2D-Plan-Renderer auf WebGL2 (GPU) + akkumulierter Funktionsstand
Neuer GPU-Renderer fuer den Grundriss (src/plan/glPlan/): Earcut-Tessellierung (konkav-faehig), gehrte Linienzuege (Miter), echte Papier-mm-Strichbreiten im Massstab (repliziert den SVG-printStrokeVb-Pfad), Hybrid mit scharfem SVG-Text- Overlay. GPU ist der Standardpfad; der SVG-Renderer bleibt automatischer Fallback, falls WebGL2/Shader nicht verfuegbar sind. Imperativer Pan (rAF + CSS-transform) fuer fluessige Interaktion ohne React-Re-Render je Frame. Enthaelt zudem den bisher nicht committeten Arbeitsstand des Browser-BIM (Oeffnungen, Treppen, Raeume, Decken, DXF-Export, Materialbibliothek, Kontext- Import, Tauri-Compute-Boundary-PoC).
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/**
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* React-Hook für den WebGL2-GPU-Plan-Renderer.
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* Verwaltet GL-Kontext, Shader, Geometrie-Cache und Render-Aufrufe.
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*
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* Fällt bei fehlendem WebGL2/Shader-Fehler still auf null zurück; der Aufrufer
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* (PlanView) behält dann den SVG-Pfad (Parität-Fallback).
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*/
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import { useCallback, useEffect, useRef, useState } from 'react';
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import type { Plan } from './generatePlan';
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import {
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compilePrimitivesToGpu,
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createFillProgram,
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createLineProgram,
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PlanGpuRenderer,
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type GpuGeometry,
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type ViewBox,
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} from './glPlan';
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/** Liest eine CSS-Custom-Property (z. B. "--sheet") als RGB[0..1] oder null. */
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function readCssColor(varName: string): [number, number, number] | null {
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if (typeof window === 'undefined') return null;
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const raw = getComputedStyle(document.documentElement).getPropertyValue(varName).trim();
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let h = raw.startsWith('#') ? raw.slice(1) : raw;
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if (h.length === 3) h = h[0] + h[0] + h[1] + h[1] + h[2] + h[2];
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if (h.length < 6) return null;
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const r = parseInt(h.slice(0, 2), 16);
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const g = parseInt(h.slice(2, 4), 16);
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const b = parseInt(h.slice(4, 6), 16);
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if (isNaN(r) || isNaN(g) || isNaN(b)) return null;
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return [r / 255, g / 255, b / 255];
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}
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export function useGlPlanRenderer(
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canvasRef: React.RefObject<HTMLCanvasElement | null>,
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enabled: boolean,
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) {
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const glRef = useRef<WebGL2RenderingContext | null>(null);
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const rendererRef = useRef<PlanGpuRenderer | null>(null);
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const geomRef = useRef<GpuGeometry | null>(null);
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// GL WIRKLICH aktiv (Kontext + Shader ok)? Steuert den SVG-Fallback: bei false
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// rendert der Aufrufer den vollen SVG-Pfad, bei true übernimmt die GL-Ebene.
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const [ready, setReady] = useState(false);
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// GL-Kontext + Shader einmal aufsetzen.
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useEffect(() => {
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if (!enabled || !canvasRef.current) {
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setReady(false);
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return;
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}
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let disposed = false;
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try {
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const gl = canvasRef.current.getContext('webgl2', {
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antialias: true,
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alpha: false,
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premultipliedAlpha: false,
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});
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if (!gl) {
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console.warn('WebGL2 nicht verfügbar → SVG-Fallback');
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return;
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}
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const fillProg = createFillProgram(gl);
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const lineProg = createLineProgram(gl);
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if (!fillProg || !lineProg) {
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console.warn('Shader-Kompilierung fehlgeschlagen → SVG-Fallback');
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return;
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}
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if (disposed) return;
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glRef.current = gl;
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const renderer = new PlanGpuRenderer(gl, fillProg, lineProg);
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// Löschfarbe theme-sicher aus --sheet (Zeichenblatt ist immer „Papier").
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const sheet = readCssColor('--sheet');
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if (sheet) renderer.setClearColor(sheet[0], sheet[1], sheet[2]);
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rendererRef.current = renderer;
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setReady(true);
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} catch (e) {
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console.warn('WebGL2-Init fehlgeschlagen:', e);
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glRef.current = null;
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rendererRef.current = null;
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setReady(false);
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}
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return () => {
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disposed = true;
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setReady(false);
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};
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}, [enabled, canvasRef]);
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/** Geometrie beim Plan-Wechsel neu tessellieren (einmalig, gecacht). */
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const updateGeometry = useCallback((plan: Plan) => {
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const gl = glRef.current;
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if (!gl || !plan) return;
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try {
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geomRef.current = compilePrimitivesToGpu(gl, plan.primitives);
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} catch (e) {
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console.warn('Tessellierung fehlgeschlagen:', e);
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geomRef.current = null;
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}
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}, []);
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/** Einen Frame zeichnen (Canvas-Größe + dpr hier abgleichen). */
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const render = useCallback(
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(viewBox: ViewBox, paperScaleN = 100) => {
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const gl = glRef.current;
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const renderer = rendererRef.current;
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const canvas = canvasRef.current;
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if (!gl || !renderer || !canvas) return;
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const rect = canvas.getBoundingClientRect();
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const dpr = window.devicePixelRatio || 1;
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const w = Math.max(1, Math.round(rect.width * dpr));
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const h = Math.max(1, Math.round(rect.height * dpr));
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if (canvas.width !== w || canvas.height !== h) {
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canvas.width = w;
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canvas.height = h;
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}
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renderer.render(geomRef.current, viewBox, { width: w, height: h }, paperScaleN);
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},
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[canvasRef],
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);
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return { render, updateGeometry, ready };
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}
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