refactor renderer responsable + docs + schema
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+26
-40
@@ -1,50 +1,40 @@
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use std::sync::Arc;
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use winit::event_loop::EventLoop;
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use winit::window::WindowBuilder;
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use wsg_lib::conf;
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use wsg_lib::context::Context;
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use wsg_lib::frame::Frame; // Import nécessaire
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use wsg_lib::material::Material;
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use wsg_lib::mesh::Mesh;
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use wsg_lib::pipeline_cache::PipelineCache;
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use wsg_lib::renderer::Renderer;
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use wsg_lib::vertex::Vertex;
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fn main() {
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let event_loop = EventLoop::new().unwrap();
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let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
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// Initialisation contexte matériel (device, queue, surface) Utilisation de pollster pour le bloc async
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let context = pollster::block_on(Context::new(window.clone()));
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// 1. Initialisation
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let context = pollster::block_on(Context::new(window.clone())).expect("Échec init GPU");
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// Initialisation des briques de rendu
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// Configuration de la surface et récupération du format
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let format = context
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.configure(&context.adapter, 800, 600)
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.expect("Échec configuration");
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// 2. Initialisation du Renderer (Il récupère tout ce dont il a besoin)
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let mut cache = PipelineCache::new();
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cache
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.register_shader("basic", "assets/shaders/basic.wgsl")
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.unwrap();
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let renderer = Renderer::new(&context, &cache);
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cache.register_shader("basic", conf::BASIC_SHADER).unwrap();
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// Creation d'un material (charge le basic shader via le cache)
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let material = Material::new(&context.device, context.config.format, "basic", &mut cache);
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// Creation d'un mesh
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// 1. Définition des sommets (avec position et couleur pour l'interpolation)
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let vertices = [
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Vertex {
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position: [-0.5, 0.5, 0.0],
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color: [1.0, 0.0, 0.0],
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}, // Haut-Gauche (Rouge)
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Vertex {
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position: [0.5, 0.5, 0.0],
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color: [0.0, 1.0, 0.0],
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}, // Haut-Droite (Vert)
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Vertex {
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position: [0.5, -0.5, 0.0],
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color: [0.0, 0.0, 1.0],
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}, // Bas-Droite (Bleu)
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Vertex {
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position: [-0.5, -0.5, 0.0],
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color: [1.0, 1.0, 1.0],
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}, // Bas-Gauche (Blanc)
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];
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let renderer = Renderer::new(&context, format);
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// 3. Material : On utilise renderer.device() et renderer.format()
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let material = Material::new(renderer.device(), renderer.format(), "basic", &mut cache);
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// Mesh : On utilise le device du renderer
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let vertices = [ /* ... tes sommets ... */ ];
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let indices: [u16; 6] = [0, 1, 2, 0, 2, 3];
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let mesh = Mesh::new(&context.device, &vertices, Some(&indices));
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let mesh = Mesh::new(renderer.device(), &vertices, Some(&indices));
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// Render loop
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event_loop
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@@ -57,17 +47,13 @@ fn main() {
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event: winit::event::WindowEvent::RedrawRequested,
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..
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} => {
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// Acquisition de la cible de rendu
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let frame = context.surface.get_current_texture().unwrap();
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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if let Some(frame) = Frame::try_new(&context.surface) {
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// 1. Rendu (plus d'arguments device/queue inutiles)
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renderer.render(frame.view(), &mesh, &material);
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// Orchestration du rendu
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renderer.render(&context.device, &context.queue, &view, &mesh, &material);
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// Presentation de l'image
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frame.present();
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// 2. Présentation
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renderer.present(frame);
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}
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}
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_ => (),
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}
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