modif appbuilder
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@@ -0,0 +1,101 @@
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use std::sync::Arc;
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use winit::event_loop::EventLoop;
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use winit::window::WindowBuilder;
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use wsg_lib::core::Context;
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use wsg_lib::core::Frame;
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use wsg_lib::core::Renderer;
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use wsg_lib::pipeline::PipelineCache;
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use wsg_lib::resources::Material;
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use wsg_lib::resources::Mesh;
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use wsg_lib::resources::Vertex;
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use wsg_lib::utils;
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fn main() {
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println!(
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"Répertoire courant : {:?}",
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std::env::current_dir().unwrap()
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);
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let event_loop = EventLoop::new().unwrap();
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let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
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// 1. Initialisation
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let context = pollster::block_on(Context::new(window.clone())).expect("Échec init GPU");
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// Configuration de la surface et récupération du format
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let format = context
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.configure(&context.adapter, 800, 600)
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.expect("Échec configuration");
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// 2. Initialisation du Renderer (Il récupère tout ce dont il a besoin)
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let device = Arc::new(context.device.clone());
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let mut cache = PipelineCache::new(device);
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cache
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.register_shader("basic", utils::BASIC_SHADER_PATH)
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.unwrap();
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let renderer = Renderer::new(&context, format);
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// 3. Material : On utilise renderer.device() et renderer.format()
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let material = Material::new(renderer.format(), "basic", &mut cache);
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// Mesh : On utilise le device du renderer
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let vertices = [
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// Position (x,y,z) | Normale (x,y,z) | UV (u,v) | Couleur (r,g,b,a)
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Vertex {
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position: [-0.5, 0.5, 0.0],
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normal: [0.0, 0.0, 1.0],
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uv: [0.0, 0.0],
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color: [1.0, 0.0, 0.0, 1.0],
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}, // Haut-Gauche (Rouge)
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Vertex {
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position: [0.5, 0.5, 0.0],
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normal: [0.0, 0.0, 1.0],
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uv: [1.0, 0.0],
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color: [0.0, 1.0, 0.0, 1.0],
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}, // Haut-Droite (Vert)
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Vertex {
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position: [0.5, -0.5, 0.0],
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normal: [0.0, 0.0, 1.0],
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uv: [1.0, 1.0],
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color: [0.0, 0.0, 1.0, 1.0],
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}, // Bas-Droite (Bleu)
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Vertex {
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position: [-0.5, -0.5, 0.0],
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normal: [0.0, 0.0, 1.0],
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uv: [0.0, 1.0],
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color: [1.0, 1.0, 0.0, 1.0],
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}, // Bas-Gauche (Jaune)
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];
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let indices: [u16; 6] = [0, 1, 2, 0, 2, 3];
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let mesh = Mesh::new(renderer.device(), &vertices, Some(&indices));
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// Render loop
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event_loop
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.run(|event, elwt| {
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match event {
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winit::event::Event::AboutToWait => {
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window.request_redraw();
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}
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winit::event::Event::WindowEvent {
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event: winit::event::WindowEvent::RedrawRequested,
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..
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} => {
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if let Some(frame) = Frame::try_new(&context.surface) {
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// 1. Rendu (plus d'arguments device/queue inutiles)
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renderer.render(frame.view(), &mesh, &material);
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// 2. Présentation
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renderer.present(frame);
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}
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}
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winit::event::Event::WindowEvent {
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event: winit::event::WindowEvent::CloseRequested,
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..
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} => {
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elwt.exit(); // C'est ici que tu demandes à la boucle de s'arrêter
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}
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_ => (),
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}
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})
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.unwrap();
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}
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