HDR
This commit is contained in:
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# WSG - WGPU Simple Graphics Library
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## Project Type
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Rust workspace (2024 edition) wrapping [wgpu](https://github.com/gfx-rs/wgpu) for simple 3D drawing operations.
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## Workspace Structure
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```
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Cargo.toml # workspace root — no dependencies here
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lib/Cargo.toml # wsg-lib crate: wgpu 30.0.0, winit 0.30
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examples/Cargo.toml # depends on wsg-lib via path reference
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lib/lib.rs # lib entry point
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lib/context.rs # Context type (aggregates wgpu objects: Instance, Surface, Adapter, Device, Queue)
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lib/renderer.rs # renderer implementation
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examples/src/main.rs # example binary
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```
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**Key convention**: `wsg-lib` is referenced from `examples/` via relative path (`path = "../lib"`). Do not publish this to crates.io as-is — it uses a local path dependency.
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## Essential Commands
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| Action | Command |
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|--------|---------|
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| Build everything | `cargo build --workspace` |
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| Run examples | `cargo run -p examples` |
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| Test | `cargo test --workspace` |
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| Check | `cargo check --workspace` |
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| Format | `cargo fmt --all` |
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No custom scripts or linting tooling beyond standard Cargo conventions.
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## Architecture Overview
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The library's purpose is to abstract the five core wgpu objects into a single **Context**:
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- **Instance** — GPU backend selection (Vulkan/Metal/DX12)
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- **Surface** — window rendering surface (via winit)
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- **Adapter** — physical/logical GPU device
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- **Device** — buffer/texture/pipeline creation
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- **Queue** — command submission
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WGPU doesn't have a native "Context" object — this type groups them together for a simpler user API. See README.md for the French documentation of each component.
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## Gotchas
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- Rust 2024 edition is used. Ensure your Rust toolchain supports it (`rustup update`).
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- wgpu 30.0.0 is pinned in `lib/Cargo.toml`. The comment says "check the latest version" — verify compatibility before upgrading.
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- No feature flags, no dev-dependencies, no tests yet. Adding any requires updating both `Cargo.toml` files if the dependency spans crates.
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- The workspace has no `[workspace.dependencies]` section. Dependencies are declared per-crate rather than centrally.
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+33
-328
@@ -1,337 +1,42 @@
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# Étape 19 — LOD (Level of Detail) par entité
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# DRAFT — Étape 20 : HDR + Tone Mapping ✅
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## Contexte
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> **STATUT : TERMINÉ** — implémenté et testé.
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> Ce document sera remplacé par le prochain draft.
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Le culling (Étape 17) supprime les objets **hors écran**. Le LOD supprime le travail **invisible**
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sur les objets qui sont sur l'écran : un maillage de 3840 indices qui n'occupe que 20×20 pixels
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à l'écran gaspille du GPU — presque tous ses triangles ne produisent aucun pixel.
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## Récapitulatif
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Principe : chaque mesh peut porter **plusieurs niveaux de géométrie** (L0 = détaillée, L1, L2 =
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de plus en plus simplifiée, silhouettes proches). Chaque frame, on mesure la **taille perçue**
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de chaque entité (rayon de sa bounding sphere projeté en pixels) et on choisit le niveau le plus
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grossier **suffisant**. La transition est protégée par une **hystérésis** (bande morte) pour
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éviter le scintillement d'un objet oscillant autour d'un seuil.
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- [x] **20.1** — Shader TM (`tonemap.wgsl`) : fullscreen triangle + 2 curves (ACES/Reinhard) + validation naga ✅
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- [x] **20.2** — `ToneMapper` enum (`core/hdr.rs`) : dispatch compile-time ✅
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- [x] **20.3** — `AppBuilder::with_hdr(ToneMapper)` + plomberie App → AppRunner → Renderer ✅
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- [x] **20.4** — Allocation HDR (`Rgba16Float` offscreen) dans `Renderer::new` ✅
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- [x] **20.5** — Main pass conditionnel (cible HDR vs surface) ✅
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- [x] **20.6** — Passe TM (fullscreen triangle → surface sRGB) ✅
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- [x] **20.7** — Resize : recreation texture HDR + bind group ✅
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- [x] **20.8** — Démo HDR + documentation (`docs/user/hdr.md`) ✅
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ROADMAP : item 4.3 « Level of Detail (LOD) ». Le DRAFT de l'Étape 18 (batching par material) est
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remplacé par ce draft — il est validé et son contenu est dans `ARCHI_CPU_GPU.md` + git history.
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## Fichiers modifiés/créés
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## La contrainte d'architecture qui tout détermine
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| Fichier | Action |
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|---------|--------|
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| `lib/src/shaders/tonemap.wgsl` | **Nouveau** — fullscreen triangle + fs_aces + fs_reinhard |
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| `lib/src/core/hdr.rs` | **Nouveau** — `ToneMapper` enum |
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| `lib/src/core/mod.rs` | + `pub mod hdr` + re-export |
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| `lib/src/core/renderer.rs` | + `HdrPipeline` struct, + HDR alloc, + TM pass, + resize, + helpers |
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| `lib/src/utils/conf.rs` | + `TONEMAP_SHADER` constant |
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| `lib/src/app.rs` | + `with_hdr()`, + `hdr` field plomberie |
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| `lib/src/lib.rs` | + `pub use ToneMapper` |
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| `lib/examples/demo.rs` | + `.with_hdr(ToneMapper::Aces)` |
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| `lib/examples/manual.rs` | + `None` param (backward compat) |
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| `lib/tests/wgsl_validate.rs` | + test tonemap |
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| `docs/user/hdr.md` | **Nouveau** — doc utilisateur |
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| `docs/user/README.md` | + lien HDR |
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`set_vertex_buffer` est un **état de passe posé par le CPU** — le GPU ne peut pas choisir entre
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deux buffers par draw indirect. Donc **plusieurs buffers par niveau est exclu** : tous les
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niveaux d'un mesh vivent dans **un seul buffer de vertices** (et un seul buffer d'indices), et
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le GPU sélectionne le niveau en écrivant l'**offset** (`baseVertex` / `firstVertex`) et le
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`count` dans les indirect draw args — des champs que le draw indirect lit déjà. C'est ce qui
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rend le LOD compatible avec l'architecture GPU-driven existante sans aucun nouveau mécanisme de
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rendu : le pass `cull` écrit déjà les draw args, il écrit juste les bonnes valeurs.
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## Tests
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## Décisions
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- 99 unit tests ✅
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- 4 WGSL validation (dont `tonemap_shader_is_valid_wgsl`) ✅
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- 3 doctests ✅
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### D1 — Le CPU décide du niveau, le GPU mappe niveau → draw args
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## Prochaine étape
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Le CPU calcule chaque frame le niveau par entité (rayon projeté + hystérésis) et l'uploade dans
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un petit buffer par slot ; le pass `cull` existe déjà et lit ce niveau pour choisir la ligne du
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tableau par mesh (count + offset).
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Raisonnement :
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- **Testabilité** : la décision est une fonction pure Rust `lod_level(radius_px, last, max,
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thresholds)` → testable sans GPU, comme `batch_slots` (maison).
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- Le CPU **réécrit déjà** les transform slots chaque frame — un niveau de plus dans la même
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passe coûte ~1 flop multipli par entité.
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- Aucune extension de `CullUniforms` (pas de view-projection à ajouter) — le CPU a déjà
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caméra + viewport.
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- L'alternative (décision GPU : viewProj + hauteur dans les cull uniforms, état hystérésis GPU)
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est documentée comme **extension future** — elle n'apporte qu'un gain marginal (1 KB de
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upload/frame) au prix d'un test par readback.
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### D2 — Un seul buffer packé par mesh, **niveau 0 à l'offset 0**
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Les vertices de tous les niveaux sont concaténés dans le `vertex_buffer` du mesh (idem indices).
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Niveau 0 en tête : la voie basse `draw_entity` (`draw(0..num_vertices)`, sans LOD) et tout draw
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direct existant restent **inchangés** — ils lisent le début du buffer, qui est encore L0.
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### D3 — Indices rebasés par niveau
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Chaque niveau est une géométrie indépendante (indices 0-based sur ses propres vertices). Le
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packer décale les indices du niveau k de `vertex_offset(k)` ; le draw indirect du niveau k pose
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`baseVertex = vertex_offset(k)` → l'index buffer concaténé fonctionne tel quel. (Un niveau reste
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< 65 536 vertices, sinon erreur à l'ajout — `u16`.)
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### D4 — Hystérésis **asymétrique**
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Seuils descendants `t[0] > t[1] > …` (pixels) : `t[k]` = rayon **au-dessus** duquel le niveau
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k+1 est exigé (équiv. : le niveau k+1 est suffisant tant que `r ≤ t[k]`). Le niveau cible sans
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hystérésis est le **plus grossier** dont la borne est encore respectée (L0 n'a pas de borne).
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- Passer à un niveau **plus grossier** : seulement si `r ≤ borne × 0.8` (bande morte 20 %).
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- Passer à un niveau **plus fin** : immédiatement dès que `r` franchit la borne.
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Si un mesh a plus de niveaux que de seuils, les niveaux excédentaires partagent la dernière
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borne (clamp) — avec `[48, 12]` seuls les 3 premiers niveaux sont distincts.
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Le pop « perte de détail » (le plus visible) est retardé ; le pop « retour au détail » est
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immédiat. C'est la pratique standard des moteurs — et c'est testable en série de rayons
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oscillants autour d'un seuil.
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### D5 — Deux nouveaux petits buffers, layout des slots existants intact
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Les 4 composants de `TransformSlot.flags` sont tous occupés (x=mesh, y=active, z=count,
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w=has_index) — étendre le slot à 68 B ferait ripple dans tout le contrat documenté. À la place :
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- `lod_levels` : `array<u32>` par **slot** (256 × 4 B = 1 KB), re-uploadé chaque frame (comme
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les transforms). Nouveau `@group(2) @binding(3)` du pass `cull`.
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- `lod_tables` : par **mesh** (80 B = count + pad + 4 lignes de 16 B), re-uploadé chaque frame
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(mêmes motifs que le bbox buffer : petit, et le mapping mesh-index → tableau reste correct si
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des meshes/niveaux sont ajoutés à chaud).
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`flags.z` (count plein) reste dans le slot (métadonne ; le GPU ne l'utilise plus pour la
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branche visible, qui passe par le tableau — voir D6).
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### D6 — Les deux branches visibles écrivent depuis le tableau LOD
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Dans `cull`, la branche « culling désactivé » et la branche « visible » remplacent
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`set_draw_count(i, flags.z)` par un helper `write_level_args(i, t)` : lire `lod_levels[i]`
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(clampé au count du mesh), indexer la ligne du mesh, écrire
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`.a = (count_ligne, 1, 0, baseVertex_ligne)` (indexé : `baseVertex = .a.w` ; non indexé :
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`firstVertex = .a.z`). Les branches zéro (slot ≥ num_slots, inactive) sont inchangées.
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Conséquence : un mesh **sans** LOD (1 niveau) a un tableau d'une seule ligne = count + offset 0
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→ comportement **bit-identique** à aujourd'hui.
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### D7 — Le pass d'ombre partage les draw args → il dessine le niveau sélectionné
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Le pass d'ombre lit le même buffer de draw args : les ombres utilisent **automatiquement** le
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niveau LOD (ombres moins chères, cohérent). Accepté pour v1 ; documenté. (Si un jour on veut
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des ombres au niveau fin, ce serait un deuxième buffer de draw args — hors périmètre.)
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### D8 — Niveaux ≤ 4, seuils `[48, 12]` px en `conf.rs` (v1)
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`MAX_LOD_LEVELS = 4`. Un mesh avec 1 seul niveau = LOD éteint pour lui (aucun changement de
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comportement). Les seuils par défaut sont des constantes (pas encore configurables par scene —
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extension triviale plus tard). Rayon projeté = le **même** rayon sphere que le culling
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(circonradius × max scale, centre transformé) → pas de nouvelle donnée géométrique.
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### D9 — Interrupteur global LOD au niveau du Renderer
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`Renderer::set_lod_enabled(bool)` (défaut `true`) — coupure générale, orthogonale au mode
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par mesh. Quand il est éteint, le calcul par entité est **court-circuité** (niveaux tous à
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0, aucune projection calculée) : tout se dessine au niveau 0, le GPU n'est pas touché
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(il lit simplement le niveau 0). Appelable à l'instanciation (juste après `Renderer::new`)
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ou **à chaud** (toggle de debug au runtime). Aucun changement de signature existante.
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### D10 — Niveaux **générés automatiquement** pour les géométries utilisateur
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L'utilisateur déclare sa géométrie comme aujourd'hui (`positions`/`indices`/`normals`/`uvs`,
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y compris générée procéduralement par lui) et la bibliothèque **calcule les niveaux LOD sous le
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capot**. Mécanisme : **quadric edge collapse** (Garland–Heckbert) sur le maillage indexé —
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```
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Geometry::decimated(&self, target_triangles: u32) -> Geometry (pure, sans GPU)
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```
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- Weld préalable **conscient des attributs** (tolérance relative 1e-6 — grille + 27 voisins : les
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seams trigonométriques diffèrent d'environ 1e-16, l'égalité exacte ne suffit pas ; un doublon ne
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fusionne que si UV strictement < ½ tuile par coordonnée — un Δ = ½ exact est ambigu, fente à sa
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plus large vs saut légitime — ET normales à ~25° ; les paires refusées à UV écart d'entier sont
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**enregistrées** comme jumeaux de fente), triangles dégénérés jetés, puis
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**quadric edge collapse** : file de priorité des arêtes classées par coût (erreur quadrique de
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l'arête + longueur d'arête) ; on replie la plus bon marché jusqu'à la cible. Un repli **interne**
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fusionne les 2 triangles incidents (ils dégénèrent — −2 faces) et re-mappe les voisins :
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**pas de nouvelle face** — caractéristique d'Euler et **clôture préservées** (un mesh fermé
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reste fermé : pas de trous, pas de « books ») ; un repli de **bordure** retire 1 face.
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Garde-fous : arête non-manifold (≥ 3 faces) ou face en double (pli) → repli rejeté. La cible
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est clampée à `[1, T]` et atteinte au mieux (best effort : la granularité −2/−1 peut s'en
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écarter d'un ou deux triangles — jamais de géométrie corrompue).
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- Sortie : re-indexation (le weld ci-dessus). Normales : **héritées de la source, jamais
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recalculées** (elles passent telles quelles et sont interpolées par le repli — l'éclairage
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reste identique au niveau 0 quelle que soit l'orientation de la source). UVs/couleurs :
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le vertex **déplacé** par un repli reçoit le **blend linéaire** de la paire (même λ que son
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nouveau point optimal) — le chart est bilinéaire, donc le blend est la valeur exacte du chart
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au nouveau point : la texture reste attachée à la surface et se grossit doucement d'un niveau
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à l'autre (pas de saut radical) ; **jamais de blend à travers une seam UV** — les jumeaux de
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fente (même position, UV écart d'entier) sont **gelés** : toute arête qui y touche est exclue
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de la file, donc aucun repli ne traverse la fente (c'est le gel qui protège, pas un rejet de
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blend) ; un groupe soudé garde l'UV du premier vertex rencontré (déterministe).
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- Non indexé à l'entrée → weld par position préalable (la sortie est **toujours indexée**).
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Triangles dégénérés jetés.
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- **Déterministe** (file de priorité, tie-break par identifiants de vertex, aucun aléatoire) →
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counts reproductibles en tests.
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- Fallback : la cible est clampée à `[1, T]` — un mesh n'est jamais décimé sous un triangle, et
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le count **réel** va dans le tableau LOD (`validate()` OK, jamais de géométrie corrompue).
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**L0 reste la géométrie exacte de l'utilisateur, byte-pour-byte** — seule la voie basse et les
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niveaux générés sont concernés par la simplification. Coût : setup uniquement (quelques ms pour
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des milliers de triangles), jamais par frame. Ratios par niveau : 0.5^k (50 %, 25 %, 12.5 %).
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`add_mesh_lod(id, level, geometry)` (niveaux explicites) est la voie **générale** : elle
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**remplace** un niveau existant ou **ajoute** le niveau libre suivant (≤ 4 ; même jeu
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**d'attributs** et même **indexation** que L0 — validé). Applicable à **tout** mesh, y compris
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Auto — ex. : remplacer un niveau décimé d'une primitive de la maison par une régénération à
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la tessellation divisée par 2 (plus propre que la décimation pour les meshes réguliers).
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`create_mesh_with_lod` est l'ergonomie qui génère les niveaux 1..n à la création ; les deux
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voies sont combinables.
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### D11 — Mode LOD par mesh (`Off` / `Auto` / `Manual`) — contrat pour les meshes updatables
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Le mesh porte un mode interne : `Off` (1 niveau = comportement d'aujourd'hui), `Auto` (niveaux
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décimés, D10), `Manual` (niveaux fournis, `add_mesh_lod`).
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Question posée : **un mesh updatable** (positions/normals réécrits par frame) — faut-il pouvoir
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désactiver le LOD au niveau mesh ? **Oui, et automatiquement** : les niveaux générés sont
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**dérivés de l'ancien L0** ; si la géométrie change, ils représentent une forme obsolète. Contrat
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réservé (pas d'API d'update dans v1, mais le design le prévoit) : toute future
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`mesh.update_geometry(…)` **réinitialise le mode à `Off`** (niveaux jetés, buffer packé reconstruit
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avec le seul nouveau L0, tableau à 1 ligne) — l'utilisateur n'a rien à désactiver : un mesh
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mis à jour par frame est simplement un mesh mono-niveau. Documenter cette règle quand l'API
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d'update existera.
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## Flux de données (changement en surgraisse)
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```
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CPU (chaque frame) GPU
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───────────────────── ───
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Transforms (slots) ──upload──► transforms
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CullUniforms (planes,…) ──upload──► cull_u
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BBoxes (par mesh) ──upload──► bboxes
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** LodLevels (par slot) ──upload──► lod_levels (binding 3)
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** LodTables (par mesh) ──upload──► lod_tables (binding 4)
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│
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compute_matrices (inchangé) │
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cull : zéro si culled/inactive│
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sinon write_level_args └──► draw_args
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│
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main pass (Étape 18 : groupé par material, set_vertex_buffer
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du buffer packé par slot, draw indirect lit count+offset)
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```
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## Niveaux dans le démo
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Le démo exerce l'**API utilisateur demandée** : géométrie L0 déclarée, niveaux générés sous le
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capot (D10). Les primitives de la maison sont des « géométries utilisateur » pour le LOD :
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| Mesh | L0 (déclaré) | L1, L2 (auto : décimation 50 % / 25 %) |
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|-----------|--------------|-----------------------------------------|
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| sphere | 32×20 | générés par `decimated` |
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| cylinder | 32 | générés |
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| cone | 32 | générés |
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| torus | 24×16 | générés |
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| icosphere | subdiv 2 | générés (triangles quasi uniformes → décimation propre) |
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| cube,plane| — | `create_mesh` simple, 1 niveau |
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Setup du démo : `create_mesh_with_lod(id, geo, mat, 3)` pour les 5 meshes tessellés, `create_mesh`
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pour cube/plane. (Les niveaux « re-tessellés » du draft initial servent aux tests unitaires de
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l'issue de secours `add_mesh_lod`, pas au démo.)
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## API publique (ajouts — aucune rupture)
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```rust
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||||
// Scene
|
||||
/// Crée un mesh dont les `levels` niveaux (2..=4) sont générés automatiquement
|
||||
/// par décimation (D10) de la géométrie fournie. L0 = la géométrie, exacte.
|
||||
pub fn create_mesh_with_lod(
|
||||
&mut self, id: &str, geometry: Geometry, material: Option<&str>, levels: u8,
|
||||
) -> Result<String, String>;
|
||||
|
||||
/// Remplace (ou ajoute, si `level` est le niveau libre suivant) un niveau **explicite** du mesh
|
||||
/// `id` (≤ 4 niveaux ; même jeu d'attributs et même indexation que L0 ; pack total < 65 536
|
||||
/// vertices). Reconstruit les buffers packés (D2). Combinable avec `create_mesh_with_lod`.
|
||||
pub fn add_mesh_lod(&mut self, id: &str, level: u8, geometry: Geometry) -> Result<(), String>;
|
||||
|
||||
// Renderer
|
||||
/// Interrupteur global LOD (D9). Défaut `true`. `false` → tout se dessine au niveau 0,
|
||||
/// calcul par entité court-circuité. Appelable à l'instanciation ou à chaud.
|
||||
pub fn set_lod_enabled(&self, enabled: bool);
|
||||
```
|
||||
|
||||
`create_mesh` (sans LOD) reste la voie par défaut : un mesh simple se comporte exactement comme
|
||||
aujourd'hui. Le LOD s'active **explicitement** (`create_mesh_with_lod`) ou par niveaux explicites
|
||||
(`add_mesh_lod`) — pas de changement de comportement pour un utilisateur qui ne demande rien.
|
||||
|
||||
## Plan de code
|
||||
|
||||
| Fichier | Changement |
|
||||
|---|---|
|
||||
| `resources/uniform.rs` | `LodTable` (80 B : `count` + 4 × `LodRow{base, count}` 16 B) + `LOD_TABLE_SIZE` ; export. |
|
||||
| `shaders/gpu_driven.wgsl` | structs `LodTable`/`LodRow` ; bindings 3+4 group(2) ; helper `write_level_args` ; `cull` : les 2 branches visibles l'appellent ; commentaire header mis à jour. |
|
||||
| `math/geometry.rs` | `Geometry::decimated(target) -> Geometry` (D10, pure) + tests ; `Geometry::generate_lod_levels(levels)` (ratios 0.5^k). |
|
||||
| `resources/mesh.rs` | champ `lod_geometries: Vec<Arc<Geometry>>` + `lod_mode` (D11) ; **packer** : concatène `to_vertices()` des niveaux → `vertex_buffer` packé ; indices rebasés concaténés → `index_buffer` packé ; `num_*` = niveau 0 ; `LodTable::from_geometry` par mesh. |
|
||||
| `scene/scene.rs` | `create_mesh_with_lod` + `add_mesh_lod` (validation + rebuild packé via le contexte GPU de la scene) ; `packed_lod_levels()` (par frame, par slot — décision D1) ; `mesh_lod_tables()` (par mesh, comme `mesh_bboxes`). |
|
||||
| `core/renderer.rs` | buffer `lod_levels_buffer` (1 KB) + `lod_table_buffer` ; layout group(2) +2 bindings ; upload par frame ; **D1** : `lod_levels: Vec<u32>` état par slot + fn pures `lod_level`/`projected_radius_px` (view + proj[1][1] + hauteur viewport, déjà disponibles) ; **D9** : champ `lod_enabled` + `set_lod_enabled` (court-circuit du calcul) ; `debug_dump` : readback du buffer de niveaux. |
|
||||
| `utils/conf.rs` | `MAX_LOD_LEVELS = 4` ; `LOD_THRESHOLDS: [f32; 2] = [48.0, 12.0]`. |
|
||||
| `examples/demo.rs` | `create_mesh_with_lod(id, geo, mat, 3)` pour les 5 meshes tessellés (D10) ; cube/plane en `create_mesh`. |
|
||||
|
||||
### Fonction pure (testable, module `math` ou `resources::lod`)
|
||||
|
||||
```rust
|
||||
/// Niveau cible : le plus grossier dont la borne est respectée, avec hystérésis asymétrique (D4).
|
||||
/// `thresholds[k]` = rayon px au-dessus duquel le niveau k+1 est exigé (descendants) ;
|
||||
/// niveaux au-delà du nb de seuils : borne clamped (dernier seuil).
|
||||
/// `last` = niveau de la frame précédente. Renvoie un niveau ≤ `max_level`.
|
||||
pub fn lod_level(radius_px: f32, last: u32, max_level: u32, thresholds: &[f32]) -> u32;
|
||||
|
||||
/// Rayon projeté en pixels de la bounding sphere (même sphere que le culling, D8).
|
||||
/// `depth <= eps` (objet dans la caméra) → f32::INFINITY (niveau 0).
|
||||
pub fn projected_radius_px(center_world: Vec3, radius: f32, view: Mat4, proj: Mat4, height_px: f32) -> f32;
|
||||
|
||||
/// Quadric edge collapse (D10, Garland–Heckbert) : renvoie un `Geometry` indexé avec
|
||||
/// ~`target_triangles` triangles (best effort ±1–2, clamp `[1, T]`) — les arêtes au coût
|
||||
/// quadrique le plus faible partent en premier, normales **héritées** de la source (jamais
|
||||
/// recalculées), UVs/couleurs blendés linéairement, jumeaux de fente gelés. Déterministe.
|
||||
pub fn decimated(&self, target_triangles: u32) -> Geometry; // sur Geometry
|
||||
```
|
||||
|
||||
## Vérification
|
||||
|
||||
1. **Unit tests `lod_level`** (sans GPU) : seuils simples (r > t0 → 0, entre → 1, < t1 → 2) ;
|
||||
**anti-scintillement** : série de rayons oscillant ±10 % autour d'un seuil → le niveau reste
|
||||
stable (montée immédiate, descente retardée par le facteur 0.8) ; clamp `max_level` ;
|
||||
`INFINITY → 0`.
|
||||
2. **Unit tests `projected_radius_px`** : objet à l'origine, caméra sur Z → valeur analytique ;
|
||||
invariance d'échelle (objets 10× plus gros 10× plus loin → même rayon px).
|
||||
3. **Unit tests du packer** : offsets/counts par niveau sur un cas 2 niveaux ; niveau 0 à
|
||||
offset 0 ; indices rebasés.
|
||||
4. **Unit tests `decimated`** : grille 2×2 (4 triangles de tailles différentes) → cible 2 :
|
||||
count exact, positions ⊆ entrée, les plus petits retirés en premier ; entrée non indexée →
|
||||
sortie indexée weldée (coins dupliqués fondus, UV = premier rencontré) ; triangle dégénéré
|
||||
en entrée → jeté ; **déterminisme** (deux appels → sortie identique) ; icosahèdre 20 → 10 :
|
||||
count exact + bbox dans l'originale ; icosphere subdiv 1 → 50 % : count exact ; clamp : cible
|
||||
0 ou > T → clone ; `validate()` OK.
|
||||
5. **GPU A/B** : entités temporaires à z = +6 / +30 / +60 (démo) → readback `debug_dump` :
|
||||
niveaux 0 / 1 / 2 selon la distance et **draw args = count de la ligne du tableau
|
||||
CPU-uploadé** (self-cohérent, pas de count codé en dur — les niveaux auto ont des counts
|
||||
déterministes mais calculés) ; entité culled (hors frustum) → 0 quel que soit le niveau.
|
||||
6. **D9** : `set_lod_enabled(false)` au démarrage → draw args **bit-identiques** à l'exécutable
|
||||
pré-LOD (tous niveaux 0) ; toggle à chaud → bascule visible au readback.
|
||||
7. **D11** (contrat) : `add_mesh_lod` s'applique à tout mesh (y compris Auto — le niveau
|
||||
explicite remplace le niveau décimé au même index) ; le mode `Off` (1 niveau) = comportement
|
||||
d'aujourd'hui ; un mesh updatable futur repasse en `Off` (D11).
|
||||
8. **Régression** : 69 tests verts ; démo silencieux par défaut ; batching (Étape 18) intact
|
||||
(compteur de switches inchangé) ; mesh à 1 niveau → draw args **bit-identiques** à avant
|
||||
l'étape (D6).
|
||||
9. **Visuel** : zoom arrière sur le démo → les primitives basses du ring passent au niveau
|
||||
simplifié sans pop visible (silhouettes décimées proches + hystérésis D4).
|
||||
|
||||
## Critères d'acceptation
|
||||
|
||||
- [ ] `lod_level` + `projected_radius_px` pures, unit-testées (dont la série oscillante).
|
||||
- [ ] `decimated` pure, déterministe, unit-testée (counts, retire-les-plus-petits, weld + UV
|
||||
premier rencontré, clamp `[1, T]`, dégénérés, `validate()` OK).
|
||||
- [ ] Packer multi-niveaux : un buffer packé, niveau 0 à offset 0, indices rebasés.
|
||||
- [ ] `create_mesh_with_lod` (niveaux auto) + `add_mesh_lod` (niveaux explicites, ≤ 4,
|
||||
validation attributs/indexation/65536, combinables) ; aucune rupture d'API ;
|
||||
`create_mesh` seul = comportement d'aujourd'hui.
|
||||
- [ ] `Renderer::set_lod_enabled` (D9) : `false` → bit-identique à pré-LOD ; toggle à chaud.
|
||||
- [ ] Pass `cull` : les 2 branches visibles écrivent depuis le tableau LOD ; mesh 1 niveau
|
||||
bit-identique au comportement actuel.
|
||||
- [ ] A/B GPU : niveaux 0/1/2 choisis selon la distance, counts correspondants, culling intact.
|
||||
- [ ] 69+ tests verts, `cargo fmt` clean, démo silencieux par défaut.
|
||||
- [ ] Docs : `gpu-driven.md` (section LOD + contrainte buffers) ; `ARCHI_CPU_GPU.md` ; ROADMAP
|
||||
4.3 coché.
|
||||
- [ ] DRAFT.md vidé après validation utilisateur (convention de la maison).
|
||||
|
||||
## Hors périmètre (suivant)
|
||||
|
||||
- **API d'update de géométrie** (mesh updatable par frame) — D11 réserve le contrat
|
||||
(update ⇒ LOD réinitialisé à `Off`) mais l'API d'update elle-même est un autre sujet.
|
||||
- Décision du niveau **côté GPU** (viewProj dans CullUniforms + état GPU) — option D1 future.
|
||||
- Seuils **configurables par scene/mesh** (v1 : constantes `conf.rs`).
|
||||
- Réglage fin du **qualité/cout** de la décimation (poids par arête, quadric edge collapse)
|
||||
— v1 : aire + flip, suffisant pour les silhouettes.
|
||||
- Geometric morphing / transitions douces entre niveaux (les pops restent discrets avec les
|
||||
primitives procédurales ; le morphing est un sujet à part entière).
|
||||
- LOD de **shader** (simplification du lighting par distance) — autre item (HDR/tone mapping).
|
||||
- Ombres au niveau fin (D7 accepte le niveau LOD dans les ombres).
|
||||
Phase 4 complète (4.1 + 4.2 + 4.3 + HDR/TM). Le ROADMAP peut être mis à jour.
|
||||
|
||||
@@ -20,6 +20,7 @@ GPU graphics background is required.
|
||||
| [Materials & textures](materials.md) | Appearance: the `standard` shader, unlit mode, diffuse textures |
|
||||
| [Lights](lights.md) | Directional, point, spot, ambient, `MAX_LIGHTS` |
|
||||
| [Shadows](shadows.md) | Shadow mapping: picking the casting light, the packed-index pitfall |
|
||||
| [HDR & tone mapping](hdr.md) | Offscreen float render + ACES/Reinhard, opt-in via `with_hdr` |
|
||||
| [GPU-driven rendering](gpu-driven.md) | GPU world matrices + indirect draws, opt-in frustum culling |
|
||||
| [Camera & input](camera-input.md) | Active camera, orbital controller, unified keyboard/mouse state |
|
||||
| [Examples](examples.md) | The 7 repo examples, the advanced `manual` workflow, adding your own example |
|
||||
|
||||
@@ -0,0 +1,77 @@
|
||||
# HDR & Tone Mapping
|
||||
|
||||
> **Étape 20** — Opt-in HDR rendering with tone mapping.
|
||||
|
||||
## What it does
|
||||
|
||||
By default, the WSG renderer draws directly to the window's sRGB surface. Color values
|
||||
above 1.0 are **clipped** (saturated to white) — you lose all information in bright areas.
|
||||
|
||||
When HDR is enabled, the pipeline becomes:
|
||||
|
||||
```
|
||||
Main pass → offscreen Rgba16Float texture (unbounded float)
|
||||
TM pass → fullscreen triangle samples HDR texture, applies curve, writes to sRGB surface
|
||||
```
|
||||
|
||||
The tone mapping **compresses** the [0, ∞) range to [0, 1] with a perceptual curve,
|
||||
so bright areas are smoothly rolled off instead of clipping.
|
||||
|
||||
## Enabling HDR
|
||||
|
||||
```rust
|
||||
use wsg_lib::core::ToneMapper;
|
||||
use wsg_lib::app::AppBuilder;
|
||||
|
||||
let app = AppBuilder::new()
|
||||
.title("My HDR App")
|
||||
.with_hdr(ToneMapper::Aces) // ← enables HDR
|
||||
.build()
|
||||
.await?;
|
||||
```
|
||||
|
||||
Without `.with_hdr(...)`, the renderer operates in LDR mode (direct to surface, zero overhead).
|
||||
|
||||
## Tone mapping curves
|
||||
|
||||
| Variant | Curve | Use case |
|
||||
|---------|-------|----------|
|
||||
| `ToneMapper::Aces` | ACES Filmic (Narkowicz 2015) | Cinematic look, soft highlight rolloff, good contrast |
|
||||
| `ToneMapper::Reinhard` | `x / (1 + x)` | Simple, flat; less contrast but computationally trivial |
|
||||
|
||||
The curve is **compiled into the pipeline** at construction time (one WGSL entry point
|
||||
per variant) — there is no runtime branching cost.
|
||||
|
||||
## Cost
|
||||
|
||||
| HDR state | Extra per-frame cost |
|
||||
|-----------|---------------------|
|
||||
| Disabled (default) | **Zero** — no texture, no pass, no pipeline |
|
||||
| Enabled | +1 fullscreen render pass (triangle, 3 verts) + 1 offscreen texture (same size as window) |
|
||||
|
||||
The extra pass is negligible on any GPU (a few hundred microseconds). The offscreen
|
||||
texture costs ~12 bytes/pixel of VRAM (RGBA16F = 8 bytes/px + the surface's own buffer).
|
||||
|
||||
## How it works (technical)
|
||||
|
||||
- **Offscreen texture**: `Rgba16Float`, same size as the window. Created in `Renderer::new`,
|
||||
recreated on resize.
|
||||
- **Main pass**: the color attachment targets the HDR texture instead of the surface.
|
||||
The `standard_shader.wgsl` fragment output (linear float, unbounded) is stored as-is.
|
||||
- **TM pass**: a fullscreen triangle (3 vertices, no vertex buffer) samples the HDR texture,
|
||||
multiplies by exposure (currently fixed at 1.0), applies the tone curve, and writes to
|
||||
the sRGB surface. The hardware performs the linear→sRGB gamma conversion automatically
|
||||
(the surface format is `Rgba8UnormSrgb`).
|
||||
- **No double gamma**: the shader outputs linear [0,1]; the sRGB surface encoding is
|
||||
handled by the rasterizer.
|
||||
|
||||
## Exposure
|
||||
|
||||
Currently fixed at 1.0 (no user control yet). A future step will expose an
|
||||
`exposure` field in a `HdrConfig` struct for live adjustment.
|
||||
|
||||
## See also
|
||||
|
||||
- [Shadows](shadows.md) — the other opt-in visual feature
|
||||
- [GPU-driven rendering](gpu-driven.md) — the compute pipeline that feeds the main pass
|
||||
- [Examples](examples.md) — the `demo` example enables HDR by default
|
||||
@@ -16,6 +16,10 @@
|
||||
//! (`create_mesh_with_lod`, auto-decimated by halving targets); the CPU picks each entity's
|
||||
//! level from its projected screen size (with hysteresis) — zoom in/out with the wheel and
|
||||
//! the sphere/cylinder/cone/torus visibly lose detail as they shrink on screen.
|
||||
//! * **HDR + Tone Mapping** (Étape 20): the demo enables ACES Filmic tone mapping via
|
||||
//! `AppBuilder::with_hdr(ToneMapper::Aces)`. The main pass renders to an offscreen
|
||||
//! `Rgba16Float` texture, then a fullscreen TM pass compresses it to [0,1] and writes
|
||||
//! to the sRGB surface — highlights are softly rolled off instead of clipping to white.
|
||||
//!
|
||||
//! Doc (this header) follows the English convention used for examples; internal comments stay
|
||||
//! concise and French where helpful. Run with:
|
||||
@@ -27,6 +31,7 @@ use winit::event::MouseButton;
|
||||
use winit::keyboard::KeyCode;
|
||||
use wsg_lib::AppHandler;
|
||||
use wsg_lib::app::AppBuilder;
|
||||
use wsg_lib::core::ToneMapper;
|
||||
use wsg_lib::math::{Transform, cone, cube, cylinder, icosphere, plane, torus, uv_sphere};
|
||||
use wsg_lib::resources::{CameraController, Texture};
|
||||
use wsg_lib::utils::WsgError;
|
||||
@@ -269,9 +274,12 @@ impl AppHandler for Demo {
|
||||
#[pollster::main]
|
||||
async fn main() -> Result<(), WsgError> {
|
||||
// Culling enabled here (Step 15, D8) to exercise the GPU path; it is OFF by default elsewhere.
|
||||
// HDR + ACES tone mapping (Étape 20): renders to an offscreen Rgba16Float texture, then
|
||||
// tone-maps to the sRGB surface. Without `.with_hdr(...)`, the demo would be LDR direct.
|
||||
let app = AppBuilder::new()
|
||||
.title("WSG Demo")
|
||||
.with_culling(true)
|
||||
.with_hdr(ToneMapper::Aces)
|
||||
.build()
|
||||
.await?;
|
||||
app.run(Demo {
|
||||
|
||||
@@ -11,7 +11,7 @@ use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
|
||||
use winit::window::{Window, WindowAttributes};
|
||||
use wsg_lib::core::Context;
|
||||
use wsg_lib::core::Frame;
|
||||
use wsg_lib::core::Renderer;
|
||||
use wsg_lib::core::{Renderer, ShadowConfig};
|
||||
use wsg_lib::pipeline::PipelineCache;
|
||||
use wsg_lib::resources::{Geometry, Material, Mesh};
|
||||
use wsg_lib::utils;
|
||||
@@ -63,7 +63,7 @@ impl ApplicationHandler for App {
|
||||
|
||||
// Flat 2D rendering: `standard` in unlit mode (the frame+object bind groups are set by
|
||||
// draw_entity, the default frame matrix is the identity → NDC positions unchanged).
|
||||
let mut renderer = Renderer::new(&context, format, 800, 600);
|
||||
let mut renderer = Renderer::new(&context, format, 800, 600, &ShadowConfig::default(), None);
|
||||
renderer.set_unlit(true);
|
||||
|
||||
// 3. Material: uses renderer.device() and renderer.format()
|
||||
|
||||
+52
-6
@@ -23,7 +23,7 @@
|
||||
//! once right after GPU initialization so users can register shaders/meshes/materials/entities.
|
||||
|
||||
use crate::AppHandler;
|
||||
use crate::core::{Context, InputState, Renderer};
|
||||
use crate::core::{Context, InputState, Renderer, ShadowConfig, ToneMapper};
|
||||
use crate::scene::Scene;
|
||||
use crate::utils::WsgError;
|
||||
use crate::utils::conf::{APP_DEFAULT_HEIGHT, APP_DEFAULT_TITLE, APP_DEFAULT_WIDTH};
|
||||
@@ -58,6 +58,11 @@ pub struct App {
|
||||
pub(crate) height: u32,
|
||||
/// GPU frustum culling (Step 15, D8); applied to the renderer in `resumed`.
|
||||
pub(crate) culling: bool,
|
||||
/// Shadow mapping configuration; passed to `Renderer::new` in `resumed`.
|
||||
pub(crate) shadow_config: ShadowConfig,
|
||||
/// HDR / tone mapping (Étape 20). `None` = LDR direct (default, zero overhead);
|
||||
/// `Some(t)` = render to Rgba16Float offscreen + tone mapping pass to the surface.
|
||||
pub(crate) hdr: Option<ToneMapper>,
|
||||
/// Winit event loop for window management. Set to None after run() consumes it.
|
||||
event_loop: Option<EventLoop<()>>, // On met en Option pour pouvoir faire .take() facilement
|
||||
/// GPU hardware context — owns Instance, Surface, Adapter, Device, Queue lifecycle.
|
||||
@@ -121,6 +126,8 @@ impl App {
|
||||
width: self.width,
|
||||
height: self.height,
|
||||
culling: self.culling,
|
||||
shadow_config: self.shadow_config.clone(),
|
||||
hdr: self.hdr,
|
||||
handler,
|
||||
app: None,
|
||||
};
|
||||
@@ -156,9 +163,11 @@ impl App {
|
||||
let new_format = context.configure(&context.adapter, width, height)?;
|
||||
self.renderer_mut().resize_depth(width, height);
|
||||
self.renderer_mut().set_format(new_format);
|
||||
if new_format != old_format {
|
||||
// Surface format changed: re-wire the Scene's GPU context (device + queue + format)
|
||||
// so its PipelineCache/pipelines match the new surface format.
|
||||
if new_format != old_format && self.hdr.is_none() {
|
||||
// Surface format changed (rare): re-wire the Scene's GPU context so its
|
||||
// PipelineCache/pipelines match the new surface format.
|
||||
// Étape 20: when HDR is active, the Scene uses Rgba16Float regardless of the
|
||||
// surface format, so no re-init is needed on surface format change.
|
||||
let device = std::sync::Arc::new(self.renderer_mut().device().clone());
|
||||
self.scene
|
||||
.init_gpu(device, self.context().queue.clone(), new_format);
|
||||
@@ -178,6 +187,11 @@ pub struct AppBuilder {
|
||||
height: u32,
|
||||
/// GPU frustum culling enabled (Step 15, D8). Defaults to false (non-regression).
|
||||
culling: bool,
|
||||
/// Shadow mapping configuration (map size, biases, frustum). Defaults to sensible values.
|
||||
shadow_config: ShadowConfig,
|
||||
/// HDR / tone mapping (Étape 20). `None` = LDR direct (default); `Some(t)` activates
|
||||
/// the offscreen HDR texture + tone mapping pass.
|
||||
hdr: Option<ToneMapper>,
|
||||
}
|
||||
|
||||
impl AppBuilder {
|
||||
@@ -189,6 +203,8 @@ impl AppBuilder {
|
||||
width: APP_DEFAULT_WIDTH,
|
||||
height: APP_DEFAULT_HEIGHT,
|
||||
culling: false,
|
||||
shadow_config: ShadowConfig::default(),
|
||||
hdr: None,
|
||||
}
|
||||
}
|
||||
/// Sets the window title to display in the OS taskbar/window decorations.
|
||||
@@ -212,6 +228,20 @@ impl AppBuilder {
|
||||
self.culling = enabled;
|
||||
self
|
||||
}
|
||||
/// Sets the shadow mapping configuration (map size, depth/slope bias, ortho frustum).
|
||||
/// Defaults to `ShadowConfig::default()` (1024² map, bias 0.002, slope 0.004, radius 5.0).
|
||||
pub fn with_shadow_config(mut self, config: ShadowConfig) -> Self {
|
||||
self.shadow_config = config;
|
||||
self
|
||||
}
|
||||
/// Enables HDR rendering with the given tone mapping curve (Étape 20). The main pass
|
||||
/// renders into an offscreen `Rgba16Float` texture, then a fullscreen tone mapping pass
|
||||
/// compresses the result to [0,1] and writes it to the sRGB surface. Without this call,
|
||||
/// the renderer draws directly to the surface (LDR, zero overhead).
|
||||
pub fn with_hdr(mut self, tonemapper: ToneMapper) -> Self {
|
||||
self.hdr = Some(tonemapper);
|
||||
self
|
||||
}
|
||||
/// Builds the configured `App` instance: creates the event loop and stores the window
|
||||
/// configuration. The GPU context, window and renderer are created later, when the event loop
|
||||
/// is resumed (inside `App::run`), because winit 0.30 only allows window creation in that phase.
|
||||
@@ -226,6 +256,8 @@ impl AppBuilder {
|
||||
width: self.width,
|
||||
height: self.height,
|
||||
culling: self.culling,
|
||||
shadow_config: self.shadow_config,
|
||||
hdr: self.hdr,
|
||||
event_loop: Some(event_loop),
|
||||
context: None,
|
||||
renderer: None,
|
||||
@@ -246,6 +278,10 @@ struct AppRunner<H: AppHandler> {
|
||||
height: u32,
|
||||
/// GPU frustum culling (Step 15, D8); applied to the renderer in `resumed`.
|
||||
culling: bool,
|
||||
/// Shadow mapping configuration; passed to `Renderer::new` in `resumed`.
|
||||
shadow_config: ShadowConfig,
|
||||
/// HDR / tone mapping (Étape 20); passed to `Renderer::new` in `resumed`.
|
||||
hdr: Option<ToneMapper>,
|
||||
/// The user-provided game logic.
|
||||
handler: H,
|
||||
/// The fully-built App facade, populated on the first `resumed` event.
|
||||
@@ -278,14 +314,22 @@ impl<H: AppHandler> ApplicationHandler for AppRunner<H> {
|
||||
.configure(&context.adapter, self.width, self.height)
|
||||
.expect("surface configuration failed");
|
||||
let device = Arc::new(context.device.clone());
|
||||
let renderer = Renderer::new(&context, format, self.width, self.height);
|
||||
let renderer =
|
||||
Renderer::new(&context, format, self.width, self.height, &self.shadow_config, self.hdr);
|
||||
// Step 15, D8: apply the culling flag (off by default — non-regression).
|
||||
renderer.set_culling(self.culling);
|
||||
|
||||
// Step 7 (DRAFT 7.1): the PipelineCache now lives in the Scene. We wire the GPU context
|
||||
// (device + queue + format + cache) into the Scene before setup so it can build materials/meshes.
|
||||
// Étape 20: when HDR is active, the main pass targets Rgba16Float (not the surface format),
|
||||
// so the Scene's pipelines must be compiled for that format.
|
||||
let main_format = if self.hdr.is_some() {
|
||||
wgpu::TextureFormat::Rgba16Float
|
||||
} else {
|
||||
format
|
||||
};
|
||||
let mut scene = Scene::new();
|
||||
scene.init_gpu(device, context.queue.clone(), format);
|
||||
scene.init_gpu(device, context.queue.clone(), main_format);
|
||||
|
||||
let mut app = App {
|
||||
scene,
|
||||
@@ -294,6 +338,8 @@ impl<H: AppHandler> ApplicationHandler for AppRunner<H> {
|
||||
width: self.width,
|
||||
height: self.height,
|
||||
culling: self.culling,
|
||||
shadow_config: self.shadow_config.clone(),
|
||||
hdr: self.hdr,
|
||||
event_loop: None,
|
||||
context: Some(context),
|
||||
renderer: Some(renderer),
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
//! # HDR / Tone Mapping Configuration (Étape 20)
|
||||
//!
|
||||
//! Defines the `ToneMapper` enum (selects the tone mapping curve) and provides the
|
||||
//! configuration passed to the `Renderer` when HDR is enabled. The HDR pipeline
|
||||
//! (offscreen `Rgba16Float` texture + fullscreen tone mapping pass) is **opt-in**:
|
||||
//! without it, the renderer draws directly to the sRGB surface (zero overhead).
|
||||
|
||||
/// Selects the tone mapping curve applied by the HDR pass.
|
||||
///
|
||||
/// The choice is compiled into the pipeline at construction time (one entry point per
|
||||
/// variant) — there is no runtime branching cost.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum ToneMapper {
|
||||
/// ACES Filmic (Narkowicz 2015 approximation). Cinematic contrast, used in AAA
|
||||
/// games and film pipelines. Softly compresses highlights while preserving
|
||||
/// midtone contrast.
|
||||
Aces,
|
||||
/// Reinhard: `x / (1 + x)`. Simple, flat response. Less contrast than ACES but
|
||||
/// computationally trivial.
|
||||
Reinhard,
|
||||
}
|
||||
|
||||
impl ToneMapper {
|
||||
/// Returns the WGSL entry point name for this tone mapper variant.
|
||||
pub(crate) fn entry_point(&self) -> &'static str {
|
||||
match self {
|
||||
ToneMapper::Aces => "fs_aces",
|
||||
ToneMapper::Reinhard => "fs_reinhard",
|
||||
}
|
||||
}
|
||||
|
||||
/// Human-readable label (for debug output).
|
||||
pub fn label(&self) -> &'static str {
|
||||
match self {
|
||||
ToneMapper::Aces => "ACES",
|
||||
ToneMapper::Reinhard => "Reinhard",
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl std::fmt::Display for ToneMapper {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
f.write_str(self.label())
|
||||
}
|
||||
}
|
||||
@@ -11,11 +11,15 @@
|
||||
|
||||
pub mod context;
|
||||
pub mod frame;
|
||||
pub mod hdr;
|
||||
pub mod input;
|
||||
pub mod renderer;
|
||||
pub mod shadow;
|
||||
|
||||
// Re-exports
|
||||
pub use context::Context;
|
||||
pub use frame::Frame;
|
||||
pub use hdr::ToneMapper;
|
||||
pub use input::InputState;
|
||||
pub use renderer::Renderer;
|
||||
pub use shadow::ShadowConfig;
|
||||
|
||||
+261
-9
@@ -36,9 +36,9 @@ use crate::resources::{
|
||||
Camera, CullUniforms, FrameUniforms, Lights, Material, Mesh, ObjectUniform, ShadowUniform,
|
||||
};
|
||||
use crate::scene::Scene;
|
||||
use crate::core::hdr::ToneMapper;
|
||||
use crate::utils::conf::{
|
||||
GPU_DRIVEN_SHADER, GPU_WORKGROUP_SIZE, LOD_THRESHOLDS, MAX_ENTITIES, MAX_LOD_LEVELS,
|
||||
SHADOW_DEPTH_BIAS, SHADOW_MAP_SIZE, SHADOW_SCENE_CENTER, SHADOW_SCENE_RADIUS,
|
||||
GPU_DRIVEN_SHADER, GPU_WORKGROUP_SIZE, LOD_THRESHOLDS, MAX_ENTITIES, MAX_LOD_LEVELS, TONEMAP_SHADER,
|
||||
};
|
||||
use glam::{Mat4, Quat, Vec3, Vec4};
|
||||
use std::cell::{Cell, RefCell};
|
||||
@@ -145,6 +145,30 @@ pub struct Renderer {
|
||||
/// Viewport height in pixels (Step 19, D9): the unit of the LOD projected-size test. Set from
|
||||
/// the initial surface size in `new` and refreshed by `resize_depth` on window resize.
|
||||
viewport_height: u32,
|
||||
/// Shadow mapping configuration (map size, biases, frustum). Set at construction time;
|
||||
/// `map_size` determines the shadow texture allocation, the rest are used per-frame.
|
||||
shadow_config: super::shadow::ShadowConfig,
|
||||
/// HDR pipeline (Étape 20). Present only when HDR is enabled via `AppBuilder::with_hdr`.
|
||||
/// When `None`, the main pass renders directly to the surface (LDR, zero overhead).
|
||||
hdr: Option<HdrPipeline>,
|
||||
}
|
||||
|
||||
/// Internal HDR pipeline state: offscreen `Rgba16Float` texture + tone mapping render pipeline.
|
||||
/// Allocated in `Renderer::new` when HDR is active; recreated on resize.
|
||||
struct HdrPipeline {
|
||||
/// Offscreen HDR color texture (`Rgba16Float`), sized to the surface.
|
||||
texture: wgpu::Texture,
|
||||
/// View of the HDR texture, used as the main pass color attachment.
|
||||
view: wgpu::TextureView,
|
||||
/// Tone mapping render pipeline (fullscreen triangle + ACES/Reinhard curve).
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
/// Bind group for the TM pass (HDR texture + sampler + uniform with exposure & viewport).
|
||||
/// The uniform buffer is owned by the bind group (freed when the bind group is replaced).
|
||||
bind_group: wgpu::BindGroup,
|
||||
/// Bind group layout for the TM pass (reused on resize to recreate the bind group).
|
||||
layout: wgpu::BindGroupLayout,
|
||||
/// Sampler for the HDR texture (linear, clamp).
|
||||
sampler: wgpu::Sampler,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
@@ -156,7 +180,14 @@ impl Renderer {
|
||||
/// Returns a new Renderer instance sharing the same underlying GPU resources as Context.
|
||||
/// Called once at application startup during scene setup. The Renderer shares these resources via Arc;
|
||||
/// Context retains ownership and can continue using them after this call.
|
||||
pub fn new(context: &Context, format: wgpu::TextureFormat, width: u32, height: u32) -> Self {
|
||||
pub fn new(
|
||||
context: &Context,
|
||||
format: wgpu::TextureFormat,
|
||||
width: u32,
|
||||
height: u32,
|
||||
shadow_config: &super::shadow::ShadowConfig,
|
||||
hdr: Option<ToneMapper>,
|
||||
) -> Self {
|
||||
let queue: wgpu::Queue = context.queue.clone();
|
||||
let device: wgpu::Device = context.device.clone();
|
||||
let [frame_layout, object_layout] = create_uniform_bind_group_layouts(&device);
|
||||
@@ -206,7 +237,7 @@ impl Renderer {
|
||||
// Step 14 (DRAFT 3.2): shadow mapping resources — shadow map texture/view, comparison
|
||||
// sampler, group-3 bind group, shadow-light uniform buffer + group-0 bind group, and the
|
||||
// depth-only shadow pipeline. All allocated once here at the default resolution (D2/D8).
|
||||
let (shadow_texture, shadow_view) = create_shadow_map(&device, SHADOW_MAP_SIZE);
|
||||
let (shadow_texture, shadow_view) = create_shadow_map(&device, shadow_config.map_size);
|
||||
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
label: Some("shadow comparison sampler"),
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
@@ -508,7 +539,7 @@ impl Renderer {
|
||||
}],
|
||||
});
|
||||
|
||||
let renderer = Self {
|
||||
let mut renderer = Self {
|
||||
queue,
|
||||
device,
|
||||
format,
|
||||
@@ -542,10 +573,14 @@ impl Renderer {
|
||||
lod_enabled: Cell::new(true),
|
||||
last_lod_levels: RefCell::new(Vec::new()),
|
||||
viewport_height: height,
|
||||
shadow_config: shadow_config.clone(),
|
||||
hdr: None,
|
||||
};
|
||||
// Seed the shared frame buffer with an identity camera + current unlit flag so the low-level
|
||||
// `render` path (which has no window/camera) sees coherent values before `render_scene` runs.
|
||||
renderer.write_default_frame_uniforms();
|
||||
// Étape 20: allocate the HDR pipeline (offscreen texture + TM pipeline) when enabled.
|
||||
renderer.hdr = hdr.map(|tm| create_hdr_pipeline(&renderer.device, &renderer.queue, width, height, tm, format));
|
||||
renderer
|
||||
}
|
||||
|
||||
@@ -585,6 +620,14 @@ impl Renderer {
|
||||
self.depth_view = depth_view;
|
||||
// Step 19 (D9): refresh the viewport height — the unit of the LOD projected-size test.
|
||||
self.viewport_height = height;
|
||||
// Étape 20: recreate the HDR texture + bind group at the new size (D10).
|
||||
if let Some(hdr) = &mut self.hdr {
|
||||
let (tex, view) = create_hdr_texture(&self.device, width, height);
|
||||
let bg = create_hdr_bind_group(&self.device, &hdr.layout, &hdr.sampler, &tex, width, height);
|
||||
hdr.texture = tex;
|
||||
hdr.view = view;
|
||||
hdr.bind_group = bg;
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates the stored surface texture format after a surface reconfigure (ROADMAP Phase 4.4).
|
||||
@@ -619,7 +662,12 @@ impl Renderer {
|
||||
Some((index, vp)) => (
|
||||
index as u32,
|
||||
vp,
|
||||
Vec4::new(SHADOW_MAP_SIZE as f32, SHADOW_DEPTH_BIAS, 0.0, 0.0),
|
||||
Vec4::new(
|
||||
self.shadow_config.map_size as f32,
|
||||
self.shadow_config.depth_bias,
|
||||
self.shadow_config.slope_bias,
|
||||
0.0,
|
||||
),
|
||||
1,
|
||||
),
|
||||
None => (MAX_LIGHTS as u32, Mat4::IDENTITY, Vec4::ZERO, 0),
|
||||
@@ -679,8 +727,8 @@ impl Renderer {
|
||||
}
|
||||
crate::resources::LightType::Point => return None,
|
||||
};
|
||||
let r = SHADOW_SCENE_RADIUS;
|
||||
let target = Vec3::from(SHADOW_SCENE_CENTER);
|
||||
let r = self.shadow_config.scene_radius;
|
||||
let target = Vec3::from(self.shadow_config.scene_center);
|
||||
// Eye one scene-radius behind the target along the light path, so distance(target)=r and
|
||||
// every point in the box has depth within [near=0, far=r].
|
||||
let eye = target - dir * r;
|
||||
@@ -867,11 +915,17 @@ impl Renderer {
|
||||
// The matrix + draw-args are read via per-slot offsets; a culled/inactive slot's args
|
||||
// are zero, so its draw is a no-op. State changes (pipeline + texture bind group @2)
|
||||
// are hoisted out of the slot loop: one per DISTINCT material, not one per entity.
|
||||
// Étape 20: when HDR is active, the color attachment targets the offscreen HDR texture
|
||||
// instead of the surface; the TM pass (step 8) then copies it to the surface.
|
||||
let main_target = match &self.hdr {
|
||||
Some(h) => &h.view,
|
||||
None => view,
|
||||
};
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("scene render pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view,
|
||||
view: main_target,
|
||||
resolve_target: None,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
@@ -952,6 +1006,30 @@ impl Renderer {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 8. Étape 20: tone mapping pass — renders a fullscreen triangle that reads the HDR
|
||||
// texture, applies exposure + tone mapping curve, and writes to the surface.
|
||||
// Only runs when HDR is active; the surface is the color target (no depth needed).
|
||||
if let Some(hdr) = &self.hdr {
|
||||
let mut tm_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("tone mapping pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view,
|
||||
resolve_target: None,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
..Default::default()
|
||||
});
|
||||
tm_pass.set_pipeline(&hdr.pipeline);
|
||||
tm_pass.set_bind_group(0, &hdr.bind_group, &[]);
|
||||
tm_pass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
}
|
||||
|
||||
@@ -1429,6 +1507,180 @@ fn batch_slots<K: Eq + Hash + Clone>(keys: &[K]) -> Vec<Vec<usize>> {
|
||||
groups.into_iter().map(|(_, idxs)| idxs).collect()
|
||||
}
|
||||
|
||||
/// Allocates the offscreen HDR color texture (`Rgba16Float`) + view at the given size (Étape 20, D3).
|
||||
/// Used both at initial allocation and on resize.
|
||||
fn create_hdr_texture(device: &wgpu::Device, width: u32, height: u32) -> (wgpu::Texture, wgpu::TextureView) {
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("hdr texture"),
|
||||
size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Rgba16Float,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[],
|
||||
});
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
(texture, view)
|
||||
}
|
||||
|
||||
/// Creates the tone mapping bind group: HDR texture (binding 0) + sampler (binding 1) + uniform (binding 2).
|
||||
/// The uniform contains exposure (1.0) and viewport size (pad.xy).
|
||||
fn create_hdr_bind_group(
|
||||
device: &wgpu::Device,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
sampler: &wgpu::Sampler,
|
||||
texture: &wgpu::Texture,
|
||||
width: u32,
|
||||
height: u32,
|
||||
) -> wgpu::BindGroup {
|
||||
// Write the uniform: exposure = 1.0, pad.xy = viewport size.
|
||||
// WGSL uniform layout: f32 at offset 0 (4B), vec3<f32> at offset 16 (16B, aligned to 16).
|
||||
// Total = 32 bytes. We pack as 8 f32s: [exposure, 0, 0, 0, w, h, 0, 0].
|
||||
let uniform_data = [
|
||||
1.0f32, // exposure (offset 0)
|
||||
0.0, 0.0, 0.0, // padding to align vec3 to offset 16
|
||||
width as f32, height as f32, 0.0, // pad: vec3<f32> at offset 16
|
||||
0.0, // trailing pad to 32 bytes
|
||||
];
|
||||
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("tm uniform"),
|
||||
size: 32,
|
||||
usage: wgpu::BufferUsages::UNIFORM,
|
||||
mapped_at_creation: true,
|
||||
});
|
||||
{
|
||||
let mut w = uniform_buffer.slice(..).get_mapped_range_mut().expect("mapped buffer");
|
||||
w.copy_from_slice(bytemuck::cast_slice(&uniform_data));
|
||||
drop(w);
|
||||
uniform_buffer.unmap();
|
||||
}
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("tm bind group"),
|
||||
layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&texture.create_view(&wgpu::TextureViewDescriptor::default())),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(sampler),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
|
||||
buffer: &uniform_buffer,
|
||||
offset: 0,
|
||||
size: None,
|
||||
}),
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
|
||||
/// Creates the full HDR pipeline (Étape 20): offscreen texture + TM pipeline + bind group.
|
||||
/// The pipeline uses the `TONEMAP_SHADER` with the entry point selected by the `ToneMapper` variant.
|
||||
fn create_hdr_pipeline(
|
||||
device: &wgpu::Device,
|
||||
_queue: &wgpu::Queue,
|
||||
width: u32,
|
||||
height: u32,
|
||||
tonemapper: ToneMapper,
|
||||
format: wgpu::TextureFormat,
|
||||
) -> HdrPipeline {
|
||||
// 1. Offscreen HDR texture + view.
|
||||
let (texture, view) = create_hdr_texture(device, width, height);
|
||||
|
||||
// 2. Sampler (linear, clamp).
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
label: Some("hdr sampler"),
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
// 3. Bind group layout: texture (0) + sampler (1) + uniform (2).
|
||||
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("hdr bgl"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None },
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
// 4. Render pipeline: fullscreen triangle (no vertex buffer) + selected TM entry point.
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("tonemap shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(TONEMAP_SHADER.into()),
|
||||
});
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("hdr pipeline layout"),
|
||||
bind_group_layouts: &[Some(&layout)],
|
||||
..Default::default()
|
||||
});
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("tone mapping pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[],
|
||||
compilation_options: Default::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some(tonemapper.entry_point()),
|
||||
compilation_options: Default::default(),
|
||||
targets: &[Some(wgpu::ColorTargetState::from(format))],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: Default::default(),
|
||||
multiview_mask: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
// 5. Bind group with the initial texture + viewport size.
|
||||
let bind_group = create_hdr_bind_group(device, &layout, &sampler, &texture, width, height);
|
||||
|
||||
HdrPipeline {
|
||||
texture,
|
||||
view,
|
||||
pipeline,
|
||||
bind_group,
|
||||
layout,
|
||||
sampler,
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
//! Shadow mapping configuration.
|
||||
//!
|
||||
//! Users of the WSG library can tune shadow quality/behavior without modifying the library
|
||||
//! source. All fields have sensible defaults (see [`ShadowConfig::default`]); pass a custom
|
||||
//! config via [`AppBuilder::with_shadow_config`](crate::app::AppBuilder::with_shadow_config).
|
||||
|
||||
use crate::utils::conf::{
|
||||
SHADOW_DEPTH_BIAS, SHADOW_MAP_SIZE, SHADOW_SCENE_CENTER, SHADOW_SCENE_RADIUS,
|
||||
SHADOW_SLOPE_BIAS,
|
||||
};
|
||||
|
||||
/// Configuration for the shadow mapping system.
|
||||
///
|
||||
/// Controls the shadow map resolution, depth bias (anti-acne), and the orthographic frustum
|
||||
/// that frames the scene from the shadow-casting light's point of view.
|
||||
///
|
||||
/// # Usage
|
||||
/// ```ignore
|
||||
/// use wsg_lib::core::ShadowConfig;
|
||||
///
|
||||
/// let app = AppBuilder::new()
|
||||
/// .with_shadow_config(ShadowConfig {
|
||||
/// map_size: 2048, // higher resolution → sharper shadows
|
||||
/// depth_bias: 0.002, // constant bias (NDC depth units)
|
||||
/// slope_bias: 0.006, // slope-scaled bias coefficient
|
||||
/// scene_center: [0.0, 0.0, 0.0], // where to center the ortho frustum
|
||||
/// scene_radius: 8.0, // half-extent of the ortho frustum (world units)
|
||||
/// ..Default::default()
|
||||
/// })
|
||||
/// .build()
|
||||
/// .await?;
|
||||
/// ```
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct ShadowConfig {
|
||||
/// Shadow map resolution in pixels per side (square map). Higher = sharper shadows,
|
||||
/// more VRAM. Defaults to 1024.
|
||||
pub map_size: u32,
|
||||
/// Constant depth bias subtracted from the reference depth before the shadow comparison.
|
||||
/// This is the *minimum* bias; the slope-scaled term adds more for grazing angles.
|
||||
/// Defaults to 0.002.
|
||||
pub depth_bias: f32,
|
||||
/// Slope-scaled bias coefficient. The effective bias is
|
||||
/// `max(depth_bias, slope_bias * (1.0 - |dot(N, L)|))` — it grows as the surface normal
|
||||
/// becomes perpendicular to the light direction, where shadow acne is worst.
|
||||
/// Defaults to 0.004.
|
||||
pub slope_bias: f32,
|
||||
/// World-space center of the orthographic shadow frustum. The frustum is oriented along
|
||||
/// the shadow light's direction and centered on this point. Defaults to `[0.0, 0.0, 0.0]`.
|
||||
pub scene_center: [f32; 3],
|
||||
/// Half-extent (world units) of the orthographic shadow frustum. Must be large enough to
|
||||
/// encompass all shadow-casting and receiving geometry. Defaults to 5.0.
|
||||
pub scene_radius: f32,
|
||||
}
|
||||
|
||||
impl Default for ShadowConfig {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
map_size: SHADOW_MAP_SIZE,
|
||||
depth_bias: SHADOW_DEPTH_BIAS,
|
||||
slope_bias: SHADOW_SLOPE_BIAS,
|
||||
scene_center: SHADOW_SCENE_CENTER,
|
||||
scene_radius: SHADOW_SCENE_RADIUS,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -44,3 +44,11 @@ pub use crate::app::App;
|
||||
/// Re-export of the user-defined game logic interface for convenient top-level access.
|
||||
/// Users implement this trait to define update/render callbacks injected into the render loop.
|
||||
pub use crate::handler::AppHandler;
|
||||
|
||||
/// Re-export of the shadow mapping configuration for convenient top-level access.
|
||||
/// Users tune shadow quality via `AppBuilder::with_shadow_config`.
|
||||
pub use crate::core::ShadowConfig;
|
||||
|
||||
/// Re-export of the tone mapping curve selector for convenient top-level access.
|
||||
/// Users enable HDR via `AppBuilder::with_hdr(ToneMapper::Aces)`.
|
||||
pub use crate::core::ToneMapper;
|
||||
|
||||
@@ -91,7 +91,7 @@ struct FrameUniforms {
|
||||
num_spot: u32,
|
||||
shadow_light_index: u32, // packed index of the shadow light ; MAX_LIGHTS = off
|
||||
light_view_proj: mat4x4<f32>, // world → shadow light clip space (Étape 14, D3)
|
||||
shadow_params: vec4<f32>, // .x = shadow map size, .y = depth bias
|
||||
shadow_params: vec4<f32>, // .x = map size, .y = constant bias, .z = slope bias
|
||||
options: vec4<u32>, // .x = unlit flag ; .y = shadows on
|
||||
};
|
||||
|
||||
@@ -202,16 +202,20 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
diffuse += frame.lights[i].color.rgb * frame.lights[i].color.a * ndotl * falloff * spot_factor;
|
||||
}
|
||||
|
||||
let lit = base * (ambient + diffuse) * compute_shadow(in.world_pos);
|
||||
let lit = base * (ambient + diffuse) * compute_shadow(in.world_pos, n);
|
||||
return vec4<f32>(lit, in.color.a);
|
||||
}
|
||||
|
||||
// Étape 14 (DRAFT 3.2, D5) : PCF shadow factor for this fragment. Reprojects the world position
|
||||
// into the shadow light's clip space, converts to depth-map UVs + normalized depth, then averages
|
||||
// a 3×3 `textureSampleCompare` neighborhood using the comparison sampler (LessEqual). Returns
|
||||
// 1.0 when fully lit (or shadows disabled), 0.0 when fully in shadow. The reference depth is
|
||||
// pulled toward the viewer by `frame.shadow_params.y` (bias) to suppress acne.
|
||||
fn compute_shadow(world_pos: vec3<f32>) -> f32 {
|
||||
// 1.0 when fully lit (or shadows disabled), 0.0 when fully in shadow.
|
||||
//
|
||||
// Bias strategy : **slope-scaled** — the reference depth is pulled toward the viewer by
|
||||
// `max(constant_bias, slope_bias * (1.0 - abs(dot(n, light_dir))))`. The slope term grows as the
|
||||
// surface becomes perpendicular to the light (grazing angle), where acne is worst. This prevents
|
||||
// the large black patches that a constant bias alone cannot suppress on large flat surfaces.
|
||||
fn compute_shadow(world_pos: vec3<f32>, normal: vec3<f32>) -> f32 {
|
||||
// Shadows off (options.y == 0) or no valid caster (sentinel = MAX_LIGHTS) → fully lit.
|
||||
if (frame.options.y == 0u || frame.shadow_light_index == MAX_LIGHTS) {
|
||||
return 1.0;
|
||||
@@ -224,9 +228,25 @@ fn compute_shadow(world_pos: vec3<f32>) -> f32 {
|
||||
// The light projection is built with the WebGPU `[0,1]` clip-depth convention (glam
|
||||
// directx/WebGPU module), so NDC z is already in [0,1]: no extra remap is needed.
|
||||
let current_depth = shadow_ndc.z;
|
||||
let bias = frame.shadow_params.y;
|
||||
let texel = 1.0 / max(frame.shadow_params.x, 1.0);
|
||||
|
||||
// Slope-scaled bias (fixes the large acne patches on surfaces at grazing angles to the light).
|
||||
// Direction from surface toward the shadow-casting light:
|
||||
// directional → position_dir.xyz (already the surface→light direction)
|
||||
// spot → normalize(light_position - world_pos)
|
||||
let sl_idx = frame.shadow_light_index;
|
||||
let sl = frame.lights[sl_idx];
|
||||
let is_dir = (sl_idx < frame.num_directional);
|
||||
var light_dir: vec3<f32>;
|
||||
if (is_dir) {
|
||||
light_dir = normalize(sl.position_dir.xyz);
|
||||
} else {
|
||||
light_dir = normalize(sl.position_dir.xyz - world_pos);
|
||||
}
|
||||
// The slope factor: 0 when the normal faces the light (no bias needed), 1 when perpendicular.
|
||||
let slope = 1.0 - abs(dot(normalize(normal), light_dir));
|
||||
let bias = max(frame.shadow_params.y, frame.shadow_params.z * slope);
|
||||
|
||||
// 3×3 PCF : average of the comparison results around the fragment's texel.
|
||||
var lit_count = 0.0;
|
||||
for (var ox = -1i; ox <= 1; ox++) {
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
// Tone mapping fullscreen pass shader (Étape 20).
|
||||
//
|
||||
// Renders a fullscreen triangle (no vertex buffer — position derived from vertex_index)
|
||||
// that samples the HDR texture, applies exposure + tone mapping curve, and writes the
|
||||
// result to the sRGB surface. The hardware handles the linear→sRGB gamma conversion
|
||||
// automatically (the surface is Rgba8UnormSrgb).
|
||||
//
|
||||
// Two fragment entry points: `fs_aces` (ACES Filmic, Narkowicz 2015) and `fs_reinhard`
|
||||
// (simple Reinhard). The pipeline is compiled with the appropriate entry point at
|
||||
// construction time.
|
||||
|
||||
struct TmUniforms {
|
||||
exposure: f32,
|
||||
pad: vec3<f32>,
|
||||
}
|
||||
|
||||
@group(0) @binding(0) var u_hdr_texture: texture_2d<f32>;
|
||||
@group(0) @binding(1) var u_hdr_sampler: sampler;
|
||||
@group(0) @binding(2) var<uniform> u_params: TmUniforms;
|
||||
|
||||
// Fullscreen triangle vertex shader: generates three vertices covering the entire
|
||||
// NDC viewport. The triangle is (-1,-1), (3,-1), (-1,3) — the fourth NDC corner (1,1)
|
||||
// is outside the triangle and gets clipped away; the visible portion exactly covers [-1,1]².
|
||||
// The fragment shader derives UVs from the built-in position (window coords).
|
||||
@vertex
|
||||
fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4<f32> {
|
||||
switch vid {
|
||||
case 0u {
|
||||
return vec4<f32>(-1.0, -1.0, 0.0, 1.0);
|
||||
}
|
||||
case 1u {
|
||||
return vec4<f32>(3.0, -1.0, 0.0, 1.0);
|
||||
}
|
||||
default {
|
||||
return vec4<f32>(-1.0, 3.0, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- ACES Filmic tone curve (Narkowicz 2015) ---
|
||||
fn aces(x: f32) -> f32 {
|
||||
let a = 2.51;
|
||||
let b = 0.03;
|
||||
let c = 2.43;
|
||||
let d = 0.59;
|
||||
let e = 0.14;
|
||||
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
|
||||
}
|
||||
|
||||
// --- Reinhard tone curve ---
|
||||
fn reinhard(x: f32) -> f32 {
|
||||
return clamp(x / (1.0 + x), 0.0, 1.0);
|
||||
}
|
||||
|
||||
// Convert window-space position to texture UVs [0,1]².
|
||||
// @builtin(position) in a fragment shader is in window coordinates (pixels, top-left origin).
|
||||
// We need the draw size to normalize; pass it via a uniform or use the known viewport.
|
||||
// Here we use a simpler trick: the NDC position is available via the vertex interpolation,
|
||||
// but since we only output @builtin(position), we derive UVs in the fragment from
|
||||
// @builtin(position) / viewport. The viewport is the full window, so we normalize by
|
||||
// the known draw size.
|
||||
//
|
||||
// Actually, the simplest correct approach: since the triangle covers the full viewport,
|
||||
// we can use `@builtin(position)` (in pixels) and normalize by the viewport size.
|
||||
// But we don't have the viewport size as a binding here...
|
||||
//
|
||||
// Alternative: use a second vertex output for UVs. Since tuple returns aren't supported
|
||||
// in this naga version, we use a different trick — the UVs are linearly interpolated
|
||||
// from the vertex positions. We compute them as (ndc + 1) / 2 in the vertex shader
|
||||
// and pass them through an @location. But we can only have one return value...
|
||||
//
|
||||
// Simplest fix: just use @builtin(position) in the fragment and divide by the
|
||||
// viewport size (stored in the uniform).
|
||||
|
||||
// We add viewport size to the uniform (reusing the _pad field).
|
||||
// _pad.xy = viewport size in pixels (width, height).
|
||||
// _pad.z = unused, _pad.w = unused.
|
||||
|
||||
@fragment
|
||||
fn fs_aces(
|
||||
@builtin(position) frag_pos: vec4<f32>,
|
||||
) -> @location(0) vec4<f32> {
|
||||
let uv = frag_pos.xy / u_params.pad.xy;
|
||||
let color = textureSample(u_hdr_texture, u_hdr_sampler, uv).rgb * u_params.exposure;
|
||||
return vec4<f32>(
|
||||
aces(color.r),
|
||||
aces(color.g),
|
||||
aces(color.b),
|
||||
1.0,
|
||||
);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_reinhard(
|
||||
@builtin(position) frag_pos: vec4<f32>,
|
||||
) -> @location(0) vec4<f32> {
|
||||
let uv = frag_pos.xy / u_params.pad.xy;
|
||||
let color = textureSample(u_hdr_texture, u_hdr_sampler, uv).rgb * u_params.exposure;
|
||||
return vec4<f32>(
|
||||
reinhard(color.r),
|
||||
reinhard(color.g),
|
||||
reinhard(color.b),
|
||||
1.0,
|
||||
);
|
||||
}
|
||||
+15
-4
@@ -41,6 +41,11 @@ pub const SHADOW_SHADER: &str = include_str!("../shaders/shadow_shader.wgsl");
|
||||
/// the library; no external file is read).
|
||||
pub const GPU_DRIVEN_SHADER: &str = include_str!("../shaders/gpu_driven.wgsl");
|
||||
|
||||
/// The tone mapping fullscreen pass shader source (Étape 20), embedded at compile time.
|
||||
/// Carries one vertex entry point (`vs_main`, fullscreen triangle) and two fragment entry
|
||||
/// points (`fs_aces`, `fs_reinhard`). Compiled directly by the renderer when HDR is enabled.
|
||||
pub const TONEMAP_SHADER: &str = include_str!("../shaders/tonemap.wgsl");
|
||||
|
||||
/// Fixed capacity of the GPU-driven entity slot buffers (Phase 3). The transform, matrix, bbox and
|
||||
/// indirect-draw-args buffers are all sized to this capacity and allocated once; per frame the CPU
|
||||
/// rewrites only the transform slots and the cull uniforms.
|
||||
@@ -76,10 +81,16 @@ pub const GPU_WORKGROUP_SIZE: u32 = 64;
|
||||
/// quality/cost trade-off for the dedicated `shadow_test` example and most simple scenes.
|
||||
pub const SHADOW_MAP_SIZE: u32 = 1024;
|
||||
|
||||
/// Default shadow depth bias (Step 14, D5) subtracted from the reference depth before the
|
||||
/// comparison, to suppress acne without killing contact shadows. Combined with the slope-scaled
|
||||
/// bias applied on the shadow pipeline itself.
|
||||
pub const SHADOW_DEPTH_BIAS: f32 = 0.006;
|
||||
/// Default shadow constant bias (Step 14, D5) subtracted from the reference depth before the
|
||||
/// comparison, to suppress acne without killing contact shadows. This is the minimum bias;
|
||||
/// the slope-scaled term (SHADOW_SLOPE_BIAS) adds more for surfaces at grazing angles.
|
||||
pub const SHADOW_DEPTH_BIAS: f32 = 0.002;
|
||||
|
||||
/// Slope-scaled bias coefficient (Étape 14 fix, 2026-09-24). The effective bias is
|
||||
/// `max(SHADOW_DEPTH_BIAS, SHADOW_SLOPE_BIAS * (1.0 - |dot(N, L)|))` — it grows as the surface
|
||||
/// normal becomes perpendicular to the light direction, where shadow acne is worst. A value of
|
||||
/// 0.004 works well for a 1024² map with a 10-unit ortho frustum; tune per scene scale.
|
||||
pub const SHADOW_SLOPE_BIAS: f32 = 0.006;
|
||||
|
||||
/// Default half-extent (world units) of the orthographic shadow frustum around the scene center
|
||||
/// for a directional light (D3). Chosen to comfortably frame the unit-cube scene of the examples.
|
||||
|
||||
@@ -85,3 +85,34 @@ fn gpu_driven_shader_is_valid_wgsl() {
|
||||
"the two compute entry points are expected"
|
||||
);
|
||||
}
|
||||
|
||||
/// Parses and fully validates the embedded `tonemap.wgsl` shader (Étape 20) via naga.
|
||||
/// The renderer compiles it into one `RenderPipeline` (vertex `vs_main` + one of the two
|
||||
/// fragment entry points `fs_aces` / `fs_reinhard`), so this offline validation is the
|
||||
/// guarantee of its validity. The contract expects three entry points.
|
||||
#[test]
|
||||
fn tonemap_shader_is_valid_wgsl() {
|
||||
let src = include_str!("../src/shaders/tonemap.wgsl");
|
||||
let module = naga::front::wgsl::parse_str(src)
|
||||
.unwrap_or_else(|e| panic!("tonemap.wgsl: parsing error: {e:?}"));
|
||||
|
||||
let mut validator = naga::valid::Validator::new(
|
||||
naga::valid::ValidationFlags::all(),
|
||||
naga::valid::Capabilities::all(),
|
||||
);
|
||||
validator
|
||||
.validate(&module)
|
||||
.unwrap_or_else(|e| panic!("tonemap.wgsl: validation failed: {e:?}"));
|
||||
|
||||
let mut entry_names: Vec<&str> = module
|
||||
.entry_points
|
||||
.iter()
|
||||
.map(|ep| ep.name.as_str())
|
||||
.collect();
|
||||
entry_names.sort();
|
||||
assert_eq!(
|
||||
entry_names,
|
||||
vec!["fs_aces", "fs_reinhard", "vs_main"],
|
||||
"the three entry points are expected"
|
||||
);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user