a293ca9eb1
- Zweiter Vertex-Pfad [pos,normal,uv] via build_walls_mesh_textured, ABGELEITET aus dem fertigen Mesh (Positionen/Normalen/Indizes 1:1) -> Alt-Pfad [pos,normal,color] bitgleich; per Regressionstest belegt. - Prozedurale 256x256-Schachbrett-Textur (kein Asset, kein image-Crate), Sampler Linear/Repeat, Textur-Bind-Group group 1 (Globals bleibt group 0). - MESH_TEXTURED_WGSL: gleiche Beleuchtung wie MESH_WGSL, Albedo aus textureSample. Pipeline in Depth/MSAA/Color-Target bitidentisch zur Haupt-Pipeline. - UV planar in Metern: Mantel u=entlang Achse/v=Hoehe, Deckel u=x/v=z; weltraumstabil, keine Verzerrung an Gehrungen. 1 Kachel = 1 m. - spike3d: Taste T schaltet Shaded <-> Textured zur Laufzeit (kein Re-Meshing). - Feature-gegatet, Default-Build/-Darstellung unveraendert. cargo test 58 (default) / 59 (--features render, inkl. naga-Test MESH_TEXTURED_WGSL) gruen.
295 lines
10 KiB
Rust
295 lines
10 KiB
Rust
// Standalone-Fenster-Spike (Feature "window"): oeffnet ein winit-Fenster mit
|
|
// eigener wgpu-Surface und zeichnet eine Demo-Szene aus extrudierten Waenden (ein
|
|
// geschlossener Raum). Eine ORBIT-KAMERA laesst sich mit der Maus drehen (linke
|
|
// Taste ziehen = Yaw/Pitch) und mit dem Rad zoomen (Abstand). Nur die
|
|
// View-Projektions-Matrix aendert sich — kein Re-Meshing.
|
|
//
|
|
// Das ist bewusst der entkoppelte Rendering-Spike (M1): Rendering getrennt von der
|
|
// Tauri/Webview-Integration verifizieren. Die Anbindung unter die Webview
|
|
// (raw-window-handle) folgt in einem spaeteren Milestone.
|
|
//
|
|
// Start: cargo run --features window --bin spike3d
|
|
// (braucht eine aktive Wayland-/X11-Session; headless nicht sichtbar verifizierbar).
|
|
|
|
use std::sync::Arc;
|
|
|
|
use render3d::gpu::{RenderStyle, Renderer};
|
|
use render3d::math::orbit_eye;
|
|
use render3d::types::{Camera, Projection, WallInput};
|
|
|
|
use winit::application::ApplicationHandler;
|
|
use winit::event::{ElementState, KeyEvent, MouseButton, MouseScrollDelta, WindowEvent};
|
|
use winit::event_loop::{ActiveEventLoop, EventLoop};
|
|
use winit::keyboard::{KeyCode, PhysicalKey};
|
|
use winit::window::{Window, WindowId};
|
|
|
|
/// Demo-Szene: ein rechteckiger Raum (4 Aussenwaende) plus eine Innenwand. Achsen
|
|
/// in Meter; Dicke 0.2 m, Hoehe 2.6 m. Genug, um Extrusion, Tiefenpuffer und
|
|
/// Beleuchtung im Orbit zu beurteilen.
|
|
fn demo_walls() -> Vec<WallInput> {
|
|
let t = 0.2;
|
|
let ht = 2.6;
|
|
let grey = [0.82, 0.80, 0.76];
|
|
let mk = |a: [f32; 2], b: [f32; 2]| WallInput {
|
|
start: a,
|
|
end: b,
|
|
thickness: t,
|
|
height: ht,
|
|
base_elevation: 0.0,
|
|
color: grey,
|
|
openings: vec![],
|
|
layers: None,
|
|
holes: vec![],
|
|
};
|
|
// Raum 6 x 4 m.
|
|
vec![
|
|
mk([0.0, 0.0], [6.0, 0.0]), // Sued
|
|
mk([6.0, 0.0], [6.0, 4.0]), // Ost
|
|
mk([6.0, 4.0], [0.0, 4.0]), // Nord
|
|
mk([0.0, 4.0], [0.0, 0.0]), // West
|
|
mk([3.0, 0.0], [3.0, 2.5]), // Innenwand (Teilung)
|
|
]
|
|
}
|
|
|
|
/// Zielpunkt (Raum-Mitte in world) und Start-Abstand fuer die Orbit-Kamera.
|
|
fn scene_target() -> [f32; 3] {
|
|
// Raum 6x4 in der XZ-Ebene, Wandmitte-Hoehe ~1.3.
|
|
[3.0, 1.3, 2.0]
|
|
}
|
|
|
|
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("3d.device"),
|
|
required_features: wgpu::Features::empty(),
|
|
required_limits: wgpu::Limits::default(),
|
|
experimental_features: wgpu::ExperimentalFeatures::disabled(),
|
|
memory_hints: wgpu::MemoryHints::Performance,
|
|
trace: wgpu::Trace::Off,
|
|
}))
|
|
.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_walls(&device, &demo_walls());
|
|
|
|
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, camera: &Camera) {
|
|
// wgpu 29: `get_current_texture` liefert ein Enum statt eines Results —
|
|
// Suboptimal ist weiterhin praesentierbar, Lost/Outdated -> rekonfigurieren.
|
|
let frame = match self.surface.get_current_texture() {
|
|
wgpu::CurrentSurfaceTexture::Success(f)
|
|
| wgpu::CurrentSurfaceTexture::Suboptimal(f) => f,
|
|
wgpu::CurrentSurfaceTexture::Lost | wgpu::CurrentSurfaceTexture::Outdated => {
|
|
self.surface.configure(&self.device, &self.config);
|
|
return;
|
|
}
|
|
other => {
|
|
eprintln!("Surface-Fehler: {other:?}");
|
|
return;
|
|
}
|
|
};
|
|
let view = frame
|
|
.texture
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
self.renderer.render(
|
|
&self.device,
|
|
&self.queue,
|
|
&view,
|
|
camera,
|
|
(self.config.width, self.config.height),
|
|
);
|
|
frame.present();
|
|
}
|
|
}
|
|
|
|
/// Orbit-Zustand: Yaw/Pitch (Radiant) + Abstand. Steuert die Kamera-Position um
|
|
/// das feste Ziel (Raum-Mitte).
|
|
struct Orbit {
|
|
yaw: f32,
|
|
pitch: f32,
|
|
dist: f32,
|
|
}
|
|
|
|
impl Default for Orbit {
|
|
fn default() -> Self {
|
|
// Schraeg von vorn-oben-rechts, ~10 m Abstand.
|
|
Self {
|
|
yaw: std::f32::consts::FRAC_PI_4,
|
|
pitch: 0.5,
|
|
dist: 11.0,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Orbit {
|
|
fn camera(&self) -> Camera {
|
|
let target = scene_target();
|
|
Camera {
|
|
eye: orbit_eye(target, self.yaw, self.pitch, self.dist),
|
|
target,
|
|
up: [0.0, 1.0, 0.0],
|
|
projection: Projection::Perspective,
|
|
..Camera::default()
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(Default)]
|
|
struct App {
|
|
state: Option<GpuState>,
|
|
orbit: Orbit,
|
|
dragging: bool,
|
|
last_cursor: (f64, f64),
|
|
/// Darstellung: false = Shaded (Default, unveraendert), true = Textured
|
|
/// (prozedurales Schachbrett auf den Wandflaechen). Per Taste `T` umschaltbar.
|
|
textured: bool,
|
|
}
|
|
|
|
impl ApplicationHandler for App {
|
|
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
|
|
if self.state.is_some() {
|
|
return;
|
|
}
|
|
let attrs = Window::default_attributes().with_title("render3d — Spike (Orbit)");
|
|
let window = Arc::new(event_loop.create_window(attrs).expect("Fenster erstellen"));
|
|
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;
|
|
};
|
|
match event {
|
|
WindowEvent::CloseRequested => event_loop.exit(),
|
|
WindowEvent::Resized(size) => {
|
|
state.resize(size.width, size.height);
|
|
state.window.request_redraw();
|
|
}
|
|
WindowEvent::KeyboardInput {
|
|
event:
|
|
KeyEvent {
|
|
physical_key: PhysicalKey::Code(KeyCode::KeyT),
|
|
state: ElementState::Pressed,
|
|
repeat: false,
|
|
..
|
|
},
|
|
..
|
|
} => {
|
|
// `T` schaltet Shaded <-> Textured um (Laufzeit, kein Re-Meshing:
|
|
// der Renderer haelt beide Vertex-Puffer bereit).
|
|
self.textured = !self.textured;
|
|
let style = if self.textured {
|
|
RenderStyle::Textured
|
|
} else {
|
|
RenderStyle::Shaded
|
|
};
|
|
state.renderer.set_render_style(style);
|
|
state.window.request_redraw();
|
|
}
|
|
WindowEvent::MouseInput { state: s, button, .. } => {
|
|
if button == MouseButton::Left {
|
|
self.dragging = s == ElementState::Pressed;
|
|
}
|
|
}
|
|
WindowEvent::CursorMoved { position, .. } => {
|
|
if self.dragging {
|
|
// Maus-Delta -> Yaw/Pitch (Radiant je px). Pitch klemmt orbit_eye.
|
|
let dx = (position.x - self.last_cursor.0) as f32;
|
|
let dy = (position.y - self.last_cursor.1) as f32;
|
|
self.orbit.yaw -= dx * 0.01;
|
|
self.orbit.pitch += dy * 0.01;
|
|
let limit = std::f32::consts::FRAC_PI_2 - 0.01;
|
|
self.orbit.pitch = self.orbit.pitch.clamp(-limit, limit);
|
|
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,
|
|
};
|
|
// Rad -> Abstand (multiplikativ), geklemmt auf sinnvollen Bereich.
|
|
let factor = if step > 0.0 { 0.9 } else { 1.0 / 0.9 };
|
|
self.orbit.dist = (self.orbit.dist * factor).clamp(1.5, 200.0);
|
|
state.window.request_redraw();
|
|
}
|
|
WindowEvent::RedrawRequested => {
|
|
let cam = self.orbit.camera();
|
|
state.render(&cam);
|
|
}
|
|
_ => {}
|
|
}
|
|
}
|
|
}
|
|
|
|
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");
|
|
}
|