renderer render

This commit is contained in:
Jérôme Bousquié
2026-07-05 08:00:58 +02:00
parent d1b499570a
commit 7cc1fb845f
7 changed files with 142 additions and 29 deletions
Generated
+1
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@@ -2302,6 +2302,7 @@ checksum = "1ebf944e87a7c253233ad6766e082e3cd714b5d03812acc24c318f549614536e"
name = "wsg-lib" name = "wsg-lib"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"bytemuck",
"thiserror 2.0.18", "thiserror 2.0.18",
"wgpu", "wgpu",
"winit", "winit",
+6 -2
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@@ -1,20 +1,24 @@
//! # Basic Shader Module //! # Basic Shader Module
struct VertexInput { struct VertexInput {
@location(0) position: vec3<f32>, @location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>,
@location(2) color: vec3<f32>,
}; };
struct VertexOutput { struct VertexOutput {
@builtin(position) clip_position: vec4<f32>, @builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
}; };
@vertex @vertex
fn vs_main(model: VertexInput) -> VertexOutput { fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput; var out: VertexOutput;
out.clip_position = vec4<f32>(model.position, 1.0); out.clip_position = vec4<f32>(model.position, 1.0);
out.color = model.color; // On transmet la couleur au fragment shader
return out; return out;
} }
@fragment @fragment
fn fs_main() -> @location(0) vec4<f32> { fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.5, 0.2, 1.0); // Couleur orange return vec4<f32>(in.color, 1.0);
} }
+2 -1
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@@ -8,5 +8,6 @@ path = "lib.rs"
[dependencies] [dependencies]
wgpu = "30.0.0" # Vérifiez la version la plus récente 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" thiserror = "2"
bytemuck = { version = "1.25.0", features = ["derive"] }
+5 -1
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@@ -3,4 +3,8 @@
//! Holds shared constants for the WSG library, such as shader paths and other compilation-time values. //! 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. //! 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");
+1
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@@ -2,5 +2,6 @@ pub mod conf;
pub mod context; pub mod context;
pub mod error; pub mod error;
pub mod renderer; pub mod renderer;
pub mod vertex;
pub use error::WsgError; // Pour permettre un import direct du type pub use error::WsgError; // Pour permettre un import direct du type
+120 -25
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@@ -1,39 +1,123 @@
//! # Renderer Module //! # 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. //! 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::conf::BASIC_SHADER;
use crate::vertex::Vertex;
// On demande à Cargo de surveiller ce fichier (si le wsgl est modifié, mais pas la lib) // Required for `create_buffer_init` method on Device (wgpu::util::DeviceExt).
const _: &[u8] = include_bytes!("../assets/shaders/basic_shader.wgsl"); use wgpu::util::DeviceExt;
/// Renders geometry using a fixed RenderPipeline. This struct owns heavy objects /// Renders geometry using a fixed RenderPipeline. This struct owns heavy objects
/// (RenderPipeline) compiled once at creation time, avoiding per-frame allocation. /// (RenderPipeline) compiled once at creation time, avoiding per-frame allocation.
pub struct Renderer { pub struct Renderer {
/// Pre-compiled pipeline defining vertex/fragment stages, layout, and blend state. /// Pre-compiled pipeline defining vertex/fragment stages, layout, and blend state.
render_pipeline: wgpu::RenderPipeline, 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 { impl Renderer {
/// Creates the renderer by compiling the shader module and building the render pipeline. /// 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 /// 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. /// 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 { pub fn new(
// In wgpu 30, ShaderModuleDescriptor fields changed: label is Option<&str> (not Some(label)), device: &wgpu::Device,
// and source uses Cow<'_, str> instead of [u8]. format: wgpu::TextureFormat,
// BASIC_SHADER serves as both the debug label and the file path loaded at runtime shader_path: Option<&str>,
// (include_str!() requires a string literal, not a variable). ) -> Self {
// See assets/shaders/basic_shader.wgsl for the WGSL source — defines vs_main + fs_main stages. let shader = Self::load_shader(device, shader_path);
let shader_source = // 1. Define the default triangle vertices (position + UV + color).
std::fs::read_to_string(BASIC_SHADER).expect("Failed to read shader file"); let vertices: &[Vertex] = &[
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { Vertex {
label: Some(BASIC_SHADER), position: [0.0, 0.5, 0.0],
source: wgpu::ShaderSource::Wgsl(shader_source.into()), 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 = let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("render_pipeline_layout"), label: Some("render_pipeline_layout"),
@@ -41,18 +125,18 @@ impl Renderer {
immediate_size: 0, // no var<immediate> used 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"), label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout), layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState { 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 is now Option<&str> — Some to specify the entry point explicitly, None to auto-detect.
entry_point: Some("vs_main"), entry_point: Some("vs_main"),
compilation_options: Default::default(), // new required field in wgpu 30 compilation_options: Default::default(), // new required field in wgpu 30
buffers: &[], buffers: &[Some(vertex_buffer_layout)],
}, },
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
module: &shader, module: shader,
entry_point: Some("fs_main"), entry_point: Some("fs_main"),
compilation_options: Default::default(), // new required field in wgpu 30 compilation_options: Default::default(), // new required field in wgpu 30
// targets is now &[Option<ColorTargetState>] — each target wrapped in Some. // 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 → replaced by multiview_mask (NonZeroU32) and cache in wgpu 30.
multiview_mask: None, multiview_mask: None,
cache: 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. /// 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; /// Called by the orchestrator after begin_frame() returns the TextureView. The pipeline is invoked once per call;
/// no persistent state is retained between frames. /// no persistent state is retained between frames.
pub fn render(&self, device: &wgpu::Device, queue: &wgpu::Queue, view: &wgpu::TextureView) { 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 { let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("render encoder"), label: Some("render encoder"),
}); });
@@ -100,13 +193,15 @@ impl Renderer {
// Pipeline call — draw with empty vertex buffers (geometry defined in shader) // Pipeline call — draw with empty vertex buffers (geometry defined in shader)
render_pass.set_pipeline(&self.render_pipeline); 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 // Queue submit
drop(render_pass); drop(render_pass);
queue.submit(std::iter::once(encoder.finish())); 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) { pub fn submit_commands(&self, queue: &wgpu::Queue, encoder: wgpu::CommandEncoder) {
queue.submit(std::iter::once(encoder.finish())); queue.submit(std::iter::once(encoder.finish()));
} }
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@@ -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],
}