feat(core): expose frame view and auto-render the scene
- AppHandler::render now receives the current &Frame; its default implementation renders the whole scene automatically via app.render_scene(frame.view()) (Option A). Users can simply not implement render for full auto-rendering. - Add Renderer::render_scene: batch-renders every scene entity in a single render pass. Factored per-mesh draw logic into a private draw_entity helper shared with Renderer::render. - Add App::render_scene(view) delegating to the Renderer. - Fill simple.rs with a real quad (mesh/material/entity) without importing wgpu; the scene now auto-renders via the trait default.
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+54
-12
@@ -21,6 +21,7 @@
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use crate::core::Context;
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use crate::core::Frame;
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use crate::resources::{Material, Mesh};
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use crate::scene::Scene;
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/// The Executor layer of the architecture. Holds shared references to Device and Queue from Context,
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/// plus the surface texture format. Executes WGPU rendering commands by binding Materials and Meshes
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@@ -80,18 +81,40 @@ impl Renderer {
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..Default::default()
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});
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render_pass.set_pipeline(&material.pipeline);
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if mesh.num_vertices > 0 {
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render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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} else {
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// If no vertices, skip drawing entirely (nothing to render)
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return;
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}
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if let Some(index_buffer) = &mesh.index_buffer {
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render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..mesh.num_indices, 0, 0..1);
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} else {
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render_pass.draw(0..mesh.num_vertices, 0..1);
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draw_entity(&mut render_pass, mesh, material);
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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}
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/// Renders every entity in `scene` into the given color view within a single batched render pass.
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/// This avoids allocating a separate encoder and render pass per entity (which the low-level
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/// `render` does), minimizing GPU submissions. Called automatically each frame by the default
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/// `AppHandler::render` through `App::render_scene`.
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/// Inputs: view — the frame's texture view color attachment; scene — the scene whose entities are drawn.
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pub fn render_scene(&self, view: &wgpu::TextureView, scene: &Scene) {
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("scene encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("scene render pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: wgpu::StoreOp::Store,
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},
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})],
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..Default::default()
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});
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for (_label, mesh, material) in scene.iter_entities() {
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draw_entity(&mut render_pass, mesh, material);
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}
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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@@ -116,3 +139,22 @@ impl Renderer {
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self.format
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}
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}
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/// Binds a Material pipeline and Mesh buffers into an active render pass and issues the draw call.
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/// Shared by `Renderer::render` and `Renderer::render_scene` to avoid duplicated draw logic.
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/// Draws indexed geometry when an index buffer exists, otherwise falls back to a non-indexed draw.
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/// Inputs: pass (active render pass), mesh (geometry to draw), material (pipeline to bind).
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fn draw_entity(pass: &mut wgpu::RenderPass<'_>, mesh: &Mesh, material: &Material) {
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if mesh.num_vertices == 0 {
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// No vertices — nothing to render.
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return;
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}
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pass.set_pipeline(&material.pipeline);
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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if let Some(index_buffer) = &mesh.index_buffer {
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pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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pass.draw_indexed(0..mesh.num_indices, 0, 0..1);
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} else {
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pass.draw(0..mesh.num_vertices, 0..1);
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}
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}
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