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