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Jérôme Bousquié
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# WSG — WGPU Simple Graphics Library
**WSG** (WGPU Simple Graphics) est une bibliothèque Rust qui wrap [wgpu](https://github.com/gfx-rs/wgpu) et [winit](https://crates.io/crates/winit) pour dessiner en 3D **sans toucher wgpu directement**.
**WSG** (WGPU Simple Graphics) is a Rust library that wraps [wgpu](https://github.com/gfx-rs/wgpu) and [winit](https://crates.io/crates/winit) to draw 3D **without touching wgpu directly**.
## Ce que vous obtenez
## What you get
- **Une fenêtre 3D en ~30 lignes** — pas de wgpu, pas de winit dans votre code
- **Éclairage Phong** (directional, point, spot) + **ombres portées** (shadow mapping)
- **HDR + Tone Mapping** (ACES Filmic / Reinhard) — opt-in, zéro coût si désactivé
- **Pipeline GPU-driven** — world matrices + frustum culling sur le GPU, indirect draws
- **LOD** (Level of Detail) — dégradation automatique de la géométrie selon la distance
- **Primitives procédurales** — cube, sphère, cylindre, cône, tore, plan
- **Import de fichiers** — parser OBJ intégré (glTF en cours)
- **Caméra orbitale** + input unifié (clavier/souris)
- **LOD, culling, HDR, ombres** : tout est **opt-in** — ce que vous n'activez pas ne coûte rien
- **A 3D window in ~30 lines** — no wgpu, no winit in your code
- **Phong lighting** (directional, point, spot) + **shadows** (shadow mapping)
- **HDR + Tone Mapping** (ACES Filmic / Reinhard) — opt-in, zero cost when disabled
- **GPU-driven pipeline** — world matrices + frustum culling on the GPU, indirect draws
- **LOD** (Level of Detail) — automatic geometry degradation based on distance
- **Procedural primitives** — cube, sphere, cylinder, cone, torus, plane
- **File import** — built-in OBJ parser (glTF in progress)
- **Orbital camera** + unified input (keyboard/mouse)
- **LOD, culling, HDR, shadows**: everything is **opt-in** — what you don't enable costs nothing
## Forces
## Strengths
| Force | Détail |
|-------|--------|
| **Zéro wgpu dans votre code** | L'API déclarative (`AppBuilder` + `AppHandler`) encapsule tout |
| **Opt-in = zéro coût** | Un effet non activé n'alloue rien, n'exécute rien |
| **Features Cargo** | Ne compilez que les primitives/import dont vous avez besoin |
| **Un seul shader** | Le `standard` shader (Phong) couvre 90 % des cas ; mode unlit pour la 2D |
| **GPU-driven** | Le CPU envoie des transforms, le GPU fait le reste (matrices, culling, draws) |
| Strength | Detail |
|----------|--------|
| **Zero wgpu in your code** | The declarative API (`AppBuilder` + `AppHandler`) encapsulates everything |
| **Opt-in = zero cost** | A disabled effect allocates nothing, executes nothing |
| **Cargo features** | Only compile the primitives/importers you need |
| **One shader** | The `standard` shader (Phong) covers 90% of cases; unlit mode for 2D |
| **GPU-driven** | CPU sends transforms, GPU does the rest (matrices, culling, draws) |
## Quickstart
@@ -31,9 +31,9 @@ use wsg_lib::prelude::*;
use wsg_lib::app::AppBuilder;
use wsg_lib::utils::WsgError;
struct MaScene;
struct MyScene;
impl AppHandler for MaScene {
impl AppHandler for MyScene {
fn setup(&mut self, app: &mut wsg_lib::App) {
app.scene
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
@@ -42,7 +42,7 @@ impl AppHandler for MaScene {
.create_material("mat", "standard", None)
.unwrap();
// Un cube lit par Phong, posé au-dessus d'un plan
// A Phong-lit cube, sitting on a ground plane
app.scene
.create_mesh("cube", cube(1.0), Some("mat"))
.unwrap();
@@ -61,10 +61,10 @@ impl AppHandler for MaScene {
fn main() -> Result<(), WsgError> {
let mut app = AppBuilder::new()
.title("Ma scène WSG")
.with_hdr(ToneMapper::Aces) // optionnel : HDR + tone mapping
.title("My WSG scene")
.with_hdr(ToneMapper::Aces) // optional: HDR + tone mapping
.build()?;
app.run(MaScene);
app.run(MyScene);
Ok(())
}
```
@@ -76,81 +76,91 @@ pollster = { version = "1", features = ["macro"] }
```
```sh
cargo run --example demo # le showcase complet (6 primitives, 3 lumières, ombres, HDR)
cargo run --example demo # full showcase (6 primitives, 3 lights, shadows, HDR)
```
## Fonctionnalités
## Features
| Catégorie | Ce qui est disponible |
|-----------|----------------------|
| **Géométrie** | 6 primitives procédurales + import OBJ + `Geometry` custom |
| **Rendu** | Phong (lit), unlit (2D flat), HDR + tone mapping (ACES/Reinhard) |
| **Lumières** | Directional, point, spot (8 max) + ambient |
| **Ombres** | Shadow mapping (directional/spot), slope-scaled bias, PCF |
| **LOD** | Décimation quadric auto, hystérésis, 1 buffer multi-niveaux |
| Category | What's available |
|----------|-----------------|
| **Geometry** | 6 procedural primitives + OBJ import + custom `Geometry` |
| **Rendering** | Phong (lit), unlit (2D flat), PBR metallic/roughness, HDR + tone mapping |
| **Lights** | Directional, point, spot (8 max) + ambient |
| **Shadows** | Shadow mapping (directional/spot), slope-scaled bias, PCF |
| **LOD** | Auto quadric decimation, hysteresis, 1 buffer multi-level |
| **GPU-driven** | Compute pass (matrices + culling) → indirect draws |
| **Caméra** | Orbitale (drag/zoom/reset) + presets (front/side/top) |
| **Input** | Clavier (pressed/held/released), souris (delta, scroll, boutons) |
| **Textures** | RGBA8 (de bytes, de fichier, placeholder blanc) |
| **Post-process** | Bloom, Depth of Field, Fog (3 modes), MSAA 4× |
| **Camera** | Orbital (drag/zoom/reset) + presets (front/side/top) |
| **Input** | Keyboard (pressed/held/released), mouse (delta, scroll, buttons) |
| **Textures** | RGBA8 (from bytes, from file, white placeholder) |
## Documentation
| Où | Quoi |
|----|------|
| [docs/user/](docs/user/README.md) | **Guide utilisateur** (EN) — comment utiliser l'API, pas à pas |
| [docs/tech/](docs/tech/ARCHI_APP.md) | **Architecture interne** (FR) — décisions, specs, cibles |
| [docs/ROADMAP.md](docs/ROADMAP.md) | Feuille de route (phases 1-5 ✅, phase 6 en cours) |
| [docs/PLAN.md](docs/PLAN.md) | Livre de recette (historique des étapes) |
| `cargo doc -p wsg-lib --no-deps` | **Référence API** (rustdoc, 100 % couvert) |
| Where | What |
|-------|------|
| [docs/user/](docs/user/README.md) | **User guide** — how to use the API, step by step |
| [docs/tech/](docs/tech/ARCHI_APP.md) | **Internal architecture** — decisions, specs, targets |
| [docs/ROADMAP.md](docs/ROADMAP.md) | Roadmap (phases 1-5 ✅, phase 6 in progress) |
| [docs/PLAN.md](docs/PLAN.md) | Recipe book (step history) |
| `cargo doc -p wsg-lib --no-deps` | **API reference** (rustdoc, 100% covered) |
## Exemples
## Examples
| Exemple | Ce qu'il montre |
|---------|----------------|
| `demo` | Le showcase : 6 primitives, 3 lumières, ombres, HDR, LOD, caméra orbitale |
| `cube` | MVP 3D : un cube lit par Phong, texture checkerboard |
| `simple` | Minimal : un quad coloré en mode unlit (2D) |
| `shadow_test` | Ombres portées isolées |
| `spot_test` | Spotlight isolé |
| `import` | Import de fichier OBJ (feature `import-obj`) |
| `manual` | Workflow low-level (Context/Renderer/PipelineCache, sans App) |
| Example | What it shows |
|---------|---------------|
| `demo` | Full showcase: 6 primitives, 3 lights, shadows, HDR, LOD, orbital camera |
| `bloom` | HDR bloom post-process |
| `hdr` | HDR + tone mapping (ACES/Reinhard) |
| `emissive` | Emissive materials + runtime exposure control |
| `shadow` | Shadow mapping in isolation |
| `culling` | GPU-driven frustum culling (15×15 grid) |
| `msaa` | 4× multisample anti-aliasing |
| `fog` | 3 fog modes (linear, exponential, exponential²) |
| `dof` | Depth of field with focus presets |
| `pbr` | PBR metallic/roughness + normal mapping |
| `import` | OBJ file import (feature `import-obj`) |
| `manual` | Low-level workflow (Context/Renderer/PipelineCache, no App) |
## Features Cargo
## Cargo Features
```toml
# Default : toutes les primitives
# Default: all primitives
wsg-lib = { path = "../lib" }
# Minimal : juste le cube
# Minimal: just the cube
wsg-lib = { path = "../lib", default-features = false, features = ["prim-cube"] }
# Avec import OBJ
# With OBJ import
wsg-lib = { path = "../lib", features = ["import-obj"] }
```
| Feature | Active |
|---------|--------|
| Feature | Enables |
|---------|---------|
| `prim-cube`, `prim-plane`, `prim-sphere`, `prim-cylinder`, `prim-cone`, `prim-torus` | Primitives |
| `all-prims` (default) | Les 6 primitives |
| `import-obj` | Parser Wavefront OBJ |
| `all-prims` (default) | All 6 primitives |
| `import-obj` | Wavefront OBJ parser |
| `import-gltf` | glTF (stub) |
## Build
```sh
cargo build --workspace # tout
cargo test --workspace # 116 tests
cargo check --all-targets # vérification rapide
cargo run -p wsg-lib --example demo # lancer le showcase
cargo build --workspace # everything
cargo test --workspace # 127 tests
cargo check --all-targets # quick check
cargo run -p wsg-lib --example demo # run the showcase
```
## Projet
## Project
- **Langage** : Rust 2024
- **Dépendances** : wgpu 30, winit 0.30, glam (math)
- **Pas publié sur crates.io** (dépendance par path)
- **Status** : MVP complet (phases 1-5 ✅), post-MVP en cours (phase 6)
- **Language**: Rust 2024
- **Dependencies**: wgpu 30, winit 0.30, glam (math)
- **Not published on crates.io** (path dependency)
- **Status**: MVP complete (phases 1-5 ✅), post-MVP in progress (phase 6)
---
*Documentation détaillée (architecture, status, API reference, workflow manuel) : [README_DETAILS.md](README_DETAILS.md)*
*Detailed documentation (architecture, status, API reference, manual workflow): [README_DETAILS.md](README_DETAILS.md)*
---
> This project was heavily developed using OpenCode, Pi Code, and JCode AI agents running on local Qwen3-27b_Q4 and DeepSeek V4 Flash Q4 instances. The project organization and architecture are the author's own design.