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Jérôme Bousquié
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WSG is a Rust library that wraps [wgpu](https://github.com/gfx-rs/wgpu) and [winit](https://crates.io/crates/winit) for simple GPU drawing. It groups the five core wgpu objects (Instance, Surface, Adapter, Device, Queue) behind a single `Context`, adds small building blocks (`Mesh`, `Material`, `PipelineCache`, `Frame`), and exposes the low-level primitives for advanced users.
> **Status: unstable development version.** The manual workflow below is fully working, the high-level "declarative" workflow (automatic `App` scene rendering) works for flat/NDC drawing, and the **3D MVP is reached** : the `cube` example (Étape 5) renders a rotating, Phong-lit cube through `App::render_scene`. Since Étape 8, meshes are declared from a CPU `Geometry` (retained as `Arc<Geometry>` on the Mesh) instead of raw vertex arrays. The GPU-driven two-pass pipeline described in the architecture docs is **not implemented yet** — see [Status](#status) and [Roadmap](#roadmap).
> **Status: unstable development version.** The **declarative workflow** (`AppBuilder` + `App` + `AppHandler`) is the **recommended** path and is fully working: scene auto-rendering (`App::render_scene`), 3D Phong lighting, textures, shadows, camera and unified input — the `demo` example is the showcase. The **manual workflow** (`Context`/`Renderer`/`PipelineCache`) coexists for fine-grained control. Since Step 8, meshes are declared from a CPU `Geometry` (retained as `Arc<Geometry>` on the Mesh) instead of raw vertex arrays. The GPU-driven two-pass pipeline described in the architecture docs is **not implemented yet** — see [Status](#status) and [Roadmap](#roadmap).
## Status
| Area | State |
|------|-------|
| Manual workflow (`Context` + `Renderer` + `PipelineCache`) | ✅ Working |
| Manual workflow (`Context` + `Renderer` + `PipelineCache`) | ✅ Working (advanced — fine-grained control) |
| `App` / `AppBuilder` / `AppHandler` event-loop facade | ✅ Working — window, events, frame presentation, and **automatic scene rendering** (the per-frame view is exposed via `Frame::view()`) |
| `Scene` resource/entity registry | ✅ Working — the engine renders every registered entity automatically in one batched render pass (`App::render_scene`) |
| GPU-driven two-pass pipeline (Compute → indirect draw) | 📋 Roadmap — spec in [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) |
| 3D infrastructure (uniform bind groups, MVP + camera in the pipeline) | ✅ Working — the `Renderer` uploads per-frame camera matrices (active `Camera`) and per-entity world matrices to shared uniform buffers every frame; the **MVP is reached** (Étape 5) : the `cube` example renders a rotating Phong-lit cube via the `standard` shader |
| 3D infrastructure (uniform bind groups, MVP + camera in the pipeline) | ✅ Working — the `Renderer` uploads per-frame camera matrices (active `Camera`) and per-entity world matrices to shared uniform buffers every frame; the **MVP is reached** (Step 5) : the `cube` example renders a rotating Phong-lit cube via the `standard` shader |
Note: the `standard_shader.wgsl` (Phong, with an explicit **unlit** mode) is now the **single** shader the library ships. The old `basic_shader.wgsl` was removed as a separate pipeline family (Étape 5) : flat 2D drawing is the unlit variant of `standard` (`Renderer::set_unlit(true)` or `app.renderer_mut().set_unlit(true)`, DRAFT « 2D ⊂ 3D »). See the `cube` example (3D, lit) and the `simple` example (2D, unlit).
Note: the `standard_shader.wgsl` (Phong, with an explicit **unlit** mode) is now the **single** shader the library ships. The old `basic_shader.wgsl` was removed as a separate pipeline family (Step 5) : flat 2D drawing is the unlit variant of `standard` (`Renderer::set_unlit(true)` or `app.renderer_mut().set_unlit(true)`, DRAFT: "2D ⊂ 3D"). See the `cube` example (3D, lit) and the `simple` example (2D, unlit).
## What it does
### Manual workflow (working — recommended today)
### Declarative workflow (recommended)
Bypass the `App` facade and drive `Context`, `Renderer` and `PipelineCache` yourself. This is the only workflow that renders pixels today (same code as the `manual` example):
Register your scene once in `setup()`, then let `App` handle the window lifecycle, events,
input and frame presentation — **without importing wgpu or winit**. This is the workflow of
the `simple`, `cube`, `demo`, `shadow_test` and `spot_test` examples (excerpt below is `simple`):
```rust
use wsg_lib::app::AppBuilder;
use wsg_lib::resources::Geometry;
use wsg_lib::utils::WsgError;
use wsg_lib::AppHandler;
struct MonQuad;
impl AppHandler for MonQuad {
fn setup(&mut self, app: &mut wsg_lib::App) {
app.renderer_mut().set_unlit(true); // 2D flat (optional)
app.scene
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
.unwrap();
let geometry = Geometry::new(vec![
[-0.5, 0.5, 0.0],
[ 0.5, 0.5, 0.0],
[ 0.5, -0.5, 0.0],
[-0.5, -0.5, 0.0],
])
.with_normals(vec![[0.0, 0.0, 1.0]; 4])
.with_colors(vec![
[1.0, 0.0, 0.0, 1.0],
[0.0, 1.0, 0.0, 1.0],
[0.0, 0.0, 1.0, 1.0],
[1.0, 1.0, 0.0, 1.0],
])
.with_indices(vec![0, 1, 2, 0, 2, 3]);
app.scene.create_mesh("quad_mesh", geometry, None).unwrap(); // None = default material
app.scene.add_entity("quad", "quad_mesh").unwrap();
}
// `update(&mut self, app)` — your per-frame logic (empty default).
// `render(&mut self, app, frame)` — default: `app.render_scene(frame.view())`,
// the whole scene is drawn automatically in one pass per frame.
}
#[pollster::main]
async fn main() -> Result<(), WsgError> {
let app = AppBuilder::new().title("WSG Simple").build().await?;
app.run(MonQuad)
}
```
> API note: `Scene` methods currently return `Result<_, String>` — typed-error unification is
> on the roadmap. `Scene::create_mesh(id, geometry, material)` takes a CPU `Geometry` (source of
> truth, retained as `Arc<Geometry>` on the Mesh); `material = None` uses the scene's default
> material.
The full user documentation (meshes, materials, lights, shadows, camera & input, all examples)
lives in [docs/user](docs/user/README.md).
### Manual workflow (advanced — fine-grained control)
Bypass the `App` facade and drive `Context`, `Renderer` and `PipelineCache` yourself (same code
as the `manual` example):
```rust
use std::sync::Arc;
@@ -40,26 +98,26 @@ fn main() {
// Renderer + shader cache (falls back to the embedded shader if the file is missing)
// `set_unlit(true)` selects flat 2D rendering (the quad below is drawn in NDC space, unlit).
// Étape 9 : width/height size the depth buffer allocated inside the Renderer.
// Step 9: width/height size the depth buffer allocated inside the Renderer.
let mut renderer = Renderer::new(&context, format, 800, 600);
renderer.set_unlit(true);
let mut cache = PipelineCache::new(Arc::new(context.device.clone()));
cache.register_shader("standard", utils::STANDARD_SHADER_PATH).unwrap();
// Material + mesh (Étape 8 : le mesh est construit depuis une `Geometry` — positions,
// attributs optionnels en builder, défauts blancs via `to_vertices`).
// Material + mesh (Step 8: the mesh is built from a `Geometry` — positions,
// optional attributes via builder, white defaults via `to_vertices`).
let material = Material::new(renderer.format(), "standard", &mut cache);
let geometry = Geometry::new(vec![
[-0.5, 0.5, 0.0], // Haut-Gauche
[ 0.5, 0.5, 0.0], // Haut-Droite
[ 0.5, -0.5, 0.0], // Bas-Droite
[-0.5, -0.5, 0.0], // Bas-Gauche
[-0.5, 0.5, 0.0], // top-left
[ 0.5, 0.5, 0.0], // top-right
[ 0.5, -0.5, 0.0], // bottom-right
[-0.5, -0.5, 0.0], // bottom-left
])
.with_colors(vec![
[1.0, 0.0, 0.0, 1.0], // Rouge
[0.0, 1.0, 0.0, 1.0], // Vert
[0.0, 0.0, 1.0, 1.0], // Bleu
[1.0, 1.0, 0.0, 1.0], // Jaune
[1.0, 0.0, 0.0, 1.0], // red
[0.0, 1.0, 0.0, 1.0], // green
[0.0, 0.0, 1.0, 1.0], // blue
[1.0, 1.0, 0.0, 1.0], // yellow
])
.with_indices(vec![0, 1, 2, 0, 2, 3]);
let mesh = Mesh::from_geometry(renderer.device(), Arc::new(geometry), None);
@@ -81,52 +139,11 @@ fn main() {
}
```
### Declarative workflow (work in progress)
The intended API: register your scene's resources and entities once, then let `App` handle the window lifecycle, event processing and frame presentation. Users implement the `AppHandler` trait to inject per-frame logic:
```rust
use wsg_lib::app::AppBuilder;
use wsg_lib::{App, AppHandler};
struct MyGame;
impl AppHandler for MyGame {
// update() has an empty default — implement it to mutate scene state each frame.
// render(app, frame) has a default that draws the whole scene automatically via
// app.render_scene(frame.view()). You don't need to implement it for the common case.
}
#[pollster::main]
async fn main() -> Result<(), wsg_lib::utils::WsgError> {
let app = AppBuilder::new().build().await?;
// Register your scene once (string IDs), then App renders it automatically each frame.
// Since Étape 7 the Scene owns the pipeline cache: build materials/meshes through it and
// link the material to the mesh (no material_id on the entity anymore).
// Since Étape 8 meshes are declared from a `Geometry` (positions + optional attributes).
// app.renderer_mut().set_unlit(true); // select flat 2D rendering (optional)
// app.scene.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)?;
// app.scene.add_material_shader("mat", "standard")?; // build via the Scene's cache
// let geometry = wsg_lib::resources::Geometry::new(vec![[-0.5,0.5,0.0],[0.5,0.5,0.0]])
// .with_colors(vec![[1.0,0.0,0.0,1.0],[0.0,1.0,0.0,1.0]]);
// app.scene.create_mesh("quad", geometry, Some("mat"))?; // mesh links its Material
// app.scene.add_entity("my_quad", "quad")?;
app.run(MyGame)
}
```
> API note: `Scene::register_shader` / `add_material_shader` / `create_mesh` / `add_entity` and
> `PipelineCache::register_shader` currently return `Result<_, String>` — typed error unification
> is on the roadmap. Since Étape 8, `Scene::create_mesh(id, geometry, material)` takes a CPU
> `Geometry` (source of truth, retained on the Mesh) instead of raw `&[Vertex]`.
## Architecture overview
- **Manager layer (`Context`)** — owns the GPU hardware lifecycle (Instance → Surface → Adapter → Device → Queue). Created once at startup; `configure()` sets up the swapchain, `Frame` wraps each frame's surface texture + view.
- **Executor layer (`Renderer`)** — binds a `Material` pipeline + `Mesh` buffers into a RenderPass and submits the commands. Rendering a whole `Scene` (`render_scene`) batches all entities into **one encoder + one submit per frame**; the low-level `render` still allocates one per object.
- **Supporting pieces** — `PipelineCache` (shader → compiled RenderPipeline, `Arc`-shared), `Material`, `Geometry`/`Mesh`/`Vertex`, `Scene` (string-ID registry), `Camera`/`Transform` (active camera wired to the frame uniforms, Étape 4.3). `Geometry` is the CPU source of truth (positions/normals/UVs/colors), `Mesh` uploads it to GPU buffers and retains the `Arc<Geometry>`, `Vertex` is the interleaved upload contract (Étape 8).
- **Supporting pieces** — `PipelineCache` (shader → compiled RenderPipeline, `Arc`-shared), `Material`, `Geometry`/`Mesh`/`Vertex`, `Scene` (string-ID registry), `Camera`/`Transform` (active camera wired to the frame uniforms, Step 4.3). `Geometry` is the CPU source of truth (positions/normals/UVs/colors), `Mesh` uploads it to GPU buffers and retains the `Arc<Geometry>`, `Vertex` is the interleaved upload contract (Step 8).
The planned target architecture — a GPU-driven two-pass pipeline (Compute Pass: world matrices + frustum culling → Indirect Draw Buffer, then a single `draw_indexed_indirect` per frame) — is specified in [docs/tech/ARCHI_APP.md](docs/tech/ARCHI_APP.md) and [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) but is **not implemented yet**.
@@ -135,16 +152,21 @@ The planned target architecture — a GPU-driven two-pass pipeline (Compute Pass
| Concept | Type | Responsibility | Status |
|---------|------|---------------|--------|
| App / AppBuilder | Facade | Window lifecycle + winit event loop + frame presentation | ✅ (auto scene rendering via `App::render_scene`) |
| AppHandler | Trait | User-defined `update()` / `render()` callbacks | ✅ (`Frame::view()` exposed; default `render` draws the scene) |
| AppHandler | Trait | User-defined `setup()` / `update()` / `render()` callbacks | ✅ (default `render` draws the scene via `App::render_scene`) |
| Scene | Struct | String-ID registry: meshes, materials, entities | ✅ (registry auto-rendered by the facade) |
| Context | Struct | GPU hardware lifecycle (Instance, Surface, Adapter, Device, Queue) | ✅ |
| Renderer | Struct | Binds Material + Mesh into a RenderPass, submits | ✅ (`render_scene` batches one pass/frame) |
| PipelineCache | Struct | Shader → compiled RenderPipeline cache | ✅ |
| Material | Struct | Shader ID → RenderPipeline | ✅ |
| Geometry | Struct | CPU-side scattered vertex data (positions/normals/UVs/colors/indices), source of truth | ✅ (Étape 8 — retained `Arc<Geometry>` on Mesh) |
| Geometry | Struct | CPU-side scattered vertex data (positions/normals/UVs/colors/indices), source of truth | ✅ (Step 8 — retained `Arc<Geometry>` on Mesh) |
| Mesh / Vertex | Struct | GPU geometry container / CPU-side interleaved upload tuple | ✅ |
| Frame | Struct | Per-frame RAII wrapper (surface texture + view) | ✅ |
| Camera / Transform | Struct | Camera & transform math | ✅ Active camera + transform wired to per-frame uniforms (Étape 4.3) |
| Camera / Transform | Struct | Camera & transform math | ✅ Active camera + transform wired to per-frame uniforms (Step 4.3) |
| Texture | Struct | GPU diffuse image (device + view + sampler, `Rgba8UnormSrgb`) | ✅ (Step 10 — `from_rgba8`/`from_bytes`/`from_file`/`white_placeholder`) |
| Lights / Light | Struct | Scene-wide light list (directional + point + spot, `MAX_LIGHTS = 8`) + ambient | ✅ (Steps 12-13) |
| CameraController | Struct | Orbital camera (yaw/pitch/distance/target; `orbit`/`zoom`/`reset`/`apply_to`) | ✅ (Step 15.C) |
| InputState | Struct | Unified keyboard/mouse state (pressed/held/released, mouse delta, scroll) | ✅ (Step 15.B — `app.input`) |
| math::primitives | Module | Procedural `Geometry` generators (cube, plane, uv_sphere, icosphere, cylinder, cone, torus) | ✅ (Step 15.A) |
## Getting started
@@ -153,42 +175,55 @@ WSG is **not published on crates.io** — depend on it by path:
```toml
[dependencies]
wsg-lib = { path = "/path/to/wsg/lib" }
pollster = "0.4" # only if you use the async AppBuilder
pollster = { version = "1", features = ["macro"] } # for #[pollster::main] (async AppBuilder)
winit = "0.30" # only if your code mentions winit types (KeyCode, MouseButton)
```
| Action | Command |
|--------|---------|
| Build everything | `cargo build --workspace` |
| Run the showcase (primitives, lights, shadows, orbital camera) | `cargo run -p wsg-lib --example demo` |
| Run the 3D MVP example | `cargo run -p wsg-lib --example cube` |
| Run the working example | `cargo run -p wsg-lib --example manual` |
| Run the minimal example | `cargo run -p wsg-lib --example simple` |
| Run the shadow / spot light showcases | `cargo run -p wsg-lib --example shadow_test` / `cargo run -p wsg-lib --example spot_test` |
| Run the advanced (manual) example | `cargo run -p wsg-lib --example manual` |
| Check everything (incl. examples) | `cargo check --all-targets` |
The `manual` example is the reference for the low-level workflow. The `simple` example (App facade) registers a colored quad and renders it automatically through the declarative path — it draws a scene without importing wgpu. The `cube` example (Étape 5) demonstrates the 3D MVP: a rotating Phong-lit cube, also through the declarative path and without importing wgpu.
The `demo` example is the showcase: one of each primitive, procedural textures, three lights, a shadow-casting light and a live orbital camera. `simple` is the minimal declarative app (a colored quad, unlit); `cube` is the 3D MVP (a rotating Phong-lit, textured cube); `shadow_test` and `spot_test` isolate the shadow and spot-light systems; `manual` is the reference for the low-level workflow. All of them except `manual` use the declarative path and draw a scene **without importing wgpu**.
## Documentation
The architecture docs live in `docs/tech/` and are written in **French**. Each document states whether it describes the **current** (implemented) state or the **target** (planned, not yet implemented) architecture:
Three layers (user docs and API reference in **English**; technical docs in **French**):
- [ARCHI_APP](docs/tech/ARCHI_APP.md) — engine architecture. 🎯 **Target** — the GPU-driven two-pass pipeline parts are not implemented yet.
**User documentation — [docs/user](docs/user/README.md)** (how to use the API, no wgpu knowledge needed):
- [Quickstart](docs/user/quickstart.md) — first window, first object, in ~30 lines
- [Meshes](docs/user/meshes.md) · [Materials & textures](docs/user/materials.md) · [Lights](docs/user/lights.md)
- [Shadows](docs/user/shadows.md) · [Camera & input](docs/user/camera-input.md) · [Examples](docs/user/examples.md)
**Technical documentation — `docs/tech/`** (internal architecture; each document states whether it describes the **current** or the **target** architecture):
- [ARCHI_APP](docs/tech/ARCHI_APP.md) — engine architecture. ✅ Current facade (`App`/`AppHandler`) / 🎯 **Target** — the GPU-driven two-pass pipeline parts are not implemented yet.
- [ARCHI_CPU_GPU](docs/tech/ARCHI_CPU_GPU.md) — CPU/GPU workload split specification. 🎯 **Target** — GPU-driven pipeline, ROADMAP Phase 3.
- [ARCHI_RENDU](docs/tech/ARCHI_RENDU.md) — update/render mutability model. 🎯 **Target** — model for the future scene auto-render.
- [ARCHI_RENDU](docs/tech/ARCHI_RENDU.md) — update/render mutability model. ✅ Current dichotomy (auto scene render) / 🎯 **Target** — material batching.
- [ARCHI_ARENES](docs/tech/ARCHI_ARENES.md) — 🎯 **Target/deferred** — slotmap generational handles; String IDs are used today.
- [FRAME_LOOP](docs/tech/FRAME_LOOP.md) — frame lifetime and resource persistence. ✅ **Current** — implemented.
**API reference** — full rustdoc: `cargo doc -p wsg-lib --no-deps` (every public type is documented).
## Roadmap
1. ✅ **Scene auto-rendering** — `App::render_scene` iterates registered entities and draws them in one encoder/submit per frame; the frame view is exposed to `AppHandler::render` for custom draws. (Done 2026-09-16.)
2. **GPU-driven two-pass pipeline** — Compute Pass (world matrices + frustum culling) filling an indirect draw buffer, single `draw_indexed_indirect` (see ARCHI_CPU_GPU).
3. **CPU→GPU transform sync** — persistent transform buffers with ring (triple) buffering.
4. ✅ **Real 3D pipeline (MVP atteint)** — MVP uniforms + camera support in the vertex shader. *(Engine plumbing done 2026-09-16 ; Étape 5, 2026-09-17 : `standard` branché sur l'exemple `cube` — un cube unitaire éclairé (Phong) qui tourne, rendu automatiquement par `App::render_scene`. Retrait de `basic` : le 2D plat = variante unlit de `standard` via `Renderer::set_unlit`.)*
4. ✅ **Real 3D pipeline (MVP reached)** — MVP uniforms + camera support in the vertex shader. *(Engine plumbing done 2026-09-16; Step 5, 2026-09-17: `standard` wired into the `cube` example — a unit cube lit (Phong) and spinning, rendered automatically by `App::render_scene`. Removal of `basic`: flat 2D = unlit variant of `standard` via `Renderer::set_unlit`.)*
5. **Typed resource handles** — keep String IDs for the MVP (current design, source of truth in `Scene`); slotmap-based generational handles (`ARCHI_ARENES.md`) are deferred to a later performance pass.
6. **Error unification** — replace `Result<_, String>` in `Scene`/`PipelineCache` with typed errors.
7. ✅ **CPU geometry storage (Étape 8)** — `Mesh` retains a shared `Arc<Geometry>` (CPU source of truth with colors) alongside its GPU buffers; meshes are declared from a `Geometry` via `Mesh::from_geometry`/`Scene::create_mesh(id, geometry, material)` instead of raw `&[Vertex]` arrays. (Done 2026-09-18; `transform` stays on `Entity` — deviation D3.)
8. ✅ **Diffuse textures (Étape 10, Phase 4.1)** — `resources::Texture` (GPU image: device+view+sampler, `Rgba8UnormSrgb`, loaders `from_rgba8`/`from_bytes`/`from_file`) attached to a `Material` as diffuse texture. The `standard` shader samples it via bind group **@2** (shared layout: sampler+texture); UVs are forwarded as vertex attribute location 2. Without a texture the material uses a shared 1×1 white placeholder so lit and unlit rendering are unchanged (no regression). The `cube` example now uses a procedural checkerboard texture. (Done 2026-09-18.)
9. ✅ **Window resize (Étape 11, Phase 4.4)** — `App::resize` reconfigures the surface (`Context::configure`) and recreates the depth texture (`Renderer::resize_depth`) together on each `WindowEvent::Resized`, so color and depth attachments always match. Guards against 0×0 (minimize). The surface format is re-synced to the Renderer and Scene if it ever changes. (Done 2026-09-18; verified at runtime on the `cube` example.)
10. ✅ **Multi-lighting (Étape 12, Phase 4.2)** — the scene now carries a global light list (directional + point) with a white ambient, uploaded into the per-frame `FrameUniforms` array each frame. `Scene::add_directional_light` / `add_point_light` / `set_ambient` / `clear_lights` configure it; `FrameUniforms::default()` (one white directional along +Z + white ambient) reproduces the pre-multi-light look exactly. The `standard` fragment accumulates ambient + all lights; the `cube` example adds a warm point light on top of the default directional. (Done 2026-09-18.)
11. ✅ **Spot lights (Étape 13, Phase 4.2)** — spot lights (oriented cone + half-angle) added on top of the multi-lighting system. `Scene::add_spot_light(pos, dir, color, intensity, radius, half_angle)` registers a spot light; the `standard` fragment accumulates a spot term with a smoothed penumbra (half-angle ± 0.1 rad) and linear attenuation. `Light` grew from 48 to 64 bytes (added `dir_angle`); `FrameUniforms` from 576 to 704 bytes (added `num_spot`). Non-regression: default scene unchanged. The `cube` example adds a green spot light aimed at the cube. (Done 2026-09-18.)
12. ✅ **Shadows — shadow mapping (Étape 14, Phase 4.2, optionnel)** — classic two-pass shadow mapping on a **single** light (directional or spot), selected by `Scene::set_shadow_caster(index)`. A depth-only pass (`shadow_shader.wgsl` + dedicated `shadow_pipeline`) renders the scene into a 1024² `Depth32Float` shadow map (`Renderer`-owned, slope-scaled depth bias); the `standard` fragment re-projects each fragment into light space and applies a **PCF 3×3** comparison-sampler test (bind group **@3**, shared). `FrameUniforms` grew from 704 to 784 bytes (`shadow_light_index`, `light_view_proj`, `shadow_params`). Shadows are **off by default** (`shadow_caster = None`) so `simple`/`cube`/`manual`/`spot_test` are unchanged. The `shadow_test` example casts a soft shadow from a cube onto a ground slab. (Done 2026-09-19.)
13. ✅ **Procedural primitive meshes (Étape 15.A)** — `math::primitives` provides drop-in `Geometry` generators (`cube`, `plane`, `uv_sphere`, `icosphere`, `cylinder`, `cone`, `torus`) with positions + per-face/smooth normals + UVs + indices. Re-exported at `math::*`. The `cube` and `spot_test` examples now reuse `math::cube(1.0)` (the `cube_geometry` helper was factored away; `shadow_test` keeps its generic `box_geometry`). (Done 2026-09-20; 6 unit tests.)
14. ✅ **Unified input (Étape 15.B)** — `core::input::InputState` gives cross-frame **pressed/held/released** semantics for keyboard (physical `KeyCode`) and mouse (buttons, position, per-frame delta, wheel scroll), rotated by `begin_frame`/`end_frame` around `AppHandler::update`. `App` exposes it as a public `input` field, fed from winit `WindowEvent`s and reset each frame. Gamepad is reserved/deferred (DRAFT D7). (Done 2026-09-20; 5 unit tests; winit event handling is host-driven on the CPU, not WGSL.)
15. ✅ **Orbital camera + final demo (Étape 15.C)** — `resources::CameraController` (yaw/pitch/distance/target, `apply_to` writes into a `Camera`, drag-orbit + wheel-zoom + clamps) drives the new `demo` example: one of each primitive, procedural textures, standard Phong material, a shadow-casting directional light + point + spot, and live mouse-orbit / wheel-zoom / `R` reset / `1`/`2`/`3` view presets. Run with `cargo run -p wsg-lib --example demo`. (Done 2026-09-20; runtime-verified headless.)
7. ✅ **CPU geometry storage (Step 8)** — `Mesh` retains a shared `Arc<Geometry>` (CPU source of truth with colors) alongside its GPU buffers; meshes are declared from a `Geometry` via `Mesh::from_geometry`/`Scene::create_mesh(id, geometry, material)` instead of raw `&[Vertex]` arrays. (Done 2026-09-18; `transform` stays on `Entity` — deviation D3.)
8. ✅ **Diffuse textures (Step 10, Phase 4.1)** — `resources::Texture` (GPU image: device+view+sampler, `Rgba8UnormSrgb`, loaders `from_rgba8`/`from_bytes`/`from_file`) attached to a `Material` as diffuse texture. The `standard` shader samples it via bind group **@2** (shared layout: sampler+texture); UVs are forwarded as vertex attribute location 2. Without a texture the material uses a shared 1×1 white placeholder so lit and unlit rendering are unchanged (no regression). The `cube` example now uses a procedural checkerboard texture. (Done 2026-09-18.)
9. ✅ **Window resize (Step 11, Phase 4.4)** — `App::resize` reconfigures the surface (`Context::configure`) and recreates the depth texture (`Renderer::resize_depth`) together on each `WindowEvent::Resized`, so color and depth attachments always match. Guards against 0×0 (minimize). The surface format is re-synced to the Renderer and Scene if it ever changes. (Done 2026-09-18; verified at runtime on the `cube` example.)
10. ✅ **Multi-lighting (Step 12, Phase 4.2)** — the scene now carries a global light list (directional + point) with a white ambient, uploaded into the per-frame `FrameUniforms` array each frame. `Scene::add_directional_light` / `add_point_light` / `set_ambient` / `clear_lights` configure it; `FrameUniforms::default()` (one white directional along +Z + white ambient) reproduces the pre-multi-light look exactly. The `standard` fragment accumulates ambient + all lights; the `cube` example adds a warm point light on top of the default directional. (Done 2026-09-18.)
11. ✅ **Spot lights (Step 13, Phase 4.2)** — spot lights (oriented cone + half-angle) added on top of the multi-lighting system. `Scene::add_spot_light(pos, dir, color, intensity, radius, half_angle)` registers a spot light; the `standard` fragment accumulates a spot term with a smoothed penumbra (half-angle ± 0.1 rad) and linear attenuation. `Light` grew from 48 to 64 bytes (added `dir_angle`); `FrameUniforms` from 576 to 704 bytes (added `num_spot`). Non-regression: default scene unchanged. The `cube` example adds a green spot light aimed at the cube. (Done 2026-09-18.)
12. ✅ **Shadows — shadow mapping (Step 14, Phase 4.2, optional)** — classic two-pass shadow mapping on a **single** light (directional or spot), selected by `Scene::set_shadow_caster(index)`. A depth-only pass (`shadow_shader.wgsl` + dedicated `shadow_pipeline`) renders the scene into a 1024² `Depth32Float` shadow map (`Renderer`-owned, slope-scaled depth bias); the `standard` fragment re-projects each fragment into light space and applies a **PCF 3×3** comparison-sampler test (bind group **@3**, shared). `FrameUniforms` grew from 704 to 784 bytes (`shadow_light_index`, `light_view_proj`, `shadow_params`). Shadows are **off by default** (`shadow_caster = None`) so `simple`/`cube`/`manual`/`spot_test` are unchanged. The `shadow_test` example casts a soft shadow from a cube onto a ground slab. (Done 2026-09-19.)
13. ✅ **Procedural primitive meshes (Step 15.A)** — `math::primitives` provides drop-in `Geometry` generators (`cube`, `plane`, `uv_sphere`, `icosphere`, `cylinder`, `cone`, `torus`) with positions + per-face/smooth normals + UVs + indices. Re-exported at `math::*`. The `cube` and `spot_test` examples now reuse `math::cube(1.0)` (the `cube_geometry` helper was factored away; `shadow_test` keeps its generic `box_geometry`). (Done 2026-09-20; 6 unit tests.)
14. ✅ **Unified input (Step 15.B)** — `core::input::InputState` gives cross-frame **pressed/held/released** semantics for keyboard (physical `KeyCode`) and mouse (buttons, position, per-frame delta, wheel scroll), rotated by `begin_frame`/`end_frame` around `AppHandler::update`. `App` exposes it as a public `input` field, fed from winit `WindowEvent`s and reset each frame. Gamepad is reserved/deferred (DRAFT D7). (Done 2026-09-20; 5 unit tests; winit event handling is host-driven on the CPU, not WGSL.)
15. ✅ **Orbital camera + final demo (Step 15.C)** — `resources::CameraController` (yaw/pitch/distance/target, `apply_to` writes into a `Camera`, drag-orbit + wheel-zoom + clamps) drives the new `demo` example: one of each primitive, procedural textures, standard Phong material, a shadow-casting directional light + point + spot, and live mouse-orbit / wheel-zoom / `R` reset / `1`/`2`/`3` view presets. Run with `cargo run -p wsg-lib --example demo`. (Done 2026-09-20; runtime-verified headless.)
16. ✅ **User documentation (Step 16, Phase 5)** — `docs/user/` (quickstart, meshes, materials, lights, shadows, camera & input, examples) written in English and cross-linked to each other, to the tech docs and to rustdoc; tech docs interlinked with their stale status banners refreshed; this README re-anchored (declarative workflow = recommended, manual = advanced, `demo` = showcase, pollster 1.x). (Done 2026-07-19.)