update demos et docs
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@@ -26,8 +26,7 @@ use crate::core::Frame;
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pub trait AppHandler {
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/// Called once by `App::run`, right after the window/GPU context are created (winit `resumed`).
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/// Use it to register shaders, build Meshes/Materials, and populate `app.scene` before the loop
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/// starts. This replaces the pre-`run` setup that was possible before the winit 0.30 migration.
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/// Default implementation does nothing.
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/// starts. Default implementation does nothing.
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/// Inputs: app — mutable reference to the fully-initialized App facade.
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fn setup(&mut self, _app: &mut App) {}
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/// Called once per frame before rendering begins. Used for physics updates, input processing,
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@@ -6,9 +6,8 @@ Contains WGSL shader source files used by the PipelineCache module. These are lo
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disk when referenced by their registered ID in PipelineCache.register_shader(). If a file is missing,
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PipelineCache falls back to the embedded STANDARD_SHADER constant defined in utils::conf.
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Since Step 5, only **one shader** remains: `standard_shader.wgsl` (Phong). The former
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`basic_shader.wgsl` was removed as a separate pipeline — flat 2D rendering is now the **unlit
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variant** of `standard` (decision ratified in the DRAFT: "2D ⊂ 3D").
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The directory contains a **single shader**: `standard_shader.wgsl` (Phong). Flat 2D rendering is
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the **unlit variant** of `standard`.
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## Files
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@@ -21,7 +20,7 @@ variant** of `standard` (decision ratified in the DRAFT: "2D ⊂ 3D").
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`standard_shader.wgsl` is WSG's unified (Phong) shader. It exposes the two bind groups shared
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by every material (Step 3: a single layout for all).
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### Vertex Input Layout (56-byte stride — correspond au `resources::Vertex`)
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### Vertex Input Layout (56-byte stride — matches `resources::Vertex`)
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| Location | Attribute | Type | Offset (bytes) |
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|----------|-----------|------|----------------|
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@@ -11,9 +11,9 @@
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//! - **app::AppBuilder** reads APP_DEFAULT_TITLE, APP_DEFAULT_WIDTH, and APP_DEFAULT_HEIGHT for default window configuration.
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/// Path to the standard (Phong) WGSL shader file on disk (runtime). Used by PipelineCache::load_shader()
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/// for file-based loading. This is the unified pipeline shader (Step 3: a single layout for all):
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/// for file-based loading. This is the unified pipeline shader (a single layout for all):
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/// it carries the full uniform contract (frame + object bind groups) and supports an unlit mode so flat
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/// 2D rendering is a special case of the 3D lit path. The `basic` family was removed (Step 5).
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/// 2D rendering is a special case of the 3D lit path.
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///
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/// NOTE: the shipped `assets/shaders/*.wgsl` files are OPTIONAL — when they are absent (library consumed
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/// from a checkout without the assets directory, or from a published crate), `PipelineCache::load_shader`
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