ajout material et pipeline_cache
This commit is contained in:
+10
-4
@@ -1,10 +1,16 @@
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//! # Configuration Module
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//!
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//! Holds shared constants for the WSG library, such as shader paths and other compilation-time values.
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//! This module centralizes configuration so that it can be imported by any submodule without duplicating literals.
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//! Holds shared constants for the WSG library — primarily shader paths and embedded WGSL source code.
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//! Centralized here so all submodules import from one place instead of duplicating literal strings.
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//! This enables the PipelineCache to fall back to an embedded default shader when the file-based one is missing.
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//!
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//! ## Interaction with Other Modules
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//! - **pipeline_cache::load_shader()** reads `BASIC_SHADER_PATH` from disk; if unreadable, falls back to `BASIC_SHADER`.
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//! - Both constants are compile-time values (`include_str!`) ensuring the fallback shader is always available even without external files.
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/// Path to the default WGSL shader file (runtime).
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/// Path to the default WGSL shader file on disk (runtime). Used by PipelineCache::load_shader() for file-based loading.
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pub const BASIC_SHADER_PATH: &str = "assets/shaders/basic_shader.wgsl";
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/// The basic WGSL shader source, embedded at compile time as a fallback.
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/// The basic WGSL shader source code, embedded at compile time via `include_str!`.
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/// Serves as a fallback when `BASIC_SHADER_PATH` cannot be read at runtime.
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pub const BASIC_SHADER: &str = include_str!("../assets/shaders/basic_shader.wgsl");
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+10
-1
@@ -1,6 +1,13 @@
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//! # Context Module
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//!
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//! Initializes the GPU, creates the surface, and holds the Device and Queue. It is static (created once at startup).
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//! The **Manager** layer of the architecture — owns hardware resource lifecycle (Device, Queue, Surface).
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//! Initializes the GPU at startup; orchestrates frame-by-frame rendering via begin_frame() / end_frame().
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//! Does not own rendering logic (that belongs to Renderer) or shader compilation (PipelineCache).
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//!
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//! ## Interaction with Other Modules
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//! - **renderer**: receives Device/Queue references to write rendered output into the TextureView.
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//! - **pipeline_cache**: requires Device reference during pipeline creation in Context::new().
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//! - **error**: returns WsgError variants from all fallible methods.
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use std::sync::Arc;
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use wgpu::{Adapter, Device, Instance, Queue, Surface};
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@@ -27,6 +34,7 @@ impl Context {
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/// Initializes the WGPU context. Creates the surface from the window, requests a device from the adapter,
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/// and stores all required objects (instance, surface, adapter, device, queue).
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/// Called once at application startup. Returns an error if GPU initialization fails.
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/// Internal steps: 1) create Instance → 2) create Surface bound to Window lifecycle → 3) request_adapter for compatible GPU → 4) request_device for Device + Queue.
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pub async fn new(window: Arc<Window>) -> Result<Self, WsgError> {
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// WGPU instance
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let instance = wgpu::Instance::default();
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@@ -64,6 +72,7 @@ impl Context {
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/// Inputs: adapter (GPU capabilities), width/height (surface resolution).
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/// Returns Ok(()) on success or SurfaceIncompatible if no SRGB format + alpha mode exist.
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/// Typically called by the renderer when window size changes.
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/// Internal steps: 1) get_capabilities(adapter) → 2) find SRGB format (fallback to first available) → 3) select first alpha mode → 4) build SurfaceConfiguration → 5) configure() the surface.
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pub fn configure(
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&self,
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adapter: &wgpu::Adapter,
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+16
-10
@@ -1,7 +1,13 @@
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//! # Error Module
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//!
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//! Defines `WsgError`, the application-level error type for all WGPU operations.
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//! Every variant maps a specific failure mode to a user-friendly message via `thiserror`.
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//! Defines `WsgError`, the application-level error type for all WGPU operations in Context and Renderer methods.
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//! Every variant maps a specific failure mode to a user-friendly message via `thiserror`. Errors propagate up through
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//! Context's GPU initialization/rendering flow back to the orchestrator (main.rs), which handles them by skipping frames,
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//! reconfiguring surfaces, or crashing gracefully.
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//!
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//! ## Interaction with Other Modules
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//! - **context** uses WsgError as return types for `new()`, `configure()`, and `begin_frame()`.
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//! - **renderer** does not use errors directly (render panics on invalid state rather than returning Result).
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use thiserror::Error;
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@@ -34,8 +40,8 @@ pub enum WsgError {
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ShaderError(String),
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/// An internal WGPU error propagated from a device request failure.
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/// Automatically converted via `thiserror`'s `#[from]`.
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/// Caller: `Context::new()` — maps `wgpu::RequestDeviceError` into this variant.
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/// Automatically converted via `thiserror`'s `#[from]` from `wgpu::RequestDeviceError`.
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/// Caller: `Context::new()` — maps the wgpu error into this variant automatically.
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#[error("Internal WGPU error: {0}")]
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InternalWgpu(#[from] wgpu::RequestDeviceError),
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@@ -51,28 +57,28 @@ pub enum WsgError {
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#[error("No compatible render format or alpha mode found for the surface")]
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SurfaceIncompatible,
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/// A timeout was encountered while acquiring a surface texture. Skip this frame and retry.
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/// A timeout was encountered while acquiring a surface texture. Skip this frame and retry. Caller: `Context::begin_frame()`.
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#[error("Frame acquisition timed out")]
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FrameTimeout,
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/// The window is occluded (minimized or behind another window). Skip until visible.
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/// The window is occluded (minimized or behind another window). Skip until visible. Caller: `Context::begin_frame()`.
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#[error("Window is occluded")]
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Occluded,
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/// The underlying surface changed — call configure() before retrying.
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/// The underlying surface changed — call configure() before retrying. Caller: `Context::begin_frame()` on surface mismatch.
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#[error("Surface configuration outdated; reconfigure required")]
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Outdated,
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/// The surface has been lost and needs to be recreated.
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/// The surface has been lost and needs to be recreated. Caller: `Context::begin_frame()` on surface loss.
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#[error("Surface lost")]
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Lost,
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/// A validation error inside get_current_texture() was raised.
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/// A validation error inside get_current_texture() was raised. Caller: `Context::begin_frame()`.
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#[error("Validation error during frame acquisition")]
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Validation,
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/// Successfully acquired the surface texture but it no longer matches the surface properties.
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/// Reconfigure recommended for optimal performance.
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/// Reconfigure recommended for optimal performance. Caller: `Context::begin_frame()` on suboptimal acquire.
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#[error("Acquired suboptimal surface texture; reconfigure recommended")]
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SuboptimalTexture,
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}
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+20
-1
@@ -1,8 +1,27 @@
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//! # WSG Library — Public API Surface
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//!
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//! Re-exports all submodules so consumers can access types via `wsg::mesh::Mesh`, etc.
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//! The library's core responsibility is to abstract five wgpu objects (Instance, Surface, Adapter, Device, Queue)
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//! into a single Context for simpler user interaction.
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//!
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//! ## Module Interactions
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//! - **context** owns hardware resources (Device, Queue, Surface) across the frame lifecycle.
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//! - **pipeline_cache** compiles WGSL shaders into RenderPipelines once, caching them via HashMap + Arc.
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//! - **material** requests pipelines from PipelineCache to define per-object appearance.
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//! - **mesh** holds vertex/index buffers sent to the GPU once at creation time.
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//! - **renderer** orchestrates draw calls using Material + Mesh references passed in at render time.
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//! - **vertex** defines the CPU-side vertex layout matching GPU shader input attributes.
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//! - **error** provides application-level error types mapping each failure mode to a message.
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//! - **conf** centralizes shared constants like shader paths and embedded fallback sources.
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pub mod conf;
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pub mod context;
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pub mod error;
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pub mod material;
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pub mod mesh;
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pub mod pipeline_cache;
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pub mod renderer;
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pub mod vertex;
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pub use error::WsgError; // Pour permettre un import direct du type
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/// Re-export of the application-level error type for direct use by consumers.
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pub use error::WsgError; // For convenient import without path prefix
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@@ -0,0 +1,37 @@
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//! # Material Module
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//!
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//! Defines `Material`, a lightweight appearance descriptor that pairs a shader identifier with
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//! a shared RenderPipeline. Materials are created via PipelineCache to ensure pipeline reuse—
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//! multiple materials referencing the same shader_id point to the identical compiled GPU pipeline.
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use crate::pipeline_cache::PipelineCache;
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use std::sync::Arc;
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/// Lightweight appearance descriptor: links a shader ID to a shared RenderPipeline.
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/// Does not own the pipeline; holds an Arc for zero-copy sharing across objects using the same shader.
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pub struct Material {
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/// Unique shader identifier used to look up or create a compiled RenderPipeline in PipelineCache.
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pub shader_id: String,
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/// Shared reference to the compiled GPU render pipeline. Multiple Materials can share one through Arc cloning.
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pub pipeline: Arc<wgpu::RenderPipeline>,
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}
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impl Material {
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/// Creates a new Material by requesting the cache to provide (or create) its RenderPipeline.
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/// Inputs: device (GPU command source for pipeline creation), format (surface texture format),
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/// shader_id (unique key into PipelineCache), cache (mutable ref for potential insertion).
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/// Returns a Material holding the Arc-wrapped pipeline. Called at scene initialization time.
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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shader_id: &str,
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cache: &mut PipelineCache,
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) -> Self {
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// Request pipeline from cache — returns cached instance if already exists, creates new otherwise
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let pipeline = cache.get_or_create(device, format, shader_id);
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Self {
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shader_id: shader_id.to_string(),
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pipeline,
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}
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}
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}
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+15
@@ -1,14 +1,28 @@
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//! # Mesh Module
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//!
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//! Defines `Mesh`, a persistent GPU geometry container. Mesh data is uploaded to the GPU once at creation time
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//! and remains valid across all frames until dropped. It holds no rendering knowledge—only raw geometric data.
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use crate::vertex::Vertex;
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use wgpu::util::DeviceExt;
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/// Persistent GPU geometry: vertex positions, optional indices, and draw call counters.
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/// Created once via `Mesh::new()` during scene setup; referenced by Renderer for every frame.
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pub struct Mesh {
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/// GPU buffer containing vertex attribute data (position, UV, color).
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pub vertex_buffer: wgpu::Buffer,
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/// Optional GPU buffer for indexed drawing. Present when the mesh uses index-based rendering instead of simple vertex iteration.
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pub index_buffer: Option<wgpu::Buffer>,
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/// Number of vertices in the mesh. Used as `0..num_vertices` for non-indexed draws.
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pub num_vertices: u32,
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/// Number of indices in the index buffer. Used as `0..num_indices` for indexed draws.
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pub num_indices: u32,
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}
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impl Mesh {
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/// Creates a new Mesh by uploading vertex and optional index data to GPU buffers.
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/// Inputs: device (GPU command source), vertices (CPU-side vertex array), indices (optional CPU-side index array).
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/// Returns a Mesh with two GPU buffers ready for rendering. Called at scene initialization time only.
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pub fn new(device: &wgpu::Device, vertices: &[Vertex], indices: Option<&[u16]>) -> Self {
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Mesh Vertex Buffer"),
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@@ -16,6 +30,7 @@ impl Mesh {
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usage: wgpu::BufferUsages::VERTEX,
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});
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// Create optional index buffer and count indices if provided
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let (index_buffer, num_indices) = if let Some(data) = indices {
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let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Mesh Index Buffer"),
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@@ -0,0 +1,156 @@
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//! # PipelineCache Module
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//!
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//! Defines `PipelineCache`, the library's shader compilation cache. It owns WGSL shader loading and RenderPipeline
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//! creation, storing compiled pipelines in a HashMap keyed by shader_id + texture format to avoid duplicate GPU work.
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//! Materials request pipelines through this cache; if a pipeline for the given key exists, it is returned directly
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//! via Arc cloning. Otherwise the cache compiles one on-the-fly, caches it, then returns it.
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//!
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//! ## Interaction with Other Modules
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//! - **Material** calls `get_or_create()` during its own construction to obtain a shared RenderPipeline.
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//! - **conf::BASIC_SHADER** provides fallback WGSL source when an external file is not found.
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//! - **vertex::Vertex** defines the CPU-side layout that `build_pipeline` uses as the vertex buffer contract.
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//!
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//! ## Technical Points
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//! - Pipelines are stored behind `Arc` so multiple Materials share the same compiled object without copying.
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//! - wgpu 30 requires `compilation_options` in VertexState/FragmentState and `depth_slice` in color attachments.
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use crate::conf::BASIC_SHADER;
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use crate::vertex::Vertex;
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use std::collections::HashMap;
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use std::sync::Arc;
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/// Shader pipeline cache: maps (shader_id, format) keys to compiled RenderPipelines.
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/// Ensures each unique shader+format combination is compiled at most once; subsequent requests return cached instances.
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pub struct PipelineCache {
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/// Cached pipelines keyed by their shader identifier string.
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pipelines: HashMap<String, Arc<wgpu::RenderPipeline>>,
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}
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impl PipelineCache {
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/// Creates an empty pipeline cache with no pre-loaded shaders or pipelines.
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pub fn new() -> Self {
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Self {
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pipelines: HashMap::new(),
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}
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}
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/// Retrieves a cached RenderPipeline by shader_id, or creates one on-demand if not present.
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/// Inputs: device (GPU command source), format (surface texture format for fragment output),
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/// shader_id (unique key into the cache).
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/// Returns an Arc-wrapped RenderPipeline ready for rendering. Called by Material::new().
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pub fn get_or_create(
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&mut self,
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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shader_id: &str,
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) -> Arc<wgpu::RenderPipeline> {
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// Step 1: Return cached pipeline if it already exists for this shader_id
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if let Some(pipeline) = self.pipelines.get(shader_id) {
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return pipeline.clone();
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}
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// Step 2: Compile a new pipeline — loads shader and builds the GPU render pipeline
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// Note: In production you would load shaders specific to shader_id from files or embedded resources.
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let shader = self.load_shader(device, shader_id);
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let pipeline = Self::build_pipeline(device, format, &shader);
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// Step 3: Cache the new pipeline behind Arc and return it
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let pipeline_arc = Arc::new(pipeline);
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self.pipelines
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.insert(shader_id.to_string(), pipeline_arc.clone());
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pipeline_arc
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}
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/// Loads a WGSL shader module: reads from disk first, falls back to the embedded BASIC_SHADER constant.
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/// Called internally by `get_or_create()` when compiling a new pipeline.
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fn load_shader(&self, device: &wgpu::Device, path: &str) -> wgpu::ShaderModule {
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let source = std::fs::read_to_string(path).unwrap_or_else(|_| {
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println!("Shader not found: {}, falling back to default", path);
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BASIC_SHADER.to_string()
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});
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some(path),
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source: wgpu::ShaderSource::Wgsl(source.into()),
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})
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}
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/// Builds a RenderPipeline from a shader module, device, and surface texture format.
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/// Inputs: device (GPU command source), format (output texture format), shader (compiled WGSL module).
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/// Returns a fully configured RenderPipeline ready for draw calls. Called internally by `get_or_create()`.
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fn build_pipeline(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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shader: &wgpu::ShaderModule,
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) -> wgpu::RenderPipeline {
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// Define vertex attribute layout — the contract between CPU vertex data and GPU shader inputs.
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// Must match Vertex struct field offsets exactly.
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let vertex_buffer_layout = wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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}, // position
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wgpu::VertexAttribute {
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offset: 12,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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}, // uv
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wgpu::VertexAttribute {
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offset: 20,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x4,
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}, // color
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],
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};
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// Pipeline layout — defines bind group bindings (empty here; no uniform buffers used).
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// wgpu 30: `immediate_size` replaces `push_constant_ranges`.
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("render_pipeline_layout"),
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bind_group_layouts: &[],
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immediate_size: 0, // no var<immediate> used
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});
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// Create the full RenderPipeline — vertex state + fragment state + primitive configuration.
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: shader,
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// entry_point is now Option<&str> — Some to specify explicitly, None for auto-detection.
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entry_point: Some("vs_main"),
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compilation_options: Default::default(), // required field in wgpu 30
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buffers: &[Some(vertex_buffer_layout)],
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},
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fragment: Some(wgpu::FragmentState {
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module: shader,
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entry_point: Some("fs_main"),
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compilation_options: Default::default(), // required field in wgpu 30
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// targets is now &[Option<ColorTargetState>] — each wrapped in Some.
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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// multiview → replaced by multiview_mask (NonZeroU32) and cache fields in wgpu 30.
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multiview_mask: None,
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cache: None,
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})
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}
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/// Retrieves a cached RenderPipeline by shader_id without creating one.
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/// Inputs: shader_id (unique key into the cache).
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/// Returns Some(Arc<RenderPipeline>) if found, None otherwise. Called by renderer code for pipeline inspection.
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pub fn get(&self, shader_id: &str) -> Option<&Arc<wgpu::RenderPipeline>> {
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self.pipelines.get(shader_id)
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}
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}
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+54
-184
@@ -1,207 +1,77 @@
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//! # Renderer Module
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//!
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//! The **Specialist** layer of the architecture. Owns rendering logic — RenderPipeline, shaders, and vertex buffers.
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//! The **Specialist** (Executor) layer of the architecture. Owns rendering logic — orchestrates draw calls by binding
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//! Material pipelines and Mesh vertex buffers into a RenderPass, then submits commands to the GPU queue.
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//! Does not own hardware resources (Device, Queue); receives references when called by the orchestrator (main.rs).
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//! Interacts with Context via `begin_frame()` / `end_frame()`: receives a TextureView as input, writes rendered output to it.
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//! Does not own RenderPipelines or shaders — those are managed by PipelineCache and accessed through Material.
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//! Does not own Surface/TextureView — acquired from Context::begin_frame().
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//!
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//! ## Interaction with Other Modules
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//! - **context**: receives Device/Queue references and TextureView; does not call begin/end_frame itself.
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//! - **pipeline_cache**: indirectly via Material — Renderer uses pipelines that PipelineCache compiled.
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//! - **mesh**: passes vertex/index buffers into set_vertex_buffer/set_index_buffer during draw.
|
||||
//! - **material**: provides the RenderPipeline reference via set_pipeline during draw.
|
||||
|
||||
use crate::conf::BASIC_SHADER;
|
||||
use crate::vertex::Vertex;
|
||||
|
||||
// Required for `create_buffer_init` method on Device (wgpu::util::DeviceExt).
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
/// Renders geometry using a fixed RenderPipeline. This struct owns heavy objects
|
||||
/// (RenderPipeline) compiled once at creation time, avoiding per-frame allocation.
|
||||
pub struct Renderer {
|
||||
/// Pre-compiled pipeline defining vertex/fragment stages, layout, and blend state.
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
/// Default vertex buffer containing a fallback triangle (position + UV + color).
|
||||
default_buffer: wgpu::Buffer,
|
||||
/// Optional user-provided vertex buffer; replaces the default when set.
|
||||
user_buffer: Option<wgpu::Buffer>,
|
||||
}
|
||||
pub struct Renderer {}
|
||||
|
||||
impl Renderer {
|
||||
/// Creates the renderer by compiling the shader module and building the render pipeline.
|
||||
/// Inputs:
|
||||
/// - `device`: GPU device for resource creation
|
||||
/// - `format`: Color attachment format
|
||||
/// - `shader_path`: Optional custom WGSL shader file path; falls back to BASIC_SHADER if None.
|
||||
/// Returns the initialized Renderer owning the pipeline. Called once at application startup
|
||||
/// by the orchestrator (main.rs). The pipeline is compiled only here; subsequent calls are cheap.
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
shader_path: Option<&str>,
|
||||
) -> Self {
|
||||
let shader = Self::load_shader(device, shader_path);
|
||||
// 1. Define the default triangle vertices (position + UV + color).
|
||||
let vertices: &[Vertex] = &[
|
||||
Vertex {
|
||||
position: [0.0, 0.5, 0.0],
|
||||
uv: [0.5, 0.0],
|
||||
color: [1.0, 0.0, 0.0],
|
||||
},
|
||||
Vertex {
|
||||
position: [-0.5, -0.5, 0.0],
|
||||
uv: [0.0, 1.0],
|
||||
color: [0.0, 1.0, 0.0],
|
||||
},
|
||||
Vertex {
|
||||
position: [0.5, -0.5, 0.0],
|
||||
uv: [1.0, 1.0],
|
||||
color: [0.0, 0.0, 1.0],
|
||||
},
|
||||
];
|
||||
|
||||
// 2. Create the GPU vertex buffer from those vertices.
|
||||
let default_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Default Triangle Buffer"),
|
||||
contents: bytemuck::cast_slice(vertices),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
Self {
|
||||
render_pipeline: Self::build_pipeline(device, format, &shader),
|
||||
default_buffer,
|
||||
user_buffer: None, // User can set this later via update_shader or a setter.
|
||||
}
|
||||
/// Creates a new Renderer instance with no internal state — it is pure execution logic only.
|
||||
/// Called once at application startup; the same Renderer is reused for all frames.
|
||||
pub fn new() -> Self {
|
||||
Self {}
|
||||
}
|
||||
|
||||
/// Loads a WGSL shader module from the given path, falling back to BASIC_SHADER if no path is provided.
|
||||
pub fn load_shader(device: &wgpu::Device, path: Option<&str>) -> wgpu::ShaderModule {
|
||||
let source = match path {
|
||||
Some(p) => match std::fs::read_to_string(p) {
|
||||
Ok(s) => s,
|
||||
Err(_) => {
|
||||
println!(
|
||||
"no wsgl file shader found in assets/shaders/, internal basic shader applied instead"
|
||||
);
|
||||
BASIC_SHADER.to_string()
|
||||
}
|
||||
},
|
||||
None => BASIC_SHADER.to_string(),
|
||||
};
|
||||
device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some(path.unwrap_or("basic_shader")),
|
||||
source: wgpu::ShaderSource::Wgsl(source.into()),
|
||||
})
|
||||
}
|
||||
|
||||
/// Builds a render pipeline from a shader module, device, and format.
|
||||
fn build_pipeline(
|
||||
/// Orchestrates a single draw call: creates an encoder, starts a render pass, binds pipeline + buffers, draws, then submits commands.
|
||||
/// Inputs: device (GPU command source), queue (command submission target), view (surface texture output), mesh (geometry to draw), material (shader/pipeline).
|
||||
/// Returns nothing — side-effect: GPU executes the draw and presents to the surface. Called by the orchestrator (main.rs) once per frame.
|
||||
/// Internal steps: 1) create_command_encoder → 2) begin_render_pass in scoped block → 3) set_pipeline/set_vertex_buffer/draw → drop(render_pass) → 4) submit(encoder.finish()).
|
||||
pub fn render(
|
||||
&self,
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
shader: &wgpu::ShaderModule,
|
||||
) -> wgpu::RenderPipeline {
|
||||
// Define the vertex layout (the contract between CPU data and GPU shaders).
|
||||
let vertex_buffer_layout = wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute {
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
}, // Pos
|
||||
wgpu::VertexAttribute {
|
||||
offset: 12,
|
||||
shader_location: 1,
|
||||
format: wgpu::VertexFormat::Float32x2,
|
||||
}, // UV
|
||||
wgpu::VertexAttribute {
|
||||
offset: 20,
|
||||
shader_location: 2,
|
||||
format: wgpu::VertexFormat::Float32x3,
|
||||
}, // Color
|
||||
],
|
||||
};
|
||||
|
||||
// Pipeline layout (wgpu 30: `immediate_size` replaces `push_constant_ranges`).
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("render_pipeline_layout"),
|
||||
bind_group_layouts: &[],
|
||||
immediate_size: 0, // no var<immediate> used
|
||||
});
|
||||
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: shader,
|
||||
// entry_point is now Option<&str> — Some to specify the entry point explicitly, None to auto-detect.
|
||||
entry_point: Some("vs_main"),
|
||||
compilation_options: Default::default(), // new required field in wgpu 30
|
||||
buffers: &[Some(vertex_buffer_layout)],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: shader,
|
||||
entry_point: Some("fs_main"),
|
||||
compilation_options: Default::default(), // new required field in wgpu 30
|
||||
// targets is now &[Option<ColorTargetState>] — each target wrapped in Some.
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
// multiview → replaced by multiview_mask (NonZeroU32) and cache in wgpu 30.
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
})
|
||||
}
|
||||
|
||||
/// Hot-reloads a new WGSL shader and rebuilds the render pipeline.
|
||||
pub fn update_shader(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
shader_path: Option<&str>,
|
||||
queue: &wgpu::Queue,
|
||||
view: &wgpu::TextureView,
|
||||
mesh: &crate::mesh::Mesh,
|
||||
material: &crate::material::Material,
|
||||
) {
|
||||
let new_shader = Self::load_shader(device, shader_path);
|
||||
self.render_pipeline = Self::build_pipeline(device, format, &new_shader);
|
||||
}
|
||||
|
||||
/// Renders a single frame by encoding commands into a temporary CommandEncoder and submitting them to the queue.
|
||||
/// Inputs: `device` for command buffer creation, `queue` for submission, `view` as render target (from Context).
|
||||
/// Called by the orchestrator after begin_frame() returns the TextureView. The pipeline is invoked once per call;
|
||||
/// no persistent state is retained between frames.
|
||||
pub fn render(&self, device: &wgpu::Device, queue: &wgpu::Queue, view: &wgpu::TextureView) {
|
||||
// Create command encoder
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("render encoder"),
|
||||
});
|
||||
|
||||
// RenderPass start — depth_slice is a new required field in wgpu 30 for multisampled textures.
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view,
|
||||
resolve_target: None,
|
||||
depth_slice: None, // new field; None means no multisample resolve needed
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
..Default::default()
|
||||
});
|
||||
{
|
||||
// Block creation so render_pass is dropped before queue submit
|
||||
// RenderPass start — depth_slice is a new required field in wgpu 30 for multisampled textures.
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view,
|
||||
resolve_target: None,
|
||||
depth_slice: None, // new field; None means no multisample resolve needed
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// Pipeline call — draw with empty vertex buffers (geometry defined in shader)
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
let active_buffer = self.user_buffer.as_ref().unwrap_or(&self.default_buffer);
|
||||
render_pass.set_vertex_buffer(0, active_buffer.slice(..));
|
||||
render_pass.draw(0..3, 0..1); // Draw the 3 vertices of the selected triangle
|
||||
// Pipeline call — draw with empty vertex buffers (geometry defined in shader)
|
||||
render_pass.set_pipeline(&material.pipeline);
|
||||
|
||||
// if any indices
|
||||
if let Some(index_buffer) = &mesh.index_buffer {
|
||||
render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..mesh.num_indices, 0, 0..1);
|
||||
} else {
|
||||
render_pass.draw(0..mesh.num_vertices, 0..1);
|
||||
}
|
||||
}
|
||||
// Queue submit
|
||||
drop(render_pass);
|
||||
queue.submit(std::iter::once(encoder.finish()));
|
||||
}
|
||||
/// Utility to hide the "noise" of queue submission.
|
||||
/// Submits a completed command encoder to the GPU queue for execution.
|
||||
/// Inputs: queue (GPU command submission target), encoder (completed command buffer).
|
||||
/// Returns nothing — side-effect: GPU executes all recorded commands. Called by renderer code after render pass completion.
|
||||
pub fn submit_commands(&self, queue: &wgpu::Queue, encoder: wgpu::CommandEncoder) {
|
||||
queue.submit(std::iter::once(encoder.finish()));
|
||||
}
|
||||
|
||||
+16
-1
@@ -1,7 +1,22 @@
|
||||
//! # Vertex Module
|
||||
//!
|
||||
//! Defines `Vertex`, the CPU-side data layout that is sent to the GPU as vertex attribute buffers.
|
||||
//! The struct's field order and offsets must exactly match the shader input attributes defined in
|
||||
//! PipelineCache::build_pipeline() — any mismatch will corrupt GPU rendering output.
|
||||
//!
|
||||
//! ## Technical Points
|
||||
//! - `#[repr(C)]` ensures fields are laid out contiguously without Rust padding reordering, matching C ABI.
|
||||
//! - `bytemuck::Pod + bytemuck::Zeroable` enables safe `cast_slice()` conversion for GPU buffer uploads.
|
||||
|
||||
/// Per-vertex attribute tuple: position (3D), texture coordinate (2D), color (RGBA).
|
||||
/// Must match the vertex buffer layout in PipelineCache::build_pipeline() byte-for-byte.
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct Vertex {
|
||||
/// XYZ coordinates of this vertex in world space. Offset: 0 bytes.
|
||||
pub position: [f32; 3],
|
||||
/// UV texture coordinates. Offset: 12 bytes (after 3 × f32 = 12 bytes).
|
||||
pub uv: [f32; 2],
|
||||
pub color: [f32; 3],
|
||||
/// RGBA color values. Offset: 20 bytes (after 5 × f32 = 20 bytes).
|
||||
pub color: [f32; 4],
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user