re-org en App
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//! # Renderer Module — Executor Layer (WGPU Command Execution)
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//!
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//! The **Executor** layer of the architecture. Executes WGPU rendering commands — orchestrates draw calls by binding
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//! Material pipelines and Mesh vertex buffers into a RenderPass, then submits commands to the GPU queue.
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//! Does not own hardware resources (Device, Queue); receives references when called by the orchestrator (main.rs).
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//! Does not own RenderPipelines or shaders — those are managed by PipelineCache and accessed through Material.
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//! Does not own Surface/TextureView — acquired from Context::begin_frame().
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//!
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//! ## Interaction with Other Modules
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//! - **context**: receives Device/Queue references and TextureView; does not call begin/end_frame itself.
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//! - **pipeline_cache**: indirectly via Material — Renderer uses pipelines that PipelineCache compiled.
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//! - **mesh**: passes vertex/index buffers into set_vertex_buffer/set_index_buffer during draw.
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//! - **material**: provides the RenderPipeline reference via set_pipeline during draw.
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//!
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//! ## Architecture Notes (per ARCHI_APP.md)
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//! - **Phase d'Exécution**: Renderer executes per-frame render loops. During this phase it iterates Scene entities
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//! and draws each one by binding the appropriate Material+Mesh pair.
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//! - **Performance**: Entity sorting within the render loop minimizes pipeline switches (batching par matériau).
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//! - **Accès Bas-Niveau**: Advanced users can bypass Scene and call Renderer directly for custom rendering paths.
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use crate::core::Context;
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use crate::resources::{Mesh, Material};
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use crate::core::Frame;
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/// The Executor layer of the architecture. Holds shared references to Device and Queue from Context,
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/// plus the surface texture format. Executes WGPU rendering commands by binding Materials and Meshes
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/// into RenderPasses during each frame. Does not own raw hardware resources (they are Arc-cloned from Context).
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pub struct Renderer {
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/// GPU command submission queue — holds an Arc clone from Context; shared with other Context users.
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queue: wgpu::Queue,
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/// GPU device — creates buffers, textures, pipelines; holds an Arc clone from Context.
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device: wgpu::Device,
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/// Surface texture output format — stored here so it can be passed to PipelineCache on Material creation.
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format: wgpu::TextureFormat,
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}
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impl Renderer {
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/// Creates a Renderer by cloning Device and Queue Arc references from the Context, plus capturing the surface format.
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/// Called once at application startup during scene setup. The Renderer shares these resources via Arc;
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/// Context retains ownership and can continue using them after this call.
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pub fn new(context: &Context, format: wgpu::TextureFormat) -> Self {
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Self {
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queue: context.queue.clone(),
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device: context.device.clone(),
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format,
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}
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}
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/// Orchestrates rendering of a single object: binds Material pipeline + Mesh vertex data into a RenderPass,
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/// then submits commands to the GPU queue for execution. Called per-frame by the orchestrator (main.rs).
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/// Internal steps: 1) create CommandEncoder → 2) begin RenderPass with color attachment →
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/// 3) set_pipeline(material.pipeline) → 4) set_vertex_buffer(mesh.vertex_buffer) →
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/// 5) draw_indexed or draw based on index buffer presence → 6) drop render_pass end scope →
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/// 7) submit encoder via queue.
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pub fn render(
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&self,
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view: &wgpu::TextureView,
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mesh: &Mesh,
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material: &Material,
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) {
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// Create per-frame command encoder; its lifetime is scoped to this function only.
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("render encoder"),
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});
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// RenderPass borrows encoder mutably — must end (drop) before encoder.finish() below.
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// This scope boundary enforces Rust's borrow checker rules for GPU synchronization.
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: wgpu::StoreOp::Store,
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},
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})],
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..Default::default()
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});
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render_pass.set_pipeline(&material.pipeline);
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if mesh.num_vertices > 0 {
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render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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} else {
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// If no vertices, skip drawing entirely (nothing to render)
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return;
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}
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if let Some(index_buffer) = &mesh.index_buffer {
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render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..mesh.num_indices, 0, 0..1);
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} else {
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render_pass.draw(0..mesh.num_vertices, 0..1);
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}
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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}
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/// Presents the rendered frame by submitting the acquired surface texture to the GPU queue.
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/// The frame must have been obtained via Context::begin_frame() or Frame::try_new(); calling present()
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/// twice on the same texture is undefined behavior. Called by the orchestrator after render().
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pub fn present(&self, frame: Frame) {
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self.queue.present(frame.surface_texture);
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}
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/// Returns a reference to the owned Device for direct access when needed (e.g., PipelineCache creation).
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pub fn device(&self) -> &wgpu::Device {
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&self.device
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}
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/// Returns the surface texture output format used for rendering.
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pub fn format(&self) -> wgpu::TextureFormat {
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self.format
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}
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}
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