Nativer 2D-wgpu-Renderer (render2d): Ear-Clipping-Fuellungen, gehrte Papier-mm-Linien, GPU-Pan/Zoom
Eigenstaendige Crate (render/window-Feature-Stufung), serde-only Tessellier- schicht headless testbar. Linien als EIN gehrter Streifen (Miter-Bisektor + 1/cos-Laengenfaktor) statt Butt-Cap-Quads pro Segment -> saubere Ecken. Standalone-Spike-Fenster via winit (cargo run --features window --bin spike).
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// Standalone-Fenster-Spike (Feature "window"): oeffnet ein winit-Fenster mit
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// eigener wgpu-Surface und zeichnet eine Demo-Szene (gefuellte Polygone + Striche
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// in echter Papier-mm-Breite). Pan (Ziehen mit linker Maustaste) und Zoom (Rad)
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// veraendern NUR die Ortho-Matrix — kein Re-Tessellieren.
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//
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// Das ist bewusst Option 2 aus dem Briefing: das Rendering entkoppelt von der
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// Tauri/Webview-Integration verifizieren. Die Anbindung unter die Webview
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// (raw-window-handle) folgt in M2 (siehe docs/design/wgpu-integration-findings.md).
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//
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// Start: cargo run --features window --bin spike
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// (braucht eine aktive Wayland-/X11-Session; headless nicht sichtbar verifizierbar).
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use std::sync::Arc;
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use render2d::gpu::Renderer;
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use render2d::types::{FillPolygon, Line, Outline, Scene, ViewBox};
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use render2d::PX_PER_M;
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use winit::application::ApplicationHandler;
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use winit::event::{ElementState, MouseButton, MouseScrollDelta, WindowEvent};
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use winit::event_loop::{ActiveEventLoop, EventLoop};
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use winit::window::{Window, WindowId};
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/// Demo-Szene in Modell-Metern: ein L-foermiger Wand-Poche (konkav!), ein Raum
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/// und ein paar Striche — genug, um Fuellung, Umriss und Papier-mm-Linien zu sehen.
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fn demo_scene() -> Scene {
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let wall_grey: [f32; 4] = [0.55, 0.55, 0.55, 1.0];
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let room_blue: [f32; 4] = [0.20, 0.45, 0.85, 0.18];
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let ink: [f32; 4] = [0.10, 0.10, 0.10, 1.0];
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// Konkaves L (Wandflaeche).
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let l = vec![
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[0.0, 0.0],
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[4.0, 0.0],
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[4.0, 2.0],
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[2.0, 2.0],
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[2.0, 4.0],
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[0.0, 4.0],
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];
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// Ein transluzenter Raum daneben.
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let room = vec![[5.0, 0.0], [9.0, 0.0], [9.0, 4.0], [5.0, 4.0]];
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Scene {
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fills: vec![
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FillPolygon {
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pts: l.clone(),
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color: wall_grey,
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},
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FillPolygon {
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pts: room.clone(),
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color: room_blue,
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},
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],
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outlines: vec![
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Outline {
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pts: l,
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color: ink,
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width_mm: 0.35,
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},
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Outline {
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pts: room,
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color: ink,
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width_mm: 0.18,
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},
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],
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lines: vec![Line {
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a: [0.0, -1.0],
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b: [9.0, -1.0],
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color: ink,
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width_mm: 0.25,
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}],
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}
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}
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/// viewBox so, dass die Szene mittig einpasst (Bildschirm-Raum = Meter*PX_PER_M).
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fn initial_view_box() -> ViewBox {
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// Szene ~ x[0..9], y[-1..4] in Meter -> Bildschirm x[0..810], y[-360..90].
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// Etwas Rand drumherum.
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let pad = 90.0;
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ViewBox::new(
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-pad,
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-4.0 * PX_PER_M - pad,
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9.0 * PX_PER_M + 2.0 * pad,
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5.0 * PX_PER_M + 2.0 * pad,
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)
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}
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struct GpuState {
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surface: wgpu::Surface<'static>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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renderer: Renderer,
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window: Arc<Window>,
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}
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impl GpuState {
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fn new(window: Arc<Window>) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::default();
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let surface = instance
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.create_surface(window.clone())
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.expect("Surface erstellen");
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let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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force_fallback_adapter: false,
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compatible_surface: Some(&surface),
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}))
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.expect("kein passender GPU-Adapter");
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let (device, queue) = pollster::block_on(adapter.request_device(
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&wgpu::DeviceDescriptor {
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label: Some("2d.device"),
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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memory_hints: wgpu::MemoryHints::Performance,
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},
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None,
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))
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.expect("Device anfordern");
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let caps = surface.get_capabilities(&adapter);
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let format = caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format,
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width: size.width.max(1),
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height: size.height.max(1),
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present_mode: caps.present_modes[0],
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alpha_mode: caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&device, &config);
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let mut renderer = Renderer::new(&device, format);
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renderer.upload_scene(&device, &demo_scene());
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Self {
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surface,
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device,
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queue,
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config,
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renderer,
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window,
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}
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}
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fn resize(&mut self, w: u32, h: u32) {
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if w == 0 || h == 0 {
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return;
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}
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self.config.width = w;
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self.config.height = h;
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self.surface.configure(&self.device, &self.config);
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}
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fn render(&mut self, view_box: ViewBox) {
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let frame = match self.surface.get_current_texture() {
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Ok(f) => f,
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Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
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self.surface.configure(&self.device, &self.config);
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return;
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}
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Err(e) => {
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eprintln!("Surface-Fehler: {e:?}");
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return;
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}
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};
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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self.renderer.render(
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&self.device,
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&self.queue,
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&view,
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view_box,
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(self.config.width, self.config.height),
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);
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frame.present();
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}
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}
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#[derive(Default)]
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struct App {
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state: Option<GpuState>,
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view_box: Option<ViewBox>,
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dragging: bool,
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last_cursor: (f64, f64),
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}
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impl ApplicationHandler for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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if self.state.is_some() {
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return;
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}
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let attrs = Window::default_attributes().with_title("render2d — Spike");
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let window = Arc::new(event_loop.create_window(attrs).expect("Fenster erstellen"));
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self.view_box.get_or_insert_with(initial_view_box);
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self.state = Some(GpuState::new(window));
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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_id: WindowId,
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event: WindowEvent,
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) {
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let Some(state) = self.state.as_mut() else {
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return;
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};
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let vb = self.view_box.get_or_insert_with(initial_view_box);
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match event {
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::Resized(size) => {
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state.resize(size.width, size.height);
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state.window.request_redraw();
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}
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WindowEvent::MouseInput { state: s, button, .. } => {
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if button == MouseButton::Left {
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self.dragging = s == ElementState::Pressed;
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}
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}
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WindowEvent::CursorMoved { position, .. } => {
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if self.dragging {
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// Pan: Cursor-Delta (Geraete-px) -> viewBox-Einheiten (meet-Skala).
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let (vw, vh) = (state.config.width as f32, state.config.height as f32);
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let meet = render2d::meet_scale(*vb, vw, vh);
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let dx = (position.x - self.last_cursor.0) as f32 / meet;
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let dy = (position.y - self.last_cursor.1) as f32 / meet;
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vb.x -= dx;
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vb.y -= dy;
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state.window.request_redraw();
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}
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self.last_cursor = (position.x, position.y);
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}
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WindowEvent::MouseWheel { delta, .. } => {
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let step = match delta {
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MouseScrollDelta::LineDelta(_, y) => y,
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MouseScrollDelta::PixelDelta(p) => (p.y as f32) / 40.0,
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};
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// Zoom um die viewBox-Mitte (Faktor pro Radschritt).
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let factor = if step > 0.0 { 0.9 } else { 1.0 / 0.9 };
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let cx = vb.x + vb.w * 0.5;
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let cy = vb.y + vb.h * 0.5;
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vb.w *= factor;
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vb.h *= factor;
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vb.x = cx - vb.w * 0.5;
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vb.y = cy - vb.h * 0.5;
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state.window.request_redraw();
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}
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WindowEvent::RedrawRequested => {
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let vb_copy = *vb;
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state.render(vb_copy);
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}
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_ => {}
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}
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}
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}
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fn main() {
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env_logger::init();
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let event_loop = EventLoop::new().expect("Event-Loop erstellen");
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event_loop.set_control_flow(winit::event_loop::ControlFlow::Wait);
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let mut app = App::default();
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event_loop.run_app(&mut app).expect("App laufen lassen");
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}
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