground::Grid5mm;
let bg_mesh = generate_background_mesh(current_background);
let background_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Background Mesh Buffer"),
size: (Self::INITIAL_BACKGROUND_CAPACITY * std::mem::size_of::<InkVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
queue.write_buffer(&background_buffer, 0, bytemuck::cast_slice(&bg_mesh));
// 7. GPU-Puffer für Live- und Committed-Geometrie
let live_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Live Stroke Vertex Buffer"),
size: (Self::INITIAL_LIVE_CAPACITY * std::mem::size_of::<InkVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let committed_vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Committed Strokes Vertex Buffer"),
size: (Self::INITIAL_COMMITTED_CAPACITY * std::mem::size_of::<InkVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
// 8. egui Renderer für das schwebende UI initialisieren
let egui_renderer = egui_wgpu::Renderer::new(
&device,
config.format,
None,
1,
);
Ok(Self {
surface,
device,
queue,
config,
size,
viewport,
strip_pipeline,
triangle_pipeline,
camera_buffer,
camera_bind_group,
current_ink_color: default_ink_color,
paper_buffer,
background_buffer,
background_vertex_capacity: Self::INITIAL_BACKGROUND_CAPACITY,
background_vertex_count: bg_mesh.len() as u32,
current_background,
live_vertex_buffer,
live_vertex_capacity: Self::INITIAL_LIVE_CAPACITY,
live_vertex_count: 0,
live_samples: Vec::with_capacity(256),
live_control_points: Vec::with_capacity(256),
live_vertices: Vec::with_capacity(1024),
filter: OneEuroFilter::default(),
spline_config: SplineConfig {
min_radius: 1.25, // 0.125 mm bei 10 Einheiten/mm (Standard 0.5 mm Strichbreite)
max_radius: 3.75, // 0.375 mm bei vollem Druck
samples_per_segment: 16,
},
committed_vertex_buffer,
committed_vertex_capacity: Self::INITIAL_COMMITTED_CAPACITY,
committed_vertex_count: 0,
committed_strokes: Vec::with_capacity(128),
egui_renderer,
camera: crate::viewport::ViewportState::new(),
})
}
/// Aktualisiert die 2D-Kamera Uniforms (Scale & Offset im NDC-Raum) basierend auf Viewport und Kamera.
pub fn update_uniforms(&mut self) {
let (scale, offset) = self.camera.ndc_transform(&self.viewport);
let camera_uniforms = CameraUniforms {
transform_scale: scale,
transform_offset: offset,
};
self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[camera_uniforms]));
}
/// Passt die Surface und Projektionsmatrizen an eine neue Fenstergröße an.
pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
self.viewport = PageViewport::calculate(
new_size.width as f32,
new_size.height as f32,
Self::VIEWPORT_MARGIN,
);
self.update_uniforms();
}
}
/// Verschiebt den Bildausschnitt um Bildschirm-Pixel delta.
pub fn pan(&mut self, delta_x: f32, delta_y: f32) {
self.camera.pan_by_screen_delta(delta_x, delta_y, &self.viewport);
self.update_uniforms();
}
/// Zoomt zentriert auf eine Cursor-Bildschirmposition.
pub fn zoom_at(&mut self, cursor_x: f32, cursor_y: f32, factor: f32) {
self.camera.zoom_at_cursor([cursor_x, cursor_y], factor, &self.viewport);
self.update_uniforms();
}
/// Setzt Zoom und Pan auf 100% zentriert zurück.
pub fn reset_view(&mut self) {
self.camera.reset();
self.update_uniforms();
}
/// Transformiert Fenster-Pixel in Seitenkoordinaten.
pub fn screen_to_page(&self, screen_x: f32, screen_y: f32) -> Option<glam::Vec2> {
self.camera.screen_to_page(screen_x, screen_y, &self.viewport)
}
/// Transformiert Fenster-Pixel in Seitenkoordinaten und klemmt auf die Seite.
pub fn screen_to_page_clamped(&self, screen_x: f32, screen_y: f32) -> glam::Vec2 {
self.camera.screen_to_page_clamped(screen_x, screen_y, &self.viewport)
}
/// Transformiert einen Punkt aus DIN-A4-Seitenkoordinaten in Fenster-Bildschirmkoordinaten.
pub fn page_to_screen(&self, page_pt: glam::Vec2) -> [f32; 2] {
self.camera.page_to_screen_vec2(page_pt, &self.viewport)
}
/// Ersetzt die Live-Vertices des aktiven Strichs durch ein bereinigtes Form-Mesh (für Draw-and-Hold).
pub fn set_live_shape_mesh(&mut self, samples: Vec<StylusSample>, vertices: Vec<InkVertex>) {
self.live_samples = samples;
self.live_vertices = vertices;
self.live_vertex_count = self.live_vertices.len() as u32;
if self.live_vertices.len() > self.live_vertex_capacity {
self.live_vertex_capacity = (self.live_vertices.len() * 2).max(Self::INITIAL_LIVE_CAPACITY);
self.live_vertex_buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Live Stroke Vertex Buffer (Reallocated)"),
size: (self.live_vertex_capacity * std::mem::size_of::<InkVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
}
if !self.live_vertices.is_empty() {
self.queue.write_buffer(
&self.live_vertex_buffer,
0,
bytemuck::cast_slice(&self.live_vertices),
);
}
}
/// Setzt die Strichfarbe (RGB + Alpha) für neue Striche.
pub fn set_stroke_color(&mut self, color: [f32; 4]) {
self.current_ink_color = color;
}
/// Konfiguriert die Strichbreite in Millimetern.
pub fn set_stroke_width_mm(&mut self, width_mm: f32) {
// 10 Einheiten = 1 mm. Radius = (width_mm * 10.0) / 2.0 = width_mm * 5.0.
let base_radius = (width_mm * 5.0).max(0.25);
self.spline_config.min_radius = (base_radius * 0.5).max(0.15);
self.spline_config.max_radius = (base_radius * 1.5).max(0.35);
}
/// Setzt den Seitenhintergrund und aktualisiert bei Bedarf den Vertex-Puffer.
pub fn set_background(&mut self, background: PageBackground) {
if self.current_background == background {
return;
}
self.current_background = background;
let mesh = generate_background_mesh(background);
self.background_vertex_count = mesh.len() as u32;
if mesh.len() > self.background_vertex_capacity {
self.background_vertex_capacity = mesh.len() * 2;
self.background_buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Background Mesh Buffer (Reallocated)"),
size: (self.background_vertex_capacity * std::mem::size_of::<InkVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
}
if !mesh.is_empty() {
self.queue.write_buffer(&self.background_buffer, 0, bytemuck::cast_slice(&mesh));
}
}
/// Synchronisiert die GPU-Puffer mit den Daten der aktiven Seite.
pub fn sync_page(&mut self, page: &mut Page) {
page.rebuild_cache_if_dirty();
self.set_background(page.background);
self.committed_vertex_count = page.vertex_cache.len() as u32;
self.committed_strokes = page.stroke_ranges.clone();
if page.vertex_cache.is_empty() {
return;
}
if page.vertex_cache.len() > self.committed_vertex_capacity {
self.committed_vertex_capacity = (page.vertex_cache.len() * 2).max(Self::INITIAL_COMMITTED_CAPACITY);
self.committed_vertex_buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Committed Strokes Vertex Buffer (Reallocated)"),
size: (self.committed_vertex_capacity * std::mem::size_of::<InkVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
}
self.queue.write_buffer(
&self.committed_vertex_buffer,
0,
bytemuck::cast_slice(&page.vertex_cache),
);
}
/// Startet einen neuen Live-Strich in DIN-A4-Seitenkoordinaten.
pub fn start_stroke(&mut self, page_x: f32, page_y: f32, pressure: f32, timestamp: f64) {
self.filter.reset();
self.live_samples.clear();
self.live_control_points.clear();
self.live_vertices.clear();
self.live_vertex_count = 0;
// 1. Zwingend durch den 1€-Filter leiten
let (fx, fy, fp) = self.filter.filter(page_x, page_y, pressure, timestamp);
let pt = ControlPoint::new(fx, fy, fp);
self.live_control_points.push(pt);
let sample = StylusSample {
position: glam::Vec2::new(fx, fy),
pressure: fp,
timestamp,
};
self.live_samples.push(sample);
self.update_live_mesh();
}
/// Fügt dem aktuellen Live-Strich einen neuen Bewegungspunkt hinzu.
pub fn extend_stroke(&mut self, page_x: f32, page_y: f32, pressure: f32, timestamp: f64) {
if self.live_control_points.is_empty() {
self.start_stroke(page_x, page_y, pressure, timestamp);
return;
}
// 1. Zwingend durch den 1€-Filter leiten
let (fx, fy, fp) = self.filter.filter(page_x, page_y, pressure, timestamp);
let new_pt = ControlPoint::new(fx, fy, fp);
// 2. Mindestabstand zu vorherigem Kontrollpunkt prüfen (0.3 Einheiten = 0.03 mm für hohe Pfadpräzision)
if let Some(last) = self.live_control_points.last() {
let dist_sq = (new_pt.position - last.position).length_squared();
if dist_sq < 0.09 {
return;
}
}
// 3. Gefilterten Punkt synchron in Samples und Kontrollpunkten ablegen
let sample = StylusSample {
position: glam::Vec2::new(fx, fy),
pressure: fp,
timestamp,
};
self.live_samples.push(sample);
self.live_control_points.push(new_pt);
self.update_live_mesh();
}
/// Bricht den aktuellen Live-Strich ab und setzt Puffer sowie 1€-Filter sauber zurück.
pub fn cancel_stroke(&mut self) {
self.live_samples.clear();
self.live_control_points.clear();
self.live_vertices.clear();
self.live_vertex_count = 0;
self.filter.reset();
}
/// Schließt den aktuellen Live-Strich ab und erzeugt das fertige `Stroke`-Objekt.
pub fn finish_stroke(&mut self, stroke_id: u64) -> Option<Stroke> {
if self.live_vertex_count == 0 || self.live_vertices.is_empty() {
self.live_samples.clear();
self.live_control_points.clear();
self.live_vertices.clear();
self.live_vertex_count = 0;
self.filter.reset();
return None;
}
let stroke = Stroke::new(
stroke_id,
self.live_samples.clone(),
self.live_vertices.clone(),
self.current_ink_color,
);
self.live_samples.clear();
self.live_control_points.clear();
self.live_vertices.clear();
self.live_vertex_count = 0;
self.filter.reset();
Some(stroke)
}
/// Baut das Mesh des Live-Strichs in Seitenkoordinaten neu auf.
fn update_live_mesh(&mut self) {
if self.live_control_points.is_empty() {
self.live_vertex_count = 0;
self.live_vertices.clear();
return;
}
let color = self.current_ink_color;
let raw_strip = spline::generate_triangle_strip(&self.live_control_points, &self.spline_config);
self.live_vertices = raw_strip
.into_iter()
.map(|v| InkVertex::new(v.position[0], v.position[1], color))
.collect();
self.live_vertex_count = self.live_vertices.len() as u32;
if self.live_vertex_count == 0 {
return;
}
if self.live_vertices.len() > self.live_vertex_capacity {
self.live_vertex_capacity = (self.live_vertices.len() * 2).max(Self::INITIAL_LIVE_CAPACITY);
self.live_vertex_buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Live Stroke Vertex Buffer (Reallocated)"),
size: (self.live_vertex_capacity * std::mem::size_of::<InkVertex>()) as u64,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
}
self.queue.write_buffer(
&self.live_vertex_buffer,
0,
bytemuck::cast_slice(&self.live_vertices),
);
}
/// Rendert den gesamten Viewport:
/// - Pass 1: Schreibtisch, DIN-A4-Papier, Hintergrundraster, permanente Striche und Live-Strich.
/// - Pass 2: egui UI (Toolbar, Menüs, Toast) über `LoadOp::Load` auf dieselbe Surface-Textur.
pub fn render(
&mut self,
clipped_primitives: &[egui::ClippedPrimitive],
screen_descriptor: &egui_wgpu::ScreenDescriptor,
textures_delta: &egui::TexturesDelta,
) -> Result<(), wgpu::SurfaceError> {
// Vor dem Renderpass: egui-Texturen aktualisieren
for (id, image_delta) in &textures_delta.set {
self.egui_renderer.update_texture(&self.device, &self.queue, *id, image_delta);
}
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Ink & UI Render Encoder"),
});
// egui Vertex- und Index-Puffer aktualisieren
self.egui_renderer.update_buffers(
&self.device,
&self.queue,
&mut encoder,
clipped_primitives,
screen_descriptor,
);
// PASS 1: Canvas (Hintergrund, Papierquadrat, Gittermuster, Striche)
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Ink Canvas Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(DESK_COLOR), // Dunkler Tischhintergrund
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
// 2D-Kamera Uniforms (Scale & Offset) binden
render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
// 1. Weißes DIN-A4-Blatt zeichnen (Farbe ist direkt im Paper-Quad Vertex hinterlegt)
render_pass.set_pipeline(&self.triangle_pipeline);
render_pass.set_vertex_buffer(0, self.paper_buffer.slice(..));
render_pass.draw(0..6, 0..1);
// 2. Hintergrundmuster (5mm-Gitter, liniert oder Punktraster mit Vertex-Farbe)
if self.background_vertex_count > 0 {
render_pass.set_vertex_buffer(0, self.background_buffer.slice(..));
render_pass.draw(0..self.background_vertex_count, 0..1);
}
// 3. Abgeschlossene Striche der aktiven Seite rendern (TriangleStrip mit Vertex-Farben)
render_pass.set_pipeline(&self.strip_pipeline);
if self.committed_vertex_count > 0 {
render_pass.set_vertex_buffer(0, self.committed_vertex_buffer.slice(..));
for range in &self.committed_strokes {
if range.end > range.start {
render_pass.draw(range.clone(), 0..1);
}
}
}
// 4. Temporäre Live-Geometrie des aktuellen Strichs rendern (Zero Latency)
if self.live_vertex_count > 0 {
render_pass.set_vertex_buffer(0, self.live_vertex_buffer.slice(..));
render_pass.draw(0..self.live_vertex_count, 0..1);
}
}
// PASS 2: egui UI (LoadOp::Load auf dieselbe Surface-Textur!)
if !clipped_primitives.is_empty() {
let mut egui_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("egui UI Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
self.egui_renderer.render(&mut egui_pass, clipped_primitives, screen_descriptor);
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
// egui Texturen freigeben
for id in &textures_delta.free {
self.egui_renderer.free_texture(id);
}
Ok(())
}
/// Rendert nur die Canvas-Fläche ohne UI (z. B. für Headless-Tests).
pub fn render_canvas_only(&mut self) -> Result<(), wgpu::SurfaceError> {
let dummy_delta = egui::TexturesDelta::default();
let dummy_screen = egui_wgpu::ScreenDescriptor {
size_in_pixels: [self.size.width, self.size.height],
pixels_per_point: 1.0,
};
self.render(&[], &dummy_screen, &dummy_delta)
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_pixel_to_ndc_mapping() {
let width = 800.0;
let height = 600.0;
let top_left = pixel_to_ndc(0.0, 0.0, width, height);
assert!((top_left[0] - (-1.0)).abs() < 1e-5);
assert!((top_left[1] - 1.0).abs() < 1e-5);
let center = pixel_to_ndc(400.0, 300.0, width, height);
assert!(center[0].abs() < 1e-5);
assert!(center[1].abs() < 1e-5);
}
#[test]
fn test_ink_vertex_layout() {
assert_eq!(std::mem::size_of::<InkVertex>(), 24);
let v = InkVertex::new(0.5, -0.5, [1.0, 0.0, 0.0, 1.0]);
assert_eq!(v.position, [0.5, -0.5]);
assert_eq!(v.color, [1.0, 0.0, 0.0, 1.0]);
}
#[test]
fn test_camera_uniforms() {
let _u = CameraUniforms::default();
assert_eq!(std::mem::size_of::<CameraUniforms>(), 16);
}
#[test]
fn test_viewport_aspect_ratio_ndc_transform() {
let vp = PageViewport::calculate(1920.0, 1080.0, 20.0);
let (scale, offset) = vp.ndc_transform();
// Zentrum der DIN-A4-Seite muss im NDC-Zentrum (0, 0) landen
let center_x = 1050.0; // PAGE_WIDTH / 2
let center_y = 1485.0; // PAGE_HEIGHT / 2
let ndc_x = center_x * scale[0] + offset[0];
let ndc_y = center_y * scale[1] + offset[1];
assert!(ndc_x.abs() < 1e-4, "NDC X ({ndc_x}) muss nahe 0.0 sein");
assert!(ndc_y.abs() < 1e-4, "NDC Y ({ndc_y}) muss nahe 0.0 sein");
}
}