renderer render
This commit is contained in:
+2
-1
@@ -8,5 +8,6 @@ path = "lib.rs"
|
||||
|
||||
[dependencies]
|
||||
wgpu = "30.0.0" # Vérifiez la version la plus récente
|
||||
winit = "=0.29" # For window management — pinned to match examples
|
||||
winit = "0.29" # For window management — pinned to match examples
|
||||
thiserror = "2"
|
||||
bytemuck = { version = "1.25.0", features = ["derive"] }
|
||||
|
||||
+5
-1
@@ -3,4 +3,8 @@
|
||||
//! Holds shared constants for the WSG library, such as shader paths and other compilation-time values.
|
||||
//! This module centralizes configuration so that it can be imported by any submodule without duplicating literals.
|
||||
|
||||
pub const BASIC_SHADER: &str = "assets/shaders/basic_shader.wgsl";
|
||||
/// Path to the default WGSL shader file (runtime).
|
||||
pub const BASIC_SHADER_PATH: &str = "assets/shaders/basic_shader.wgsl";
|
||||
|
||||
/// The basic WGSL shader source, embedded at compile time as a fallback.
|
||||
pub const BASIC_SHADER: &str = include_str!("../assets/shaders/basic_shader.wgsl");
|
||||
|
||||
@@ -2,5 +2,6 @@ pub mod conf;
|
||||
pub mod context;
|
||||
pub mod error;
|
||||
pub mod renderer;
|
||||
pub mod vertex;
|
||||
|
||||
pub use error::WsgError; // Pour permettre un import direct du type
|
||||
|
||||
+120
-25
@@ -1,39 +1,123 @@
|
||||
//! # Renderer Module
|
||||
//!
|
||||
//! The **Specialist** layer of the architecture. Owns rendering logic — RenderPipeline, shaders, and buffers — but does not own hardware resources (Device, Queue). Receives references to those resources when called by the orchestrator (main.rs).
|
||||
//! The **Specialist** layer of the architecture. Owns rendering logic — RenderPipeline, shaders, and vertex buffers.
|
||||
//! Does not own hardware resources (Device, Queue); receives references when called by the orchestrator (main.rs).
|
||||
//! Interacts with Context via `begin_frame()` / `end_frame()`: receives a TextureView as input, writes rendered output to it.
|
||||
|
||||
use crate::conf::BASIC_SHADER;
|
||||
use crate::vertex::Vertex;
|
||||
|
||||
// On demande à Cargo de surveiller ce fichier (si le wsgl est modifié, mais pas la lib)
|
||||
const _: &[u8] = include_bytes!("../assets/shaders/basic_shader.wgsl");
|
||||
// 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>,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
/// Creates the renderer by compiling the shader module and building the render pipeline.
|
||||
/// Inputs: `device` for resource creation, `format` for color attachment format.
|
||||
/// 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) -> Self {
|
||||
// In wgpu 30, ShaderModuleDescriptor fields changed: label is Option<&str> (not Some(label)),
|
||||
// and source uses Cow<'_, str> instead of [u8].
|
||||
// BASIC_SHADER serves as both the debug label and the file path loaded at runtime
|
||||
// (include_str!() requires a string literal, not a variable).
|
||||
// See assets/shaders/basic_shader.wgsl for the WGSL source — defines vs_main + fs_main stages.
|
||||
let shader_source =
|
||||
std::fs::read_to_string(BASIC_SHADER).expect("Failed to read shader file");
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some(BASIC_SHADER),
|
||||
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
|
||||
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,
|
||||
});
|
||||
|
||||
// push_constant_ranges → removed in wgpu 30; replaced by immediate_size for var<immediate> support.
|
||||
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.
|
||||
}
|
||||
}
|
||||
|
||||
/// 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(
|
||||
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"),
|
||||
@@ -41,18 +125,18 @@ impl Renderer {
|
||||
immediate_size: 0, // no var<immediate> used
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
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: &[],
|
||||
buffers: &[Some(vertex_buffer_layout)],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
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.
|
||||
@@ -68,9 +152,18 @@ impl Renderer {
|
||||
// multiview → replaced by multiview_mask (NonZeroU32) and cache in wgpu 30.
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
});
|
||||
})
|
||||
}
|
||||
|
||||
Self { render_pipeline }
|
||||
/// 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>,
|
||||
) {
|
||||
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.
|
||||
@@ -78,7 +171,7 @@ impl Renderer {
|
||||
/// 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
|
||||
// Create command encoder
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("render encoder"),
|
||||
});
|
||||
@@ -100,13 +193,15 @@ impl Renderer {
|
||||
|
||||
// Pipeline call — draw with empty vertex buffers (geometry defined in shader)
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.draw(0..3, 0..1);
|
||||
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
|
||||
|
||||
// Queue submit
|
||||
drop(render_pass);
|
||||
queue.submit(std::iter::once(encoder.finish()));
|
||||
}
|
||||
// méthode utilitaire pour cacher le "bruit"
|
||||
/// Utility to hide the "noise" of queue submission.
|
||||
pub fn submit_commands(&self, queue: &wgpu::Queue, encoder: wgpu::CommandEncoder) {
|
||||
queue.submit(std::iter::once(encoder.finish()));
|
||||
}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct Vertex {
|
||||
pub position: [f32; 3],
|
||||
pub uv: [f32; 2],
|
||||
pub color: [f32; 3],
|
||||
}
|
||||
Reference in New Issue
Block a user