Nordstern-3D: Boden-Referenzraster + bessere Kamera-Steuerung
- Boden-Grid-Fläche auf y = baseElevation des aktiven Geschosses, ein-/ausschaltbar (Overlay-Button im Viewport, State in viewSlice grid3dVisible). Eigene LineList-Pipeline in der Engine (grid.rs, GRID_WGSL, geteilte View-Projection/Depth mit der Mesh-Pipeline), neue set_ground_grid(visible, elevation, extent, spacing)-Methode. Minor-Linien dezent, jede 5. als Major betont. - Kamera-Steuerung überarbeitet (vorher nur Mitte=Orbit, Pan auf Shift+Mitte versteckt): Links=Orbit, Mitte/Rechts=Pan (bewegen), Rad=Zoom zum Cursor. Laptop-freundlich, konsistent mit der 2D-Plan-Navigation (dort Mitte=Pan).
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@@ -82,3 +82,43 @@ fn fs_main(in : VsOut) -> @location(0) vec4<f32> {
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return vec4<f32>(shaded, 1.0);
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}
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"#;
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/// WGSL des Referenz-Bodengitters (grid.rs). Eigene, schlanke `LineList`-Pipeline:
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/// KONSTANTE Farbe (unlit — unabhaengig von Normalen/Licht), nur View-Projektion
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/// aus demselben `Globals`-Uniform (group(0) binding(0)) wie die Mesh-Pipeline.
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/// Vertex-Attribute: position (world), color (rgb). Depth-Test laeuft ueber den
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/// gemeinsamen Tiefenpuffer, sodass das Modell das Gitter korrekt verdeckt.
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pub const GRID_WGSL: &str = r#"
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struct Globals {
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view_proj : mat4x4<f32>,
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light_dir : vec4<f32>,
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sky_color : vec4<f32>,
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ground_color : vec4<f32>,
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sun_color : vec4<f32>,
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mode : vec4<f32>,
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};
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@group(0) @binding(0) var<uniform> globals : Globals;
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struct VsIn {
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@location(0) position : vec3<f32>,
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@location(1) color : vec3<f32>,
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};
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struct VsOut {
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@builtin(position) clip_pos : vec4<f32>,
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@location(0) color : vec3<f32>,
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};
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@vertex
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fn vs_main(in : VsIn) -> VsOut {
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var out : VsOut;
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out.clip_pos = globals.view_proj * vec4<f32>(in.position, 1.0);
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out.color = in.color;
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return out;
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}
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@fragment
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fn fs_main(in : VsOut) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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}
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"#;
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