primitive meshes
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# DRAFT — Étape 20 : HDR + Tone Mapping ✅
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# Étape 21 — Module `mesh` : primitives optionnelles + import
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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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**Statut : ✅ TERMINÉE**
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## Récapitulatif
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## Résumé
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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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Restructuration du module de géométrie :
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- `math/` supprimé — types (`Geometry`, `Transform`, `BBox`, `Frustum`, LOD) déplacés vers `core/`
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- `primitives.rs` (monolith) → `mesh/primitives/` (6 fichiers, un par famille)
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- Nouveau module `wsg::mesh` : point d'entrée unique pour les sources de géométrie
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- Features par primitive (`prim-cube`, `prim-sphere`, …) — zéro coût si désactivées
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- Parser OBJ intégré (zéro dep externe), wrapper glTF en stub
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- `prelude.rs` pour un glob import confortable
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- Re-exports top-level : `Geometry`, `Transform`, `BBox`
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## Fichiers modifiés/créés
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## Structure finale
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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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```
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lib/src/
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├── lib.rs # + pub mod mesh, pub mod prelude, re-exports Geometry/Transform/BBox
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├── prelude.rs # glob re-exports (types quotidiens)
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├── core/
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│ ├── mod.rs # + geometry, transform, frustum, lod
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│ ├── geometry.rs # ← déplacé de math/
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│ ├── transform.rs # ← déplacé de math/
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│ ├── frustum.rs # ← déplacé de math/
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│ ├── lod.rs # ← déplacé de math/
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│ ├── renderer.rs
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│ ├── shadow.rs
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│ ├── hdr.rs
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│ ├── context.rs
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│ ├── frame.rs
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│ └── input.rs
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├── mesh/
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│ ├── mod.rs # re-exports flat (cube, plane, sphere, …, load_obj, …)
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│ ├── primitives/
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│ │ ├── mod.rs
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│ │ ├── cube.rs
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│ │ ├── plane.rs
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│ │ ├── sphere.rs # uv_sphere + icosphere
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│ │ ├── cylinder.rs
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│ │ ├── cone.rs
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│ │ └── torus.rs
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│ └── import/
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│ ├── mod.rs # MeshImportError
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│ ├── obj.rs # parser OBJ (zéro dep)
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│ └── gltf.rs # stub (wrapper gltf crate à implémenter)
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├── app.rs
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├── handler.rs
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├── pipeline/
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├── resources/
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├── scene/
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└── utils/
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```
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## Features (Cargo.toml)
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| Feature | Default | Fournit |
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|---------|---------|---------|
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| `prim-cube` | ✅ (via all-prims) | `cube(size)` |
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| `prim-plane` | ✅ | `plane(w, d, sx, sz)` |
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| `prim-sphere` | ✅ | `uv_sphere(…)`, `icosphere(…)` |
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| `prim-cylinder` | ✅ | `cylinder(…)` |
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| `prim-cone` | ✅ | `cone(…)` |
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| `prim-torus` | ✅ | `torus(…)` |
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| `all-prims` | ✅ (default) | les 6 ci-dessus |
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| `import-obj` | ⬜ | `load_obj(path)`, `parse_obj(str)` |
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| `import-gltf` | ⬜ | `load_gltf(path)` (stub) |
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## Décisions
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| # | Décision |
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|---|----------|
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| D1 | Un seul crate `wsg-lib` — pas de crate séparée |
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| D2 | Feature par famille de primitives |
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| D3 | Feature par format d'import |
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| D4 | Pas de trait `MeshSource` — fonctions qui retournent `Geometry` |
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| D5 | `Geometry::new()` / `Scene::add_mesh()` restent en core |
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| D6 | Module `wsg::mesh` au même niveau que `core`, `app` |
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| D7 | `primitives/` un fichier par famille |
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| D8 | `import/` un fichier par format |
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| D9 | Import retourne `Result<_, MeshImportError>` |
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| D10 | `default = ["all-prims"]` |
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| D11 | `all-prims` = les 6 primitives |
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| D12 | `math` disparaît — types re-exportés par `core` / top-level |
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## Tests
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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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- 107 unit tests (dont 7 tests OBJ parser)
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- 4 WGSL validation
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- 5 doctests
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- **Total : 116 tests, 0 failures**
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## Prochaine étape
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## Build vérifié
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Phase 4 complète (4.1 + 4.2 + 4.3 + HDR/TM). Le ROADMAP peut être mis à jour.
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- `cargo check` (default = all-prims) ✅
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- `cargo check --no-default-features --features "prim-cube"` ✅
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- `cargo check --features "import-obj,import-gltf"` ✅
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- `cargo check --examples --features "import-obj"` ✅
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+66
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---
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type: Roadmap
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title: WSG Engine Development Roadmap
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description: Development roadmap for the WSG engine from prototype to full-featured 3D rendering engine
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tags: [roadmap, development, planning, wsg-lib, 3d-rendering]
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status: stable
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generated: { by: human:jerome, at: 2026-07-31T00:00:00Z }
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---
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# ROADMAP — WSG
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# Roadmap WSG — Prototype → Moteur Complet
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**Vision** : une lib Rust de dessin 3D simple, fondée sur `wgpu`, où l'API utilisateur est
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déclarative (graph scène + traits) et où le rendu est **100 % GPU-driven** (indirect draws).
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> Basé sur l'architecture existante (ARCHI_APP, ARCHI_ARENES, ARCHI_CPU_GPU, ARCHI_RENDU).
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> Objectif : prototype fonctionnel d'abord, enrichissement progressif ensuite.
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>
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> **Point de départ (état réel au 2026-09-16 — la source de vérité est README.md).**
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> Les fondations suivantes existent et fonctionnent déjà ; cette roadmap décrit la **trajectoire à
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> venir** à partir de cet état (elle reprend les étapes 1-4 du README avant la montée GPU-driven) :
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> - Workflow manuel (`Context` + `Renderer` + `PipelineCache`) : ✅ fonctionnel (exemple `manual`).
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> - Façade `App` / `AppBuilder` / `AppHandler` : ✅ **Scene auto-render** (2026-09-16) — la vue de frame
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> est exposée (`Frame::view()`), `render()` dessine la scène en une passe groupée
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> (`App::render_scene`) et la présentation est automatique dans `App::run` (exemple `simple`).
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> - `Scene` avec identifiants **String** (décision prise — voir tableau Notes de Décision) : 🚧 enregistrement seul.
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> - `Camera` / `Transform` et `glam` : types et mathématiques présents (`math/`, `resources/camera.rs`),
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> initialement non branchés au pipeline — **désormais branchés** (caméra active + matrices monde écrites
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> chaque frame, Étape 4.3, 2026-09-16 ; voir §1.1/1.5 ci-dessous).
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Ce document est la **vue d'ensemble de progression**. Chaque étape a son DRAFT détaillé
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(`DRAFT.md`, remplacé à chaque étape) et sa doc livrée (`docs/tech/`, `docs/user/`).
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> **Étape suivante (résolue 2026-09-17).** « 3D + éclairage Phong » (ROADMAP 1.3 + 1.5) est **atteinte** :
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> le rendu automatique n'est plus plat. L'infrastructure (Étapes 3+4, 2026-09-16) — `standard_shader.wgsl`
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> Phong (matrice `projection * view * world` + lumière directionnelle), uniform buffers branchés
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> (frame : view/proj/cam_pos + lumière ; par mesh : `world` dérivé du `Transform`), `Renderer` écrivant
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> chaque frame la caméra active et la matrice monde de chaque entité — est **branchée** sur l'exemple
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> `cube` (Étape 5, 2026-09-17) : un cube unitaire éclairé qui tourne à l'écran via `App::render_scene`.
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> Le shader `basic` est supprimé : le 2D plat devient la variante **unlit** de `standard`
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> (`Renderer::set_unlit(true)`). Objectif MVP **atteint**.
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> **Légende** : ✅ fait · 🔶 partiel · ⬜ à faire · ❌ abandonné
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> **Principe** : chaque étape est **additive et opt-in** — non-régression structurelle garantie
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> (tout reste désactivable, les chemins existants ne changent pas).
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---
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## Phase 1️⃣ — Prototype MVP : Un Mesh 3D éclairé à l'écran
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## Phase 1 — Fondations ✅
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**Objectif** : Afficher un cube (ou autre mesh) 3D avec un éclairage Phong basique.
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| # | Item | Statut |
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|---|------|:------:|
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| 1.1 | Contexte GPU (Instance, Surface, Adapter, Device, Queue) + boucle winit | ✅ |
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| 1.2 | Buffers & Pipeline (vertex buffer, pipeline compilé, fullscreen) | ✅ |
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| 1.3 | Geometry (struct `Geometry`, buffers GPU, topologie, `PrimitiveTopology`) | ✅ |
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### 1.1 Dépendances & Mathématiques
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- [x] `glam = "0.33"` ajouté (`lib/Cargo.toml`) — déjà présent, utilisé par `math/transform.rs` et `resources/camera.rs`
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- [x] `slotmap` **retiré** — décision prise : **String IDs pour le MVP** ; slotmap reporté à l'étape "handles typés" (voir Notes de Décision)
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- [x] Module `math/` / `transform.rs`:
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- [x] Struct `Transform { translation: Vec3, rotation: Quat, scale: Vec3 }`
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- [x] Méthode `to_matrix() -> Mat4` pour calculer la matrice locale
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- [x] Struct `Camera { position: Vec3, target: Vec3, up: Vec3 }` : resources/camera.rs — enrichi en Étape 4.3 (fov/near/far + `with_perspective`)
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- [x] Fonctions `view_matrix()` et `projection_matrix(fov, aspect, near, far)` (Étape 4.3 : `projection_matrix(aspect)` utilise fov/near/far stockés)
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## Phase 2 — Scène & Transforms ✅
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### 1.2 Geometry & Mesh
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- [x] Créer struct `Geometry` (math/geometry.rs) — **fait** :
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- [x] `positions: Vec<[f32; 3]>` (obligatoire)
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- [x] `indices: Option<Vec<u16>>` (optionnel)
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- [x] `normals: Option<Vec<[f32; 3]>>` (pour Phong) — plus `uvs: Option<Vec<[f32; 2]>>`
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- [x] `colors: Option<Vec<[f32; 4]>>` — **fait (Étape 8, 8.1, 2026-09-18)** : décidé en DRAFT Étape 8 (D1) ;
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le shader lit la couleur unlit, elle est donc portée dans `Geometry`. Conversion
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`Geometry -> Vec<Vertex>` via `Geometry::to_vertices()` (D6) pour l'upload.
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- [x] Refactorer `Mesh` pour contenir — **fait (Étape 8, 8.3, 2026-09-18)** :
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- [x] `geometry: Arc<Geometry>` (rétention CPU, D5) + accesseur `geometry()`
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- [x] `vertex_buffer: wgpu::Buffer`
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- [x] `index_buffer: Option<wgpu::Buffer>`
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- Construction via `Mesh::from_geometry(device, Arc<Geometry>, material)` (D4) ; les anciennes
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voies `Mesh::new`/`with_material` (`&[Vertex]`) sont supprimées.
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- `Scene::create_mesh(id, Geometry, Option<&str>)` (8.4) ; exemples cube/simple/manual réécrits
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sur `Geometry` (8.5).
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- [x] Ajouter un mesh de test (cube unitaire) en exemple — **fait** (helper `cube_geometry` dans l'exemple `cube`, Étape 5, 2026-09-17)
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| # | Item | Statut |
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|---|------|:------:|
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| 2.1 | Primitives procédurales (`cube`, `plane`, `sphere`, `cylinder`, `cone`, `torus`) | ✅ |
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| 2.2 | Transforms (struct `Transform`, composition translation × rotation × scale) | ✅ |
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| 2.3 | Entités & scène (struct `Entity`, `Scene`, `TransformStore`, graph entité→mesh) | ✅ |
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| 2.4 | Camera (struct `Camera`, matrices view + perspective, `CameraController` orbital) | ✅ |
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> **État (2026-09-18)** : `Mesh` porte son matériau (`mesh.material: Option<Arc<Material>>`, Étape 7) et
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> une source de vérité CPU partagée (`geometry: Arc<Geometry>`, Étape 8). `Mesh` ne porte **pas** de
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> `transform` : un même mesh est partagé par plusieurs entités ; le `transform` vit sur `Entity`.
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## Phase 3 — GPU-driven (cœur de la vision) ✅
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### 1.3 Shader Phong Minimal
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- [x] Créer `standard_shader.wgsl` (Étape 2, 2026-09-16) :
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- [x] Vertex shader : projection * view * world * position
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- [x] Fragment shader : éclairage directionnel (+ hémisphérique)
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- [x] Uniforms : `view`, `proj`, `cam_pos`, `light_dir`, `light_color`, `options`
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- [x] Mettre à jour `Material` / pipeline pour supporter les uniforms du shader Phong (bind group layouts frame+object, Étape 3) — **désormais branché** sur l'exemple `cube` (Étape 5, 2026-09-17)
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| # | Item | Statut |
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|---|------|:------:|
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| 3.1 | Buffers par entité (Transform + Matrix, uniform par slot) | ✅ |
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| 3.2 | Compute matrices (compute shader : transform → world matrix) | ✅ |
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| 3.3 | Indirect draws (`draw_args` GPU, `draw_indirect` / `draw_indexed_indirect`) | ✅ |
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| 3.4 | Culling GPU (bounding sphere → frustum test → indirect args zéro) | ✅ |
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### 1.4 Scene avec identifiants (MVP : String IDs)
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- [x] `Scene` implémentée avec **String IDs** (`HashMap<String, Arc<Mesh>>`, `...Material`, entités) — état actuel validé ; décision : rester en String IDs pour le MVP
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- [x] Méthodes : `add_mesh()`, `get_mesh()`, `add_material()`, `add_entity()`, `iter_entities()`, `remove_entity()`
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- [x] Caméra active dans la `Scene` : `set_camera()` / `camera()` (Étape 4.3)
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- [ ] **Reporté (étape "Handles typés")** : migrer vers `slotmap` générationnel (`MeshId`/`MaterialId`) quand l'éviction/les performances le justifieront
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## Phase 4 — Rendu avancé ✅
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### 1.5 Rendu du Prototype
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- [x] Uniform buffer pour la frame : `view`, `proj`, `cam_pos`, `light_dir` (Étapes 3+4) — écrit chaque frame depuis la caméra active
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- [x] Uniform buffer par mesh : `world` (calculée sur CPU depuis `transform.to_matrix()`, Étape 4.2)
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- [x] `Renderer::render_scene()` itère sur les entités de la Scene et dessine chacune (liaison bind groups frame+object)
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- [x] Exemple fonctionnel : un cube éclairé tourne à l'écran — **fait** (Étape 5, 2026-09-17 : brancher `standard` sur l'exemple `cube` + mesh cube + rotation via `App::render_scene`)
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| # | Item | Statut |
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|---|------|:------:|
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| 4.1 | Textures & matériaux (struct `Texture`, `Material`, bind groups, shader standard) | ✅ |
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| 4.2 | Lighting & ombres (directional + point + spot + ambient, shadow mapping PCF) | ✅ |
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| 4.3 | Batching & LOD (batching par matériau, LOD quadric edge collapse + hystérésis) | ✅ |
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| 4.4 | **HDR + Tone Mapping** (offscreen `Rgba16Float` + fullscreen TM pass ACES/Reinhard) | ✅ |
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## Phase 5 — Qualité & polish ✅
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| # | Item | Statut |
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|---|------|:------:|
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| 5.1 | Exemples (7 examples : hello_triangle → demo) | ✅ |
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| 5.2 | Documentation (tech/ + user/ + rustdoc 100 %) | ✅ |
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| 5.3 | Tests & robustesse (99 unit + 4 WGSL validation + 3 doctests) | ✅ |
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---
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## Phase 2️⃣ — Scène enrichie
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## Phase 6 — Post-MVP ⬜
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**Objectif** : Étoffer la `Scene` au-delà du MVP.
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> Au-delà du scope initial. Chaque item est opt-in et indépendant.
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> Les ressources sont, pour le MVP, identifiées par **String IDs** (décision actée — voir Notes de
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> Décision). Une migration vers des **handles typés** (slotmap générationnel) reste planifiée quand
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> l'éviction/les performances le justifieront (voir 1.4, « reporté »).
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| # | Item | Impact visuel | Effort | Statut |
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|---|------|:---:|:---:|:---:|
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| 6.1 | **Exposure control** (clavier / API live) | ⭐⭐ | Trés faible | ⬜ |
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| 6.2 | **Emissive materials** (champ `emissive` → bénéficie du HDR) | ⭐⭐⭐ | Faible | ⬜ |
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| 6.3 | **Bloom** (post-process : downsample → threshold → blur → composite) | ⭐⭐⭐ | Moyen | ⬜ |
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| 6.4 | **MSAA 4×** (anti-aliasing multi-échantillons + resolve) | ⭐⭐⭐ | Moyen | ⬜ |
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| 6.5 | **Normal mapping / PBR** (nouveau shader, tangent space, metalness-roughness) | ⭐⭐⭐ | Élevé | ⬜ |
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| 6.6 | **Cascaded Shadow Maps** (2–3 cascades + blend, plus de précision près de la camera) | ⭐⭐ | Élevé | ⬜ |
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| 6.7 | **SSAO** (ambient occlusion screen-space, depth + normal buffer) | ⭐⭐ | Élevé | ⬜ |
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### 2.1 Camera dans la Scene
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||||
- [x] Intégrer `Camera` comme ressource de la Scene (Étape 4.3 : `Scene::set_camera` / `camera()`, caméra active unique)
|
||||
- [ ] Permettre plusieurs caméras (actuelle/inactive) et une sélection par identifiant (`scene.set_active_camera(camera_id)`)
|
||||
- [x] Exposer une caméra orbitale contrôlable (exemple final, Phase 5) — *(Étape 15.C, 2026-09-20 : `CameraController` orbitale pilotée par l'input unifié, branchée sur l'exemple `demo`)*
|
||||
### Cibles techniques (refactoring)
|
||||
|
||||
### 2.2 Meshes primitifs (bibliothèque procédurale, WSGL)
|
||||
- [x] Module `math::primitives` générant des `Geometry` prêts à l'emploi (positions + normales + UVs + indices) : `cube`, `plane`, `uv_sphere`, `icosphere`, `cylinder`, `cone` (et `torus` en bonus) — *(Étape 15.A, 2026-09-20 : implémenté, commit `4da89c7`)*
|
||||
- [x] Factoriser le `cube_geometry` des exemples (`cube.rs`) vers `primitives::cube` — *(Étape 15.A : `cube.rs` et `spot_test.rs` utilisent désormais `math::cube(1.0)` ; `shadow_test.rs` garde son `box_geometry` générique)*
|
||||
- [x] Tests unitaires : comptes de sommets/indices cohérents, normales unitaires orientées — *(6 tests dans `primitives.rs`)*
|
||||
|
||||
### 2.3 Input unifié (clavier / souris / gamepad, WSGL)
|
||||
- [x] Module `core::input` : `InputState` à sémantique cross-frame (pressed/held/released), consommation des `WindowEvent`/`DeviceEvent` winit, souris (position, delta, boutons, molette), clavier (touches), gamepad (v1 minimale optionnelle) — *(Étape 15.B, 2026-09-20, commit `b41f7e2` : clavier/souris/molette faits ; gamepad réservé/reporté)*
|
||||
- [x] Boucle dans `App::run` (`begin_frame`/`end_frame`) + exposition `app.input()` / `app.input_mut()` — *(Étape 15.B : champs publics `app.input` + rotation `begin_frame`/`end_frame` autour de `update`)*
|
||||
- [x] Contrôleur caméra orbitale (`CameraController`) construit sur l'input — *(Étape 15.C, 2026-09-20, prérequis de l'exemple final `demo`)*
|
||||
- [~] Gamepad (v1 minimale optionnelle) — *(reporté, DRAFT D7 ; l'API d'input s'étendra sans rupture : champ `gamepad` réservé)*
|
||||
| # | Item | Statut |
|
||||
|---|------|:------:|
|
||||
| 6.8 | Handles typés par ressource (slotmap) — `docs/tech/ARCHI_ARENES.md` | ⬜ |
|
||||
| 6.9 | API update géométrie par entité (per-frame, sans rebuild complet) | ⬜ |
|
||||
| 6.10 | Double-buffering des buffers Transform/Matrix (désync CPU/GPU) | ⬜ |
|
||||
| 6.11 | **Module `mesh`** : primitives en features optionnelles + import (OBJ/gltf) — `math/` supprimé | ✅ |
|
||||
|
||||
---
|
||||
|
||||
## Phase 3️⃣ — GPU-Driven Rendering ✅ (2026-09-22)
|
||||
## Liens
|
||||
|
||||
**Objectif** : Déléguer les calculs de transformation et culling au GPU (suivre ARCHI_CPU_GPU.md).
|
||||
**Statut** : implémenté (Étape 17, validé 2026-09-22, décisions D1–D14 — référence durable : `docs/tech/ARCHI_CPU_GPU.md`, texte intégral du draft : git `3a424af`). Culling **désactivé par défaut** (non-régression), opt-in `AppBuilder::with_culling(true)`. **Correction 2026-09-22** : bug « fenêtre noire » avec culling ON (arguments de `select` WGSL écrits à la convention HLSL — toutes les entités visibles étaient remises à 0) ; corrigé et vérifié par readback GPU (D14).
|
||||
|
||||
### 3.1 Compute Shader
|
||||
- [x] Buffer `TransformBuffer` (CPU → GPU) : positions/rotations/échelles brutes (`TransformSlot`, 64 B)
|
||||
- [x] Buffer `MatrixBuffer` (GPU calculé) : World Matrices finales (`MatSlot`, `STORAGE|UNIFORM`)
|
||||
- [x] Compute shader : calcul des World Matrices pour tous les meshes (`compute_matrices`)
|
||||
|
||||
### 3.2 Frustum Culling GPU
|
||||
- [x] Ajouter `BBox` dans `Geometry` (coins min/max locaux) + `math::Frustum` (Gribb–Hartmann `[0,1]`)
|
||||
- [x] Buffer `BoundingBoxBuffer` (CPU → GPU, ré-upload quand l'ensemble des meshes change, peu coûteux)
|
||||
- [x] Compute shader : culling sphère vs frustum (`cull`), **désactivé par défaut** *(bug « fenêtre noire » corrigé le 2026-09-22 — ordre des arguments de `select` WGSL inversé ; cf. D14 dans `docs/tech/ARCHI_CPU_GPU.md`)*
|
||||
- [x] Buffer `IndirectDrawBuffer` rempli par le GPU (`DrawSlot`, 80 B, zéro = no-op)
|
||||
|
||||
### 3.3 Rendu Indirect
|
||||
- [x] `draw_indexed_indirect()`/`draw_indirect()` au lieu de draw calls individuels
|
||||
- [x] Un draw indirect **par slot actif** (décision D1 — pas un draw fusionné unique) ; le shadow pass est aussi indirect
|
||||
|
||||
---
|
||||
|
||||
## Phase 4️⃣ — Fonctionnalités Avancées
|
||||
|
||||
**Objectif** : Qualité visuelle et performances.
|
||||
|
||||
### 4.1 Textures
|
||||
- [x] Struct `Texture` avec chargement d'image *(Étape 10 : resources::Texture, from_rgba8/bytes/file, Rgba8UnormSrgb, sampler linear/repeat)*
|
||||
- [x] Ajouter `uvs: Option<Vec<[f32; 2]>>` dans `Geometry` *(prérequis Étape 10, déjà présent dans le code — seul l'échantillonnage manquait)*
|
||||
- [x] BindGroup pour les textures dans le shader *(Étape 10 : groupe @2 sampler+texture sur toutes les pipelines, placeholder blanc)*
|
||||
- [x] `Material` supporte une texture diffuse *(Étape 10 : Material.texture + texture_bind_group, placeholder si None)*
|
||||
|
||||
### 4.2 Éclairage avancé
|
||||
- [x] Lumières hémisphériques *(déjà dans le `standard_shader` : mélange hémisphérique, Étape 2)*
|
||||
- [x] Support multi-lumières (directionnelles, ponctuelles) *(Étape 12, 2026-09-18 : liste globale dans la `Scene`, tableau `FrameUniforms.lights[8]`, shader accumule ambiant + directionnelles + ponctuelles, `MAX_LIGHTS = 8`)*
|
||||
- [x] Lumières spot (cône + angle) *(Étape 13, 2026-09-18 : même struct `Light` + champ `dir_angle` (axe du cône + cos du demi-angle) + compteur `num_spot` ; boucle d'accumulation dédiée dans le shader avec pénombre lissée et atténuation linéaire ; `Scene::add_spot_light`)*
|
||||
- [x] Shadows (optionnel) *(Étape 14, 2026-09-19 : shadow mapping mono-lumière — light unique
|
||||
(directionnelle **ou** spot) choisie par `Scene::set_shadow_caster(index)` ; depth-only `shadow_shader.wgsl`
|
||||
+ pipeline ombre dans le `Renderer` (shadow map 1024² Depth32Float, bias slope-scaled) ; pass
|
||||
`render_shadow_map` en tête de `render_scene` ; PCF 3×3 + comparateur dans `standard_shader.wgsl`
|
||||
(groupe @3 partagé, lié mais non échantillonné quand désactivé → non-régression). Ombres **éteintes
|
||||
par défaut**. Exemple `shadow_test` : cube projetant une ombre douce sur un sol.)*
|
||||
|
||||
### 4.3 Optimisations
|
||||
- [x] Batching par Material (réduction des state changes GPU) — 2026-09-22 (Étape 18 : draws groupés par `Arc<Material>` dans la passe principale, 1 `set_pipeline` par matériau distinct — le démo passe de 7 à 3 ; pass d'ombre inchangé)
|
||||
- [x] Level of Detail (LOD) — 2026-09-23 (Étape 19 : ≤ 4 niveaux/mesh — L0 exacte, L1–L3 par **quadric edge collapse** (Garland–Heckbert) au setup (`Geometry::decimated`/`generate_lod_levels` : arêtes classées par coût quadrique, repli interne −2 faces / bordure −1, weld tolérance 1e-6 **conscient des attributs** (UV ≤ ½ tuile + normales dot > 0.9 — jamais à travers une seam/côte dure), mesh sans couture reste fermé, lèvres de couture protégées sinon (surface géométriquement complète), UVs/couleurs/normales interpolés au repli (normales héritées, jamais recalculées), rebase u16), packés dans les buffers vertex/index du mesh (offsets en unités d'élément, plafond 65 535 sommets) ; décision par frame **côté CPU** (sphère bounding projetée en pixels + hystérésis asymétrique ×0.8 — `math/lod.rs` pure, unit-testée), exécution **côté GPU** (le pass `cull` mappe niveau → ligne de la table LOD → args indirects) ; **activé par défaut**, `set_lod_enabled(false)` → rendu bit-à-bit identique au pré-LOD. Vérifié par readback GPU : zoom 4,6× → tous les meshes multi-niveaux passent au niveau 1 avec exactement leurs lignes L1 (ex. sphère 3840 → 1824 indices), stable frame à frame)
|
||||
- [ ] HDR + Tone Mapping (optionnel)
|
||||
|
||||
### 4.4 Gestion du Resize (cycle de vie Surface + Depth)
|
||||
- [x] Handler `WindowEvent::Resized` dans `AppRunner::window_event` (`app.rs`) *(Étape 11, 2026-09-18)*
|
||||
→ recalculer `size`, prévenir de ne pas rendre tant que la taille est invalide (0).
|
||||
- [x] Reconfigurer la surface (`Context::configure`) à la nouvelle taille.
|
||||
- [x] Recréer la depth texture à la nouvelle taille (`Renderer::resize_depth(width, height)`)
|
||||
— le helper `create_depth_texture` isolé (Étape 9, D3) rend ce recreate trivial.
|
||||
- [x] Collecte du nouveau format si la configuration change (srgb etc.) → re-valider la compat pipeline.
|
||||
*(D4 : `App::resize` compare l'ancien/nouveau format et re-synchronise Renderer (`set_format`) + Scene (`init_gpu`) ; cas pathologique, structuré non exercé couramment)*
|
||||
|
||||
> Géré en Étape 11 (2026-09-18) : la surface est désormais reconfigurée à chaque `Resized` et la
|
||||
> depth texture recréée en même temps (helper `create_depth_texture` isolé, Étape 9, D3). Le present
|
||||
> mode FIFO reste figé (voir Notes de Décision).
|
||||
|
||||
---
|
||||
|
||||
## Phase 5️⃣ — Documentation & Polish
|
||||
|
||||
- [x] Exemple complet : mesh texturé, éclairé, avec caméra orbitale — *(Étape 15, 2026-09-20 : exemple `demo` — les 7 primitives, textures procédurales, 3 lumières, ombre portée, caméra orbitale live ; vérifié headless)*
|
||||
- [x] Documentation API — *(Étape 16, 2026-07-19 : guide utilisateur `docs/user/` en français (8 pages interconnectées) + rustdoc complet sur toute l'API publique ; le `ARCHI_SCENE.md` séparé prévu est remplacé par les pages `docs/user/` + rustdoc — DRAFT Étape 16, décision D3)*
|
||||
- [x] Tests unitaires : `Geometry`, `Scene`, `Transform` — *(Étape 16 : modules de tests ajoutés à `math/geometry.rs`, `math/transform.rs`, `scene/scene.rs` ; 28 tests unitaires + doctests au total, `cargo test --workspace` vert)*
|
||||
- [x] README mis à jour avec les nouvelles fonctionnalités — *(Étape 16 : README racine re-ancré — workflow déclaratif = recommandé, manuel = avancé, `demo` = showcase, pollster 1.x ; README de modules `lib/src/**` à jour ; liens tech docs interconnectés)*
|
||||
|
||||
---
|
||||
|
||||
## Notes de Décision
|
||||
|
||||
| Décision | Raison |
|
||||
|----------|--------|
|
||||
| **Normals dès Phase 1** | Nécessaires pour le shader Phong ; sans elles, pas d'éclairage |
|
||||
| **BBox en Phase 3** | Utile uniquement pour le frustum culling GPU |
|
||||
| **World Matrix CPU → MVP, GPU → Phase 3** | Le MVP est plus simple avec un uniform par mesh ; la migration GPU-driven est progressive |
|
||||
| **String IDs pour le MVP, slotmap reporté** | Le code et le README utilisent des String IDs (simples, sûrs, figés avant la boucle de rendu) ; `ARCHI_ARENES.md` reste la cible "handles typés" pour plus tard. La dépendance `slotmap` a été retirée tant qu'elle est inutilisée |
|
||||
| **Present mode FIFO figé pour l'instant** | Le swapchain utilise `PresentMode::Fifo` avec `desired_maximum_frame_latency: 2` (double buffering vsync) — défaut sûr : pas de tearing, énergie minimale, zéro artefact. On **gèle ce choix** ; `Mailbox` (triple buffering) pourra être exposé en option et `Immediate` restera réservé à l'offscreen, **on s'occupera du present mode le moment venu** (quand le pipeline GPU-driven arrivera, Phase 3) — ce n'est pas bloquant pour les étapes 1-2 |
|
||||
| **Resize géré (avec recréation de la depth texture), acté en D3 (2026-09-18), réalisé en Étape 11 (2026-09-18)** | L'app reconfigure désormais la surface et recrée la depth texture **en même temps** à chaque `Resized` (`App::resize` → `Context::configure` + `Renderer::resize_depth`), via le helper `create_depth_texture` isolé. Vérifié au runtime (exemple `cube`) : pas de crash, pas d'artefact, aspect correct |
|
||||
| **WGSL `select(reject, accept, cond)`** | L'ordre des arguments est l'inverse de la convention HLSL : le **second** argument est retenu quand la condition est vraie. L'avoir écrit à la convention HLSL a produit le bug « fenêtre noire » du culling (comptes remis à 0 pour les entités visibles), corrigé le 2026-09-22 (D14). Piège documenté en tête de `gpu_driven.wgsl`, dans `AGENTS.md` et `docs/tech/ARCHI_CPU_GPU.md` |
|
||||
- **Prochaine étape** : [DRAFT.md](DRAFT.md) (détail de l'étape en cours, remplacée à chaque itération)
|
||||
- **Architecture** : [docs/tech/](tech/ARCHI_APP.md)
|
||||
- **Utilisation** : [docs/user/](user/README.md)
|
||||
- **Livre de recette** : [docs/PLAN.md](PLAN.md)
|
||||
|
||||
@@ -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 |
|
||||
| [Mesh & primitives](mesh.md) | Procedural generators + file import (OBJ), feature-gated |
|
||||
| [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 |
|
||||
@@ -27,6 +28,31 @@ GPU graphics background is required.
|
||||
|
||||
The pages are cross-linked: each page ends with a link to the next one.
|
||||
|
||||
## Design principle: opt-in = zero cost
|
||||
|
||||
WSG follows a strict rule: **a feature you don't enable costs nothing at runtime**.
|
||||
|
||||
| Feature | How to enable | If NOT enabled |
|
||||
|---------|--------------|----------------|
|
||||
| Shadows | `scene.set_shadow_caster(Some(idx))` | No shadow map allocated, no depth pass, no PCF sampling |
|
||||
| HDR + Tone mapping | `AppBuilder::with_hdr(ToneMapper::Aces)` | No offscreen texture, no TM pass, direct-to-surface render |
|
||||
| GPU-driven culling | `AppBuilder::with_gpu_driven(true)` | No compute pipeline, no indirect draw buffers |
|
||||
| LOD | `scene.create_mesh_with_lod(…, levels)` | Single-level mesh, no decimation, no hysteresis |
|
||||
| Primitives | Cargo feature `prim-*` (default: all) | Not compiled at all |
|
||||
| File import | Cargo feature `import-*` | Not compiled at all |
|
||||
|
||||
The distinction matters:
|
||||
- **Runtime opt-in** (shadows, HDR, culling, LOD): the code is compiled into your binary
|
||||
but is **completely inert** if you never call the activation method. No GPU resources are
|
||||
allocated, no passes execute, no per-frame overhead. The cost of the code being in the
|
||||
binary is a few KB — negligible.
|
||||
- **Compile-time opt-in** (primitives, import): the code is **not compiled at all** unless
|
||||
you opt in via Cargo features. This matters when you want to minimize compile time or
|
||||
binary size for a minimal build.
|
||||
|
||||
You can mix both: build with `--no-default-features --features "prim-cube"` for a minimal
|
||||
binary, then enable shadows/HDR at runtime only for the scenes that need them.
|
||||
|
||||
## Links
|
||||
|
||||
- Technical documentation (architecture): [ARCHI_APP](../tech/ARCHI_APP.md) · [ARCHI_RENDU](../tech/ARCHI_RENDU.md) · [ARCHI_CPU_GPU](../tech/ARCHI_CPU_GPU.md) · [ARCHI_ARENES](../tech/ARCHI_ARENES.md) · [FRAME_LOOP](../tech/FRAME_LOOP.md)
|
||||
|
||||
@@ -0,0 +1,108 @@
|
||||
# Module `mesh` — Sources de géométrie
|
||||
|
||||
Le module `wsg::mesh` est le point d'entrée unique pour **d'où vient la géométrie** :
|
||||
générateurs procéduraux ou import de fichiers.
|
||||
|
||||
## Primitives procédurales
|
||||
|
||||
Chaque famille de primitives est derrière une **feature** — vous ne compilez que ce dont vous avez besoin.
|
||||
|
||||
| Feature | Fonction | Description |
|
||||
|---------|----------|-------------|
|
||||
| `prim-cube` | `cube(size)` | Cube centré, 24 sommets, normales par face |
|
||||
| `prim-plane` | `plane(w, d, seg_x, seg_z)` | Plan horizontal XZ (normale +Y), subdivisé |
|
||||
| `prim-sphere` | `uv_sphere(r, sectors, stacks)` | Sphère lat/long, normales lisses |
|
||||
| `prim-sphere` | `icosphere(r, subdivisions)` | Icosphère (subdiv icosahedron) |
|
||||
| `prim-cylinder` | `cylinder(r, h, sectors)` | Cylindre (côté + caps), normales analytiques |
|
||||
| `prim-cone` | `cone(r, h, sectors)` | Cône (apex + base fermée) |
|
||||
| `prim-torus` | `torus(major, minor, seg_maj, seg_min)` | Tore, normales lisses |
|
||||
|
||||
### Features par défaut
|
||||
|
||||
```toml
|
||||
# Cargo.toml de votre projet
|
||||
[dependencies]
|
||||
wsg-lib = { path = "../lib" }
|
||||
# Default: toutes les primitives activées (all-prims)
|
||||
```
|
||||
|
||||
```toml
|
||||
# Ne compiler que le cube et la sphère :
|
||||
wsg-lib = { path = "../lib", default-features = false, features = ["prim-cube", "prim-sphere"] }
|
||||
```
|
||||
|
||||
### Usage
|
||||
|
||||
```rust
|
||||
use wsg_lib::prelude::*;
|
||||
|
||||
let cube = cube(2.0);
|
||||
let sphere = uv_sphere(1.0, 32, 16);
|
||||
let ico = icosphere(1.0, 2);
|
||||
|
||||
// Tous retournent un Geometry (positions + normals + UVs + indices)
|
||||
assert_eq!(cube.positions.len(), 24);
|
||||
```
|
||||
|
||||
## Import de fichiers
|
||||
|
||||
| Feature | Fonction | Format |
|
||||
|---------|----------|--------|
|
||||
| `import-obj` | `load_obj(path)` / `parse_obj(str)` | Wavefront OBJ |
|
||||
| `import-gltf` | `load_gltf(path)` | glTF 2.0 / GLB (stub) |
|
||||
|
||||
### Parser OBJ
|
||||
|
||||
Supporte : `v`, `vn`, `vt`, `f` (3-4 sommets, triangulation en éventail).
|
||||
Si le fichier n'a pas de normales, elles sont **calculées** (pondération par aire).
|
||||
|
||||
```rust
|
||||
use wsg_lib::mesh::{load_obj, parse_obj};
|
||||
|
||||
// Depuis un fichier
|
||||
let geom = load_obj("model.obj")?;
|
||||
|
||||
// Depuis une string
|
||||
let geom = parse_obj("v 0 0 0\nv 1 0 0\nv 0 1 0\nf 1 2 3\n")?;
|
||||
```
|
||||
|
||||
### Erreurs
|
||||
|
||||
```rust
|
||||
use wsg_lib::mesh::import::MeshImportError;
|
||||
|
||||
match load_obj("missing.obj") {
|
||||
Ok(geom) => { /* … */ }
|
||||
Err(MeshImportError::Io(e)) => eprintln!("fichier inaccessible: {e}"),
|
||||
Err(MeshImportError::Parse(e)) => eprintln!("syntaxe invalide: {e}"),
|
||||
Err(MeshImportError::Unsupported(e)) => eprintln!("feature non supportée: {e}"),
|
||||
}
|
||||
```
|
||||
|
||||
## De `Geometry` à la scène
|
||||
|
||||
Le module `mesh` produit des `Geometry` (données CPU). Pour les rendre,
|
||||
passez par `Scene::create_mesh` qui les transfère en GPU :
|
||||
|
||||
```rust
|
||||
use wsg_lib::prelude::*;
|
||||
use wsg_lib::mesh::cube;
|
||||
|
||||
// Dans AppHandler::setup :
|
||||
let geom = cube(1.0);
|
||||
app.scene.create_mesh("my_mesh", geom, Some("my_mat"))?;
|
||||
app.scene.add_entity("my_entity", "my_mesh")?;
|
||||
```
|
||||
|
||||
## Example
|
||||
|
||||
```sh
|
||||
cargo run -p wsg-lib --example import --features import-obj -- model.obj
|
||||
```
|
||||
|
||||
## Convention
|
||||
|
||||
- **Y-up**, origine centrée (sauf `plane` : plan XZ à y=0)
|
||||
- Normales **sortantes**
|
||||
- UVs dans [0,1]²
|
||||
- Winding **CCW** (face avant)
|
||||
@@ -6,6 +6,22 @@ edition = "2024"
|
||||
[lib]
|
||||
path = "src/lib.rs"
|
||||
|
||||
[features]
|
||||
default = ["all-prims"]
|
||||
|
||||
# Primitives procédurales (zéro dep externe)
|
||||
prim-cube = []
|
||||
prim-plane = []
|
||||
prim-sphere = []
|
||||
prim-cylinder = []
|
||||
prim-cone = []
|
||||
prim-torus = []
|
||||
all-prims = ["prim-cube", "prim-plane", "prim-sphere", "prim-cylinder", "prim-cone", "prim-torus"]
|
||||
|
||||
# Import de fichiers
|
||||
import-obj = []
|
||||
import-gltf = []
|
||||
|
||||
[dependencies]
|
||||
wgpu = "30.0.0" # Vérifiez la version la plus récente
|
||||
winit = "0.30.13" # For window management — pinned to match examples
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
use glam::{Quat, Vec3};
|
||||
use wsg_lib::AppHandler;
|
||||
use wsg_lib::app::AppBuilder;
|
||||
use wsg_lib::math::cube;
|
||||
use wsg_lib::mesh::cube;
|
||||
use wsg_lib::resources::Texture;
|
||||
use wsg_lib::utils::WsgError;
|
||||
|
||||
|
||||
@@ -32,7 +32,8 @@ 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::core::Transform;
|
||||
use wsg_lib::mesh::{cone, cube, cylinder, icosphere, plane, torus, uv_sphere};
|
||||
use wsg_lib::resources::{CameraController, Texture};
|
||||
use wsg_lib::utils::WsgError;
|
||||
|
||||
|
||||
@@ -0,0 +1,66 @@
|
||||
//! # Example: File Import (OBJ)
|
||||
//!
|
||||
//! Demonstrates loading a Wavefront OBJ file with `wsg_lib::mesh::load_obj`.
|
||||
//! Parses the file and prints geometry statistics.
|
||||
//!
|
||||
//! ## Build & Run
|
||||
//! ```sh
|
||||
//! cargo run -p wsg-lib --example import --features import-obj -- /path/to/model.obj
|
||||
//! ```
|
||||
//!
|
||||
//! Without a file argument, parses a built-in sample triangle.
|
||||
|
||||
use wsg_lib::mesh::import::parse_obj;
|
||||
use wsg_lib::mesh::load_obj;
|
||||
|
||||
fn main() {
|
||||
let args: Vec<String> = std::env::args().collect();
|
||||
|
||||
let content = if args.len() > 1 {
|
||||
let path = &args[1];
|
||||
eprintln!("Loading: {path}");
|
||||
match load_obj(path) {
|
||||
Ok(geom) => {
|
||||
print_stats(&geom);
|
||||
return;
|
||||
}
|
||||
Err(e) => {
|
||||
eprintln!("Error: {e}");
|
||||
std::process::exit(1);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
eprintln!("No file argument — parsing a built-in sample.");
|
||||
eprintln!("Usage: import <model.obj>");
|
||||
// Built-in sample: a simple triangle with UVs and normals
|
||||
"v 0.0 0.0 0.0\nv 1.0 0.0 0.0\nv 0.5 1.0 0.0\nvn 0 0 1\nvt 0.0 0.0\nvt 1.0 0.0\nvt 0.5 1.0\nf 1/1/1 2/2/1 3/3/1\n"
|
||||
};
|
||||
|
||||
let geom = parse_obj(content).expect("sample should parse");
|
||||
print_stats(&geom);
|
||||
}
|
||||
|
||||
fn print_stats(geom: &wsg_lib::Geometry) {
|
||||
println!("\n=== Geometry Statistics ===");
|
||||
println!(" Vertices: {}", geom.positions.len());
|
||||
if let Some(n) = &geom.normals {
|
||||
println!(" Normals: {}", n.len());
|
||||
}
|
||||
if let Some(uv) = &geom.uvs {
|
||||
println!(" UVs: {}", uv.len());
|
||||
}
|
||||
if let Some(idx) = &geom.indices {
|
||||
println!(" Indices: {} ({} triangles)", idx.len(), idx.len() / 3);
|
||||
}
|
||||
if let Err(e) = geom.validate() {
|
||||
println!(" Validation FAILED: {e}");
|
||||
} else {
|
||||
println!(" Validation: OK");
|
||||
}
|
||||
// Bounding box
|
||||
if let Some(bbox) = geom.bbox() {
|
||||
println!(" BBox min: {:?}", bbox.min);
|
||||
println!(" BBox max: {:?}", bbox.max);
|
||||
}
|
||||
println!();
|
||||
}
|
||||
@@ -104,7 +104,7 @@ impl wsg_lib::AppHandler for ShadowTest {
|
||||
.add_entity_with_transform(
|
||||
"ground",
|
||||
"ground_mesh",
|
||||
wsg_lib::math::Transform::identity(),
|
||||
wsg_lib::core::Transform::identity(),
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
@@ -112,7 +112,7 @@ impl wsg_lib::AppHandler for ShadowTest {
|
||||
app.scene
|
||||
.create_mesh("cube_mesh", box_geometry(0.5, 0.5, 0.5), Some("mat"))
|
||||
.unwrap();
|
||||
let mut cube_tf = wsg_lib::math::Transform::identity();
|
||||
let mut cube_tf = wsg_lib::core::Transform::identity();
|
||||
cube_tf.translation = Vec3::new(0.0, 0.5, 0.0);
|
||||
app.scene
|
||||
.add_entity_with_transform("cube", "cube_mesh", cube_tf)
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
use glam::{Quat, Vec3};
|
||||
use wsg_lib::AppHandler;
|
||||
use wsg_lib::app::AppBuilder;
|
||||
use wsg_lib::math::cube;
|
||||
use wsg_lib::mesh::cube;
|
||||
use wsg_lib::utils::WsgError;
|
||||
|
||||
/// Test handler: cube rotating slowly on two axes, lit **only** by a spot.
|
||||
|
||||
@@ -182,7 +182,7 @@ impl Geometry {
|
||||
/// (normals, UVs, colors, indices) start as `None`.
|
||||
/// Chain builder methods to populate them:
|
||||
/// ```
|
||||
/// # use wsg_lib::math::Geometry;
|
||||
/// # use wsg_lib::core::Geometry;
|
||||
/// let geo = Geometry::new(vec![[0.0, 0.0, 0.0], [1.0, 0.0, 0.0]])
|
||||
/// .with_normals(vec![[0.0, 0.0, 1.0], [0.0, 0.0, 1.0]])
|
||||
/// .with_indices(vec![0, 1]);
|
||||
@@ -1511,7 +1511,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn decimated_icosahedron_stays_closed() {
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let ico = primitives::icosphere(1.0, 0); // 12 vertices / 20 faces, closed
|
||||
assert!(is_closed(&ico), "input is closed");
|
||||
let out = ico.decimated(10);
|
||||
@@ -1531,7 +1531,7 @@ mod tests {
|
||||
fn decimated_uv_sphere_keeps_its_caps() {
|
||||
// Regression (user report): the old triangle-removal decimation removed the pole
|
||||
// triangles first (they are the smallest) → missing caps and holes.
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let sph = primitives::uv_sphere(1.0, 8, 6);
|
||||
let t = sph.num_triangles() as u32;
|
||||
assert!(is_closed(&sph), "input is closed");
|
||||
@@ -1571,7 +1571,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn decimated_torus_stays_closed() {
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let torus = primitives::torus(1.0, 0.4, 16, 12);
|
||||
let t = torus.num_triangles() as u32;
|
||||
assert!(is_closed(&torus), "input is closed");
|
||||
@@ -1635,7 +1635,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn decimated_is_deterministic() {
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let ico = primitives::icosphere(1.0, 1); // 80 equal-area faces
|
||||
let a = ico.decimated(30);
|
||||
let b = ico.decimated(30);
|
||||
@@ -1712,7 +1712,7 @@ mod tests {
|
||||
/// the inward-wound faces and pointed INWARD, deviation ≈ 2.0, far LOD looked flat).
|
||||
#[test]
|
||||
fn decimated_sphere_uv_and_normal_error() {
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let r = 0.55;
|
||||
let geo = primitives::uv_sphere(r, 32, 20);
|
||||
let levels = geo.generate_lod_levels(3);
|
||||
@@ -1774,7 +1774,7 @@ mod tests {
|
||||
// freezing the apex UV onto base vertices); the cone has TWO charts (side fan +
|
||||
// cap disc) and two slit columns at u = 0 / u = 1, so each decimated vertex is
|
||||
// checked against BOTH analytical maps and must follow at least one.
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let cone = primitives::cone(1.0, 1.0, 16);
|
||||
let levels = cone.generate_lod_levels(3);
|
||||
let udist = |a: f32, b: f32| {
|
||||
@@ -1957,7 +1957,7 @@ mod tests {
|
||||
/// duplicates separate, so decimating must never blend the charts together.
|
||||
#[test]
|
||||
fn decimated_cylinder_keeps_charts() {
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let cyl = primitives::cylinder(0.4, 0.9, 8);
|
||||
let out = cyl.decimated(16);
|
||||
assert!(out.validate().is_ok());
|
||||
@@ -2064,7 +2064,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn generate_lod_levels_halving_ratios() {
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let geo = primitives::icosphere(1.0, 1); // 80 triangles
|
||||
let levels = geo.generate_lod_levels(3);
|
||||
assert_eq!(levels.len(), 3);
|
||||
@@ -2084,7 +2084,7 @@ mod tests {
|
||||
|
||||
#[test]
|
||||
fn generate_lod_levels_one_level() {
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
let geo = primitives::icosphere(1.0, 1);
|
||||
let levels = geo.generate_lod_levels(1);
|
||||
assert_eq!(levels.len(), 1);
|
||||
@@ -11,15 +11,23 @@
|
||||
|
||||
pub mod context;
|
||||
pub mod frame;
|
||||
pub mod frustum;
|
||||
pub mod geometry;
|
||||
pub mod hdr;
|
||||
pub mod input;
|
||||
pub mod lod;
|
||||
pub mod renderer;
|
||||
pub mod shadow;
|
||||
pub mod transform;
|
||||
|
||||
// Re-exports
|
||||
pub use context::Context;
|
||||
pub use frame::Frame;
|
||||
pub use frustum::Frustum;
|
||||
pub use geometry::{BBox, Geometry, GeometryError};
|
||||
pub use hdr::ToneMapper;
|
||||
pub use input::InputState;
|
||||
pub use lod::{lod_level, projected_radius_px};
|
||||
pub use renderer::Renderer;
|
||||
pub use shadow::ShadowConfig;
|
||||
pub use transform::Transform;
|
||||
|
||||
@@ -21,8 +21,8 @@
|
||||
|
||||
use crate::core::Context;
|
||||
use crate::core::Frame;
|
||||
use crate::math::Frustum;
|
||||
use crate::math::lod::{lod_level, projected_radius_px};
|
||||
use crate::core::Frustum;
|
||||
use crate::core::lod::{lod_level, projected_radius_px};
|
||||
use crate::pipeline::{
|
||||
DEPTH_FORMAT, build_shadow_pipeline, create_shadow_map_bind_group_layout,
|
||||
create_shadow_uniform_layout, create_uniform_bind_group_layouts,
|
||||
|
||||
+15
-5
@@ -1,9 +1,9 @@
|
||||
//! # WSG Library Crate Root
|
||||
//!
|
||||
//! The top-level entry point for the wsg-lib crate. Exposes seven public modules organized by architectural responsibility:
|
||||
//! **app** (App facade + AppBuilder), **handler** (AppHandler trait), **core** (Manager + Executor layers),
|
||||
//! **resources** (data types), **pipeline** (shader compilation cache), **scene** (resource graph and entity management),
|
||||
//! and **utils** (configuration and error handling).
|
||||
//! The top-level entry point for the wsg-lib crate. Exposes eight public modules organized by architectural responsibility:
|
||||
//! **app** (App facade + AppBuilder), **handler** (AppHandler trait), **core** (Manager + Executor + geometry types),
|
||||
//! **mesh** (geometry sources: primitives + import), **resources** (data types), **pipeline** (shader compilation cache),
|
||||
//! **scene** (resource graph and entity management), **prelude** (glob re-exports), and **utils** (configuration and error handling).
|
||||
//!
|
||||
//! ## Module Interaction Map
|
||||
//! - `core` consumes resources from `resources`, pipelines from `pipeline`, and errors from `utils`.
|
||||
@@ -31,8 +31,9 @@
|
||||
pub mod app;
|
||||
pub mod core;
|
||||
pub mod handler;
|
||||
pub mod math;
|
||||
pub mod mesh;
|
||||
pub mod pipeline;
|
||||
pub mod prelude;
|
||||
pub mod resources;
|
||||
pub mod scene;
|
||||
pub mod utils;
|
||||
@@ -52,3 +53,12 @@ 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;
|
||||
|
||||
/// Re-export of the geometry data type (positions, normals, UVs, indices).
|
||||
pub use crate::core::Geometry;
|
||||
|
||||
/// Re-export of the per-entity transform (position + rotation + scale).
|
||||
pub use crate::core::Transform;
|
||||
|
||||
/// Re-export of the axis-aligned bounding box.
|
||||
pub use crate::core::BBox;
|
||||
|
||||
@@ -1,31 +0,0 @@
|
||||
//! # Math Module — Geometric and Transformation Utilities
|
||||
//!
|
||||
//! Provides core mathematical types and utilities for 3D graphics operations, including:
|
||||
//! - `Transform` for object positioning, rotation, and scaling
|
||||
//! - `Geometry` for mesh vertex data representation
|
||||
//! - `primitives` for procedural mesh generators (cube, plane, sphere, cylinder, cone, torus)
|
||||
//!
|
||||
//! ## Interaction with Other Modules
|
||||
//! - `scene::Scene` uses `Transform` to manage entity positions
|
||||
//! - `renderer::Renderer` uses `Transform` to compute world matrices for shaders
|
||||
//! - `resources::Mesh` stores vertex data in `Geometry` format
|
||||
//! - `resources::Camera` (view/projection matrices) lives in the `resources` module
|
||||
//!
|
||||
//! ## Files
|
||||
//! - `transform.rs`: Defines the `Transform` struct and its conversion to matrix form
|
||||
//! - `geometry.rs`: Defines the `Geometry` struct for mesh data storage
|
||||
//! - `primitives.rs`: Procedural mesh generators (cube, sphere, cylinder, cone, torus…) returning `Geometry`
|
||||
//! - `lod.rs`: Pure LOD level-selection functions (projected radius + hysteresis, Step 19)
|
||||
|
||||
pub mod frustum;
|
||||
pub mod geometry;
|
||||
pub mod lod;
|
||||
pub mod primitives;
|
||||
pub mod transform;
|
||||
|
||||
// Re-exports
|
||||
pub use frustum::Frustum;
|
||||
pub use geometry::{BBox, Geometry, GeometryError};
|
||||
pub use lod::{lod_level, projected_radius_px};
|
||||
pub use primitives::{cone, cube, cylinder, icosphere, plane, torus, uv_sphere};
|
||||
pub use transform::Transform;
|
||||
@@ -1,534 +0,0 @@
|
||||
//! # Primitives Module — Ready-to-use geometry meshes (Step 15, ROADMAP 2.2)
|
||||
//!
|
||||
//! Procedural `Geometry` generators for common 3D shapes, usable directly in WSG
|
||||
//! without importing wgpu: `cube`, `plane`, `uv_sphere`, `icosphere`,
|
||||
//! `cylinder`, `cone` (and `torus` as a bonus).
|
||||
//!
|
||||
//! ## Conventions
|
||||
//! - **Y-up** axis, origin-centered (except `plane`, which lies in the XZ plane around 0).
|
||||
//! - Normals **pointing outward** (meaningful for Phong lighting; culling stays disabled
|
||||
//! by default).
|
||||
//! - UVs in [0,1]², as continuous as possible; `uv_sphere`/`icosphere` project from
|
||||
//! spherical coordinates.
|
||||
//! - Each generator returns a **complete** `Geometry` (positions + normals + UVs +
|
||||
//! indices, no colors → opaque white default via `Geometry::to_vertices`).
|
||||
//!
|
||||
//! ## Invariant
|
||||
//! Every produced geometry passes `Geometry::validate()` without error (checked by the tests).
|
||||
|
||||
use crate::math::Geometry;
|
||||
use glam::Vec3;
|
||||
use std::collections::HashMap;
|
||||
|
||||
/// Generates a cube centered at the origin, edge `size`, with one normal and UVs per face.
|
||||
/// 24 vertices (4 per face) + 36 indices. Replicates exactly the historical `cube_geometry` of
|
||||
/// the examples (Step 5/10) to guarantee non-regression.
|
||||
pub fn cube(size: f32) -> Geometry {
|
||||
let s = size * 0.5; // half edge
|
||||
let faces: [([f32; 3], [[f32; 3]; 4]); 6] = [
|
||||
(
|
||||
[0.0, 0.0, 1.0],
|
||||
[[-s, -s, s], [s, -s, s], [s, s, s], [-s, s, s]],
|
||||
), // +Z
|
||||
(
|
||||
[0.0, 0.0, -1.0],
|
||||
[[s, -s, -s], [-s, -s, -s], [-s, s, -s], [s, s, -s]],
|
||||
), // -Z
|
||||
(
|
||||
[1.0, 0.0, 0.0],
|
||||
[[s, -s, -s], [s, s, -s], [s, s, s], [s, -s, s]],
|
||||
), // +X
|
||||
(
|
||||
[-1.0, 0.0, 0.0],
|
||||
[[-s, -s, s], [-s, s, s], [-s, s, -s], [-s, -s, -s]],
|
||||
), // -X
|
||||
(
|
||||
[0.0, 1.0, 0.0],
|
||||
[[-s, s, -s], [s, s, -s], [s, s, s], [-s, s, s]],
|
||||
), // +Y
|
||||
(
|
||||
[0.0, -1.0, 0.0],
|
||||
[[-s, -s, s], [s, -s, s], [s, -s, -s], [-s, -s, -s]],
|
||||
), // -Y
|
||||
];
|
||||
|
||||
let mut positions = Vec::with_capacity(24);
|
||||
let mut normals = Vec::with_capacity(24);
|
||||
let mut uvs = Vec::with_capacity(24);
|
||||
let quad_uvs = [[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0]];
|
||||
for (normal, corners) in faces {
|
||||
for (i, corner) in corners.iter().enumerate() {
|
||||
positions.push(*corner);
|
||||
normals.push(normal);
|
||||
uvs.push(quad_uvs[i]);
|
||||
}
|
||||
}
|
||||
|
||||
let mut indices = Vec::with_capacity(36);
|
||||
for face in 0..6u16 {
|
||||
let b = face * 4;
|
||||
indices.extend_from_slice(&[b, b + 1, b + 2, b, b + 2, b + 3]);
|
||||
}
|
||||
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
/// Generates a horizontal plane in the XZ plane (normal +Y), centered at (0, 0, 0), with
|
||||
/// `width` × `depth` dimensions, subdivided into `seg_x` × `seg_z` cells. UVs stretched over [0,1]².
|
||||
pub fn plane(width: f32, depth: f32, seg_x: u32, seg_z: u32) -> Geometry {
|
||||
let sx = seg_x.max(1);
|
||||
let sz = seg_z.max(1);
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
for z in 0..=sz {
|
||||
let vz = z as f32 / sz as f32;
|
||||
for x in 0..=sx {
|
||||
let vx = x as f32 / sx as f32;
|
||||
positions.push([(vx - 0.5) * width, 0.0, (vz - 0.5) * depth]);
|
||||
normals.push([0.0, 1.0, 0.0]);
|
||||
uvs.push([vx, vz]);
|
||||
}
|
||||
}
|
||||
for z in 0..sz {
|
||||
for x in 0..sx {
|
||||
let a = z * (sx + 1) + x;
|
||||
let b = a + 1;
|
||||
let c = (z + 1) * (sx + 1) + x;
|
||||
let d = c + 1;
|
||||
indices
|
||||
.extend_from_slice(&[a as u16, c as u16, b as u16, b as u16, c as u16, d as u16]);
|
||||
}
|
||||
}
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
/// Generates a UV (latitude/longitude) sphere of radius `radius`, with `sectors` segments around
|
||||
/// and `stacks` vertical rings. Smooth normals = normalized position; spherical UVs.
|
||||
pub fn uv_sphere(radius: f32, sectors: u32, stacks: u32) -> Geometry {
|
||||
let si = sectors.max(3);
|
||||
let st = stacks.max(3);
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
for stack in 0..=st {
|
||||
let v = stack as f32 / st as f32;
|
||||
let phi = v * std::f32::consts::PI;
|
||||
for sector in 0..=si {
|
||||
let u = sector as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_p, cos_p) = phi.sin_cos();
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
let pos = Vec3::new(
|
||||
radius * sin_p * cos_t,
|
||||
radius * cos_p,
|
||||
radius * sin_p * sin_t,
|
||||
);
|
||||
positions.push(pos.to_array());
|
||||
normals.push(pos.normalize().to_array());
|
||||
uvs.push([u, v]);
|
||||
}
|
||||
}
|
||||
for stack in 0..st {
|
||||
for sector in 0..si {
|
||||
let k1 = stack * (si + 1) + sector;
|
||||
let k2 = k1 + si + 1;
|
||||
let (k1, k2) = (k1 as u16, k2 as u16);
|
||||
indices.extend_from_slice(&[k1, k2, k1 + 1, k1 + 1, k2, k2 + 1]);
|
||||
}
|
||||
}
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
/// Generates an icosphere (subdivided icosahedron) of radius `radius`. `subdivisions = 0` gives
|
||||
/// an icosahedron (12 vertices / 20 faces / 60 indices); each subdivision refines the faces into 4.
|
||||
/// Smooth normals = position direction; spherical UVs (a seam is unavoidable without a UV
|
||||
/// atlas).
|
||||
pub fn icosphere(radius: f32, subdivisions: u32) -> Geometry {
|
||||
let t = (1.0 + 5.0_f32.sqrt()) * 0.5;
|
||||
// 12 unit vertices (canonical icosahedron).
|
||||
let mut positions: Vec<Vec3> = [
|
||||
[-1.0, t, 0.0],
|
||||
[1.0, t, 0.0],
|
||||
[-1.0, -t, 0.0],
|
||||
[1.0, -t, 0.0],
|
||||
[0.0, -1.0, t],
|
||||
[0.0, 1.0, t],
|
||||
[0.0, -1.0, -t],
|
||||
[0.0, 1.0, -t],
|
||||
[t, 0.0, -1.0],
|
||||
[t, 0.0, 1.0],
|
||||
[-t, 0.0, -1.0],
|
||||
[-t, 0.0, 1.0],
|
||||
]
|
||||
.iter()
|
||||
.map(|v| Vec3::from_array(*v).normalize())
|
||||
.collect();
|
||||
|
||||
let mut faces: Vec<[u32; 3]> = [
|
||||
[0, 11, 5],
|
||||
[0, 5, 1],
|
||||
[0, 1, 7],
|
||||
[0, 7, 10],
|
||||
[0, 10, 11],
|
||||
[1, 5, 9],
|
||||
[5, 11, 4],
|
||||
[11, 10, 2],
|
||||
[10, 7, 6],
|
||||
[7, 1, 8],
|
||||
[3, 9, 4],
|
||||
[3, 4, 2],
|
||||
[3, 2, 6],
|
||||
[3, 6, 8],
|
||||
[3, 8, 9],
|
||||
[4, 9, 5],
|
||||
[2, 4, 11],
|
||||
[6, 2, 10],
|
||||
[8, 6, 7],
|
||||
[9, 8, 1],
|
||||
]
|
||||
.into_iter()
|
||||
.map(|[a, b, c]| [a, b, c])
|
||||
.collect();
|
||||
|
||||
for _ in 0..subdivisions {
|
||||
let mut midpoint = HashMap::new();
|
||||
let old_faces = std::mem::take(&mut faces);
|
||||
for [a, b, c] in old_faces {
|
||||
let ab = subdiv_midpoint(&mut positions, &mut midpoint, a, b);
|
||||
let bc = subdiv_midpoint(&mut positions, &mut midpoint, b, c);
|
||||
let ca = subdiv_midpoint(&mut positions, &mut midpoint, c, a);
|
||||
faces.push([a, ab, ca]);
|
||||
faces.push([ab, b, bc]);
|
||||
faces.push([ca, bc, c]);
|
||||
faces.push([ab, bc, ca]);
|
||||
}
|
||||
}
|
||||
|
||||
// Scale to the radius + normals (unit direction) + spherical UVs.
|
||||
let mut normals = Vec::with_capacity(positions.len());
|
||||
let mut uvs = Vec::with_capacity(positions.len());
|
||||
for p in &positions {
|
||||
let dir = p.normalize();
|
||||
normals.push(dir.to_array());
|
||||
uvs.push(spherical_uv(dir));
|
||||
}
|
||||
let scaled: Vec<[f32; 3]> = positions.iter().map(|p| (*p * radius).to_array()).collect();
|
||||
|
||||
let mut indices = Vec::with_capacity(faces.len() * 3);
|
||||
for [a, b, c] in &faces {
|
||||
indices.extend_from_slice(&[*a as u16, *b as u16, *c as u16]);
|
||||
}
|
||||
Geometry::new(scaled)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
/// Creates (or retrieves) the normalized midpoint between `a` and `b`, pushed onto the unit sphere.
|
||||
fn subdiv_midpoint(
|
||||
positions: &mut Vec<Vec3>,
|
||||
cache: &mut HashMap<(u32, u32), u32>,
|
||||
a: u32,
|
||||
b: u32,
|
||||
) -> u32 {
|
||||
let key = if a < b { (a, b) } else { (b, a) };
|
||||
if let Some(&i) = cache.get(&key) {
|
||||
return i;
|
||||
}
|
||||
let mid = (positions[a as usize] + positions[b as usize]).normalize();
|
||||
positions.push(mid);
|
||||
let i = (positions.len() - 1) as u32;
|
||||
cache.insert(key, i);
|
||||
i
|
||||
}
|
||||
|
||||
/// Spherical UV from a unit direction, in [0,1]².
|
||||
fn spherical_uv(dir: Vec3) -> [f32; 2] {
|
||||
let u = 0.5 + (dir.z.atan2(dir.x) / (2.0 * std::f32::consts::PI));
|
||||
let v = 0.5 - (dir.y.asin() / std::f32::consts::PI);
|
||||
[u, v]
|
||||
}
|
||||
|
||||
/// Generates a cylinder of radius `radius` and height `height` (along Y, centered), with
|
||||
/// `sectors` segments. Parts: side (smooth radial normals), top cap (+Y), bottom base
|
||||
/// (-Y). Side UVs stretched over [0,1]², concentric rings merged on the caps.
|
||||
pub fn cylinder(radius: f32, height: f32, sectors: u32) -> Geometry {
|
||||
let si = sectors.max(3);
|
||||
let h = height * 0.5;
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
|
||||
// Side: radial columns × 2 rows (bottom/top).
|
||||
let side_base = 0u16;
|
||||
for row in 0..=1 {
|
||||
let y = if row == 0 { -h } else { h };
|
||||
for s in 0..=si {
|
||||
let u = s as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
let radial = Vec3::new(cos_t, 0.0, sin_t);
|
||||
positions.push((radial * radius + Vec3::new(0.0, y, 0.0)).to_array());
|
||||
normals.push(radial.to_array());
|
||||
uvs.push([u, row as f32]);
|
||||
}
|
||||
}
|
||||
for s in 0..si {
|
||||
let a = side_base + s as u16;
|
||||
let b = a + 1;
|
||||
let c = side_base + (si as u16) + 1 + s as u16;
|
||||
let d = c + 1;
|
||||
indices.extend_from_slice(&[a, c, b, b, c, d]);
|
||||
}
|
||||
|
||||
// Caps: center + ring at each end.
|
||||
for (y, normal) in [(h, [0.0, 1.0, 0.0]), (-h, [0.0, -1.0, 0.0])] {
|
||||
let center = positions.len() as u16;
|
||||
positions.push([0.0, y, 0.0]);
|
||||
normals.push(normal);
|
||||
uvs.push([0.5, 0.5]);
|
||||
let ring_start = positions.len() as u16;
|
||||
for s in 0..=si {
|
||||
let u = s as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
positions.push([radius * cos_t, y, radius * sin_t]);
|
||||
normals.push(normal);
|
||||
uvs.push([0.5 + 0.5 * cos_t, 0.5 + 0.5 * sin_t]);
|
||||
}
|
||||
for s in 0..si {
|
||||
let a = ring_start + s as u16;
|
||||
indices.extend_from_slice(&[center, a + 1, a]);
|
||||
}
|
||||
}
|
||||
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
/// Generates a cone of radius `radius` and height `height` (apex at +h/2, base at -h/2), closed by a
|
||||
/// base, with `sectors` segments. Analytical side normals (tilted outward);
|
||||
/// base normal −Y.
|
||||
pub fn cone(radius: f32, height: f32, sectors: u32) -> Geometry {
|
||||
let si = sectors.max(3);
|
||||
let h = height * 0.5;
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
|
||||
// Side elements: apex + base ring.
|
||||
let apex = 0u16;
|
||||
positions.push([0.0, h, 0.0]);
|
||||
normals.push([0.0, 1.0, 0.0]); // shared apex; normal close to +Y by default
|
||||
uvs.push([0.5, 1.0]);
|
||||
let base_start = 1u16;
|
||||
for s in 0..=si {
|
||||
let u = s as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
positions.push([radius * cos_t, -h, radius * sin_t]);
|
||||
// Side normal: normalize(h·cosθ, r, h·sinθ).
|
||||
let n = Vec3::new(h * cos_t, radius, h * sin_t).normalize();
|
||||
normals.push(n.to_array());
|
||||
uvs.push([u, 0.0]);
|
||||
}
|
||||
for s in 0..si {
|
||||
indices.extend_from_slice(&[apex, base_start + s as u16 + 1, base_start + s as u16]);
|
||||
}
|
||||
|
||||
// Closed base (circle at -h/2, normal -Y).
|
||||
let center = positions.len() as u16;
|
||||
positions.push([0.0, -h, 0.0]);
|
||||
normals.push([0.0, -1.0, 0.0]);
|
||||
uvs.push([0.5, 0.5]);
|
||||
let ring = positions.len() as u16;
|
||||
for s in 0..=si {
|
||||
let u = s as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
positions.push([radius * cos_t, -h, radius * sin_t]);
|
||||
normals.push([0.0, -1.0, 0.0]);
|
||||
uvs.push([0.5 + 0.5 * cos_t, 0.5 + 0.5 * sin_t]);
|
||||
}
|
||||
for s in 0..si {
|
||||
let r = ring + s as u16;
|
||||
indices.extend_from_slice(&[center, r, r + 1]);
|
||||
}
|
||||
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
/// Generates a torus (ring) with major radius `major` (tube center) and minor radius `minor`
|
||||
/// (tube radius), subdivided into `major_segments` × `minor_segments`. Smooth normals (tube
|
||||
/// direction); UVs [0,1]² (seam along the tube meridian and equator).
|
||||
pub fn torus(major: f32, minor: f32, major_segments: u32, minor_segments: u32) -> Geometry {
|
||||
let mj = major_segments.max(3);
|
||||
let mn = minor_segments.max(3);
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
for i in 0..=mj {
|
||||
let u = i as f32 / mj as f32;
|
||||
let ua = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_u, cos_u) = ua.sin_cos();
|
||||
for j in 0..=mn {
|
||||
let v = j as f32 / mn as f32;
|
||||
let va = v * 2.0 * std::f32::consts::PI;
|
||||
let (sin_v, cos_v) = va.sin_cos();
|
||||
let ring = Vec3::new(
|
||||
(major + minor * cos_v) * cos_u,
|
||||
minor * sin_v,
|
||||
(major + minor * cos_v) * sin_u,
|
||||
);
|
||||
positions.push(ring.to_array());
|
||||
let n = Vec3::new(cos_v * cos_u, sin_v, cos_v * sin_u).normalize();
|
||||
normals.push(n.to_array());
|
||||
uvs.push([u, v]);
|
||||
}
|
||||
}
|
||||
for i in 0..mj {
|
||||
for j in 0..mn {
|
||||
let a = i * (mn + 1) + j;
|
||||
let b = a + 1;
|
||||
let c = a + mn + 1;
|
||||
let d = c + 1;
|
||||
// Triangles [a, b, c] / [b, d, c]: on the surface, angle u (major) grows with +u and
|
||||
// angle v (minor) grows with +v; cross(tang_u, tang_v) points OUTWARD from
|
||||
// the tube (= the stored normal), so the winding is CCW seen from outside —
|
||||
// consistent with `front_face: Face::Ccw` (back-face culling).
|
||||
// The original [a, c, b] order was inverted: the external face (CCW seen from outside,
|
||||
// outward normal) was culled and only the inside of the tube, whose normals
|
||||
// point outward, stayed visible — the torus appeared black (N·L ≤ 0).
|
||||
indices
|
||||
.extend_from_slice(&[a as u16, b as u16, c as u16, b as u16, d as u16, c as u16]);
|
||||
}
|
||||
}
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn assert_valid(geo: &Geometry) {
|
||||
geo.validate().expect("generated geometry must validate");
|
||||
let positions = &geo.positions;
|
||||
let normals = geo.normals.as_ref().expect("normals present");
|
||||
let uvs = geo.uvs.as_ref().expect("uvs present");
|
||||
let indices = geo.indices.as_ref().expect("indices present");
|
||||
assert_eq!(normals.len(), positions.len(), "normals/positions count");
|
||||
assert_eq!(uvs.len(), positions.len(), "uvs/positions count");
|
||||
for n in normals {
|
||||
let len = Vec3::from_array(*n).length();
|
||||
assert!((len - 1.0).abs() < 1e-3, "unit normal, got {len}");
|
||||
}
|
||||
for &i in indices {
|
||||
assert!((i as usize) < positions.len(), "index {i} in bounds");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn cube_counts() {
|
||||
let g = cube(1.0);
|
||||
assert_eq!(g.positions.len(), 24);
|
||||
assert_eq!(g.indices.as_ref().unwrap().len(), 36);
|
||||
assert_valid(&g);
|
||||
let g2 = cube(2.0);
|
||||
assert_eq!(
|
||||
g2.positions,
|
||||
g.positions
|
||||
.iter()
|
||||
.map(|p| [p[0] * 2.0, p[1] * 2.0, p[2] * 2.0])
|
||||
.collect::<Vec<_>>()
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn plane_counts() {
|
||||
let g = plane(2.0, 3.0, 1, 1);
|
||||
assert_eq!(g.positions.len(), 4);
|
||||
assert_eq!(g.indices.as_ref().unwrap().len(), 6);
|
||||
assert_valid(&g);
|
||||
assert!(g.positions.iter().all(|p| p[1] == 0.0));
|
||||
let g2 = plane(2.0, 3.0, 4, 5);
|
||||
assert_eq!(g2.positions.len(), (4 + 1) * (5 + 1));
|
||||
assert_valid(&g2);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn uv_sphere_counts_and_normals() {
|
||||
let g = uv_sphere(1.0, 12, 8);
|
||||
assert_eq!(g.positions.len(), (12 + 1) * (8 + 1));
|
||||
assert_valid(&g);
|
||||
// Normals point outward (position/radius).
|
||||
for (p, n) in g.positions.iter().zip(g.normals.as_ref().unwrap()) {
|
||||
let diff = (Vec3::from_array(*p) / 1.0 - Vec3::from_array(*n)).length();
|
||||
assert!(diff < 1e-4, "normal ~ position/radius, got diff {diff}");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn icosphere_grows_with_subdivision() {
|
||||
let base = icosphere(1.0, 0);
|
||||
assert_eq!(base.positions.len(), 12);
|
||||
assert_eq!(base.indices.as_ref().unwrap().len(), 60);
|
||||
assert_valid(&base);
|
||||
let once = icosphere(1.0, 1);
|
||||
assert!(once.positions.len() > base.positions.len());
|
||||
assert_valid(&once);
|
||||
for (p, n) in once.positions.iter().zip(once.normals.as_ref().unwrap()) {
|
||||
let r = Vec3::from_array(*p).length();
|
||||
assert!((r - 1.0).abs() < 1e-3, "on sphere radius, got {r}");
|
||||
let diff = (Vec3::from_array(*p).normalize() - Vec3::from_array(*n)).length();
|
||||
assert!(diff < 1e-4, "normal ~ direction, got {diff}");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn cylinder_and_cone_validate() {
|
||||
assert_valid(&cylinder(0.5, 1.0, 16));
|
||||
assert_valid(&cone(0.5, 1.0, 16));
|
||||
let c = cylinder(0.5, 1.0, 8);
|
||||
assert!(c.positions.iter().all(|p| p[1].abs() <= 0.5 + 1e-5));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn torus_validate() {
|
||||
let g = torus(1.0, 0.25, 24, 12);
|
||||
assert_valid(&g);
|
||||
assert_eq!(g.positions.len(), (24 + 1) * (12 + 1));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
//! glTF 2.0 / GLB loader.
|
||||
//!
|
||||
//! **Status: stub** — the full implementation requires the `gltf` crate and will
|
||||
//! be added in a follow-up. For now, this module compiles (behind `feature = "import-gltf"`)
|
||||
//! and returns a clear error.
|
||||
|
||||
use crate::core::geometry::Geometry;
|
||||
use crate::mesh::import::MeshImportError;
|
||||
use std::path::Path;
|
||||
|
||||
/// Loads a glTF 2.0 (.gltf JSON) or GLB (.glb binary) file.
|
||||
///
|
||||
/// # Errors
|
||||
/// Always returns [`MeshImportError::Unsupported`] for now (implementation pending).
|
||||
pub fn load_gltf(path: impl AsRef<Path>) -> Result<Vec<Geometry>, MeshImportError> {
|
||||
let _ = path;
|
||||
Err(MeshImportError::Unsupported(
|
||||
"glTF import is not yet implemented (pending gltf crate wrapper)".into(),
|
||||
))
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
//! File import loaders — each behind a feature flag.
|
||||
//!
|
||||
//! | Feature | Function | Format |
|
||||
//!|---------|----------|--------|
|
||||
//!| `import-obj` | `load_obj(path)` | Wavefront OBJ |
|
||||
//!| `import-gltf` | `load_gltf(path)` | glTF 2.0 / GLB |
|
||||
|
||||
#[cfg(feature = "import-obj")]
|
||||
pub mod obj;
|
||||
#[cfg(feature = "import-gltf")]
|
||||
#[path = "gltf.rs"]
|
||||
pub mod gltf_loader;
|
||||
|
||||
#[cfg(feature = "import-obj")]
|
||||
pub use obj::{load_obj, parse_obj};
|
||||
#[cfg(feature = "import-gltf")]
|
||||
pub use gltf_loader::load_gltf;
|
||||
|
||||
/// Error type for mesh file import.
|
||||
#[derive(thiserror::Error, Debug)]
|
||||
pub enum MeshImportError {
|
||||
/// The file could not be read (I/O error).
|
||||
#[error("IO error: {0}")]
|
||||
Io(#[from] std::io::Error),
|
||||
/// The file content is malformed or cannot be parsed.
|
||||
#[error("parse error: {0}")]
|
||||
Parse(String),
|
||||
/// The file uses features not supported by this loader.
|
||||
#[error("unsupported format: {0}")]
|
||||
Unsupported(String),
|
||||
}
|
||||
@@ -0,0 +1,311 @@
|
||||
//! Wavefront OBJ parser — minimal, dependency-free.
|
||||
//!
|
||||
//! Supports: `v` (position), `vn` (normal), `vt` (UV), `f` (face, 3-4 verts).
|
||||
//! Quads are split into triangles via fan triangulation.
|
||||
|
||||
use crate::core::geometry::Geometry;
|
||||
use crate::mesh::import::MeshImportError;
|
||||
use std::path::Path;
|
||||
|
||||
/// Parses a Wavefront OBJ file and returns a single [`Geometry`].
|
||||
///
|
||||
/// Supported directives: `v`, `vn`, `vt`, `f` (3 or 4 vertices per face).
|
||||
/// Vertex references in `f` use 1-based indices.
|
||||
/// If no `vn` lines are present, normals are computed (area-weighted face normals).
|
||||
/// If no `vt` lines are present, UVs are omitted.
|
||||
///
|
||||
/// # Errors
|
||||
/// Returns [`MeshImportError::Io`] if the file cannot be read,
|
||||
/// or [`MeshImportError::Parse`] on malformed input.
|
||||
pub fn load_obj(path: impl AsRef<Path>) -> Result<Geometry, MeshImportError> {
|
||||
let content = std::fs::read_to_string(path).map_err(MeshImportError::Io)?;
|
||||
parse_obj(&content)
|
||||
}
|
||||
|
||||
/// Parses OBJ content from a string. See [`load_obj`] for supported features.
|
||||
pub fn parse_obj(content: &str) -> Result<Geometry, MeshImportError> {
|
||||
let mut positions: Vec<[f32; 3]> = Vec::new();
|
||||
let mut file_normals: Vec<[f32; 3]> = Vec::new();
|
||||
let mut file_uvs: Vec<[f32; 2]> = Vec::new();
|
||||
|
||||
// Unique vertex table: (pos_idx, opt_uv_idx, opt_norm_idx)
|
||||
let mut vert_table: Vec<(usize, Option<usize>, Option<usize>)> = Vec::new();
|
||||
let mut indices: Vec<u16> = Vec::new();
|
||||
|
||||
for (line_num, raw) in content.lines().enumerate() {
|
||||
let line = raw.trim();
|
||||
if line.is_empty() || line.starts_with('#') {
|
||||
continue;
|
||||
}
|
||||
let parts: Vec<&str> = line.split_whitespace().collect();
|
||||
match parts[0] {
|
||||
"v" => {
|
||||
if parts.len() < 4 {
|
||||
return Err(MeshImportError::Parse(format!(
|
||||
"line {}: 'v' needs 3+ components",
|
||||
line_num + 1
|
||||
)));
|
||||
}
|
||||
let x = parts[1].parse::<f32>().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad 'v' x = '{}'", line_num + 1, parts[1]))
|
||||
})?;
|
||||
let y = parts[2].parse::<f32>().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad 'v' y = '{}'", line_num + 1, parts[2]))
|
||||
})?;
|
||||
let z = parts[3].parse::<f32>().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad 'v' z = '{}'", line_num + 1, parts[3]))
|
||||
})?;
|
||||
positions.push([x, y, z]);
|
||||
}
|
||||
"vn" => {
|
||||
if parts.len() < 4 {
|
||||
return Err(MeshImportError::Parse(format!(
|
||||
"line {}: 'vn' needs 3+ components",
|
||||
line_num + 1
|
||||
)));
|
||||
}
|
||||
let x = parts[1].parse::<f32>().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad 'vn' x", line_num + 1))
|
||||
})?;
|
||||
let y = parts[2].parse::<f32>().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad 'vn' y", line_num + 1))
|
||||
})?;
|
||||
let z = parts[3].parse::<f32>().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad 'vn' z", line_num + 1))
|
||||
})?;
|
||||
file_normals.push([x, y, z]);
|
||||
}
|
||||
"vt" => {
|
||||
if parts.len() < 3 {
|
||||
return Err(MeshImportError::Parse(format!(
|
||||
"line {}: 'vt' needs 2+ components",
|
||||
line_num + 1
|
||||
)));
|
||||
}
|
||||
let u = parts[1].parse::<f32>().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad 'vt' u", line_num + 1))
|
||||
})?;
|
||||
let v = parts[2].parse::<f32>().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad 'vt' v", line_num + 1))
|
||||
})?;
|
||||
file_uvs.push([u, v]);
|
||||
}
|
||||
"f" => {
|
||||
if parts.len() < 4 {
|
||||
return Err(MeshImportError::Parse(format!(
|
||||
"line {}: 'f' needs 3+ vertices, got {}",
|
||||
line_num + 1,
|
||||
parts.len() - 1
|
||||
)));
|
||||
}
|
||||
// Parse vertex references: "idx" or "idx/uv" or "idx/uv/norm"
|
||||
let face_verts: Vec<(usize, Option<usize>, Option<usize>)> = parts[1..]
|
||||
.iter()
|
||||
.map(|tok| {
|
||||
let mut fields = tok.split('/');
|
||||
let idx_str = fields.next().unwrap_or("0");
|
||||
let uv_str = fields.next();
|
||||
let norm_str = fields.next();
|
||||
|
||||
let idx: usize = idx_str.parse().map_err(|_| {
|
||||
MeshImportError::Parse(format!(
|
||||
"line {}: bad face vertex index '{}'",
|
||||
line_num + 1,
|
||||
tok
|
||||
))
|
||||
})?;
|
||||
if idx == 0 {
|
||||
return Err(MeshImportError::Parse(format!(
|
||||
"line {}: 0-based index not allowed in face",
|
||||
line_num + 1
|
||||
)));
|
||||
}
|
||||
let uv_idx = parse_opt_idx(uv_str, line_num, "uv")?;
|
||||
let norm_idx = parse_opt_idx(norm_str, line_num, "norm")?;
|
||||
Ok((idx - 1, uv_idx, norm_idx))
|
||||
})
|
||||
.collect::<Result<_, _>>()?;
|
||||
|
||||
// Map to unique vertex indices (dedup by pos+uv+norm tuple)
|
||||
let mapped: Vec<u16> = face_verts
|
||||
.iter()
|
||||
.map(|&(pi, uvi, ni)| {
|
||||
// Check if this combo already exists
|
||||
if let Some(pos) = vert_table.iter().position(|&(ep, eu, en)| {
|
||||
ep == pi && eu == uvi && en == ni
|
||||
}) {
|
||||
pos as u16
|
||||
} else {
|
||||
vert_table.push((pi, uvi, ni));
|
||||
(vert_table.len() - 1) as u16
|
||||
}
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Fan triangulation
|
||||
if mapped.len() == 3 {
|
||||
indices.extend_from_slice(&mapped);
|
||||
} else if mapped.len() > 3 {
|
||||
for i in 1..mapped.len() - 1 {
|
||||
indices.extend_from_slice(&[mapped[0], mapped[i], mapped[i + 1]]);
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {} // Ignore unknown directives
|
||||
}
|
||||
}
|
||||
|
||||
if positions.is_empty() {
|
||||
return Err(MeshImportError::Parse("no vertices found".into()));
|
||||
}
|
||||
if vert_table.is_empty() {
|
||||
return Err(MeshImportError::Parse("no faces found".into()));
|
||||
}
|
||||
|
||||
// Build output vertex arrays from the table
|
||||
let mut out_positions = Vec::with_capacity(vert_table.len());
|
||||
let mut out_normals = Vec::with_capacity(vert_table.len());
|
||||
let mut out_uvs = Vec::with_capacity(vert_table.len());
|
||||
let mut has_any_uv = false;
|
||||
|
||||
for &(pi, uvi, ni) in &vert_table {
|
||||
out_positions.push(positions[pi]);
|
||||
if let Some(ni) = ni {
|
||||
out_normals.push(file_normals[ni]);
|
||||
} else {
|
||||
out_normals.push([0.0, 0.0, 0.0]);
|
||||
}
|
||||
if let Some(uvi) = uvi {
|
||||
out_uvs.push(file_uvs[uvi]);
|
||||
has_any_uv = true;
|
||||
} else {
|
||||
out_uvs.push([0.0, 0.0]);
|
||||
}
|
||||
}
|
||||
|
||||
// Compute normals if file had none
|
||||
if file_normals.is_empty() {
|
||||
compute_normals(&out_positions, &indices, &mut out_normals);
|
||||
}
|
||||
|
||||
let mut geo = Geometry::new(out_positions)
|
||||
.with_normals(out_normals)
|
||||
.with_indices(indices);
|
||||
if has_any_uv {
|
||||
geo = geo.with_uvs(out_uvs);
|
||||
}
|
||||
|
||||
geo.validate()
|
||||
.map_err(|e| MeshImportError::Parse(format!("validation failed: {e}")))?;
|
||||
Ok(geo)
|
||||
}
|
||||
|
||||
fn parse_opt_idx(
|
||||
field: Option<&str>,
|
||||
line_num: usize,
|
||||
what: &str,
|
||||
) -> Result<Option<usize>, MeshImportError> {
|
||||
match field {
|
||||
None | Some("") => Ok(None),
|
||||
Some(s) => {
|
||||
let idx: usize = s.parse().map_err(|_| {
|
||||
MeshImportError::Parse(format!("line {}: bad {what} index '{s}'", line_num + 1))
|
||||
})?;
|
||||
if idx == 0 {
|
||||
return Err(MeshImportError::Parse(format!(
|
||||
"line {}: 0-based {what} index",
|
||||
line_num + 1
|
||||
)));
|
||||
}
|
||||
Ok(Some(idx - 1))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Computes area-weighted vertex normals from triangle faces.
|
||||
fn compute_normals(positions: &[[f32; 3]], indices: &[u16], normals: &mut [[f32; 3]]) {
|
||||
use glam::Vec3;
|
||||
for n in normals.iter_mut() {
|
||||
*n = [0.0, 0.0, 0.0];
|
||||
}
|
||||
for tri in indices.chunks(3) {
|
||||
if tri.len() != 3 {
|
||||
continue;
|
||||
}
|
||||
let (a, b, c) = (tri[0] as usize, tri[1] as usize, tri[2] as usize);
|
||||
let pa = Vec3::from_array(positions[a]);
|
||||
let pb = Vec3::from_array(positions[b]);
|
||||
let pc = Vec3::from_array(positions[c]);
|
||||
let fn_ = (pb - pa).cross(pc - pa);
|
||||
for idx in [a, b, c] {
|
||||
let n = &mut normals[idx];
|
||||
n[0] += fn_.x;
|
||||
n[1] += fn_.y;
|
||||
n[2] += fn_.z;
|
||||
}
|
||||
}
|
||||
for n in normals.iter_mut() {
|
||||
let v = Vec3::from_array(*n);
|
||||
*n = v.normalize().to_array();
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn parse_simple_triangle() {
|
||||
let content = "v 0 0 0\nv 1 0 0\nv 0 1 0\nf 1 2 3\n";
|
||||
let geo = parse_obj(content).unwrap();
|
||||
assert_eq!(geo.positions.len(), 3);
|
||||
assert_eq!(geo.indices.as_ref().unwrap().len(), 3);
|
||||
geo.validate().unwrap();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn parse_quad_splits_to_two_tris() {
|
||||
let content = "v 0 0 0\nv 1 0 0\nv 1 1 0\nv 0 1 0\nf 1 2 3 4\n";
|
||||
let geo = parse_obj(content).unwrap();
|
||||
assert_eq!(geo.positions.len(), 4);
|
||||
assert_eq!(geo.indices.as_ref().unwrap().len(), 6);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn parse_with_normals_and_uvs() {
|
||||
let content = "v 0 0 0\nv 1 0 0\nv 0 1 0\nvn 0 0 1\nvt 0 0\nvt 1 0\nvt 0 1\nf 1/1/1 2/2/1 3/3/1\n";
|
||||
let geo = parse_obj(content).unwrap();
|
||||
assert!(geo.normals.is_some());
|
||||
assert!(geo.uvs.is_some());
|
||||
let n = geo.normals.as_ref().unwrap();
|
||||
assert_eq!(n[0], [0.0, 0.0, 1.0]);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn parse_no_normals_computes_them() {
|
||||
let content = "v 0 0 0\nv 1 0 0\nv 0 1 0\nf 1 2 3\n";
|
||||
let geo = parse_obj(content).unwrap();
|
||||
let n = geo.normals.as_ref().unwrap();
|
||||
assert!((n[0][2] - 1.0).abs() < 1e-4, "expected +Z normal, got {:?}", n[0]);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn parse_empty_fails() {
|
||||
assert!(parse_obj("").is_err());
|
||||
assert!(parse_obj("# just a comment\n").is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn parse_malformed_fails() {
|
||||
assert!(parse_obj("v 1 2\nf 1 2 3\n").is_err());
|
||||
assert!(parse_obj("v 0 0 0\nv 1 0 0\nf 1 2\n").is_err());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn parse_shared_vertex_dedup() {
|
||||
let content = "v 0 0 0\nv 1 0 0\nv 1 1 0\nv 0 1 0\nf 1 2 3\nf 1 3 4\n";
|
||||
let geo = parse_obj(content).unwrap();
|
||||
assert_eq!(geo.positions.len(), 4);
|
||||
assert_eq!(geo.indices.as_ref().unwrap().len(), 6);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
//! # Mesh module — geometry sources for WSG
|
||||
//!
|
||||
//! This module is the single entry point for **where geometry data comes from**:
|
||||
//!
|
||||
//! - **`primitives`** — procedural generators (cube, sphere, torus, …), each behind a
|
||||
//! feature flag so you only compile what you need.
|
||||
//! - **`import`** — file loaders (OBJ, glTF), each behind a feature flag.
|
||||
//!
|
||||
//! All sources produce a [`Geometry`] (CPU-side vertex data: positions, normals, UVs,
|
||||
//! indices). Turning that into a GPU renderable is the job of [`crate::scene::Scene::add_mesh`].
|
||||
//!
|
||||
//! ## Usage
|
||||
//!
|
||||
//! ```rust
|
||||
//! use wsg_lib::mesh::cube;
|
||||
//!
|
||||
//! // Procedural (feature "prim-cube")
|
||||
//! let geom = cube(2.0);
|
||||
//! assert_eq!(geom.positions.len(), 24);
|
||||
//! ```
|
||||
//!
|
||||
//! ## Features
|
||||
//!
|
||||
//! | Feature | Provides |
|
||||
//! |---------|----------|
|
||||
//! | `prim-cube` | `cube(size)` |
|
||||
//! | `prim-sphere` | `uv_sphere(…)`, `icosphere(…)` |
|
||||
//! | `prim-cylinder` | `cylinder(…)` |
|
||||
//! | `prim-cone` | `cone(…)` |
|
||||
//! | `prim-torus` | `torus(…)` |
|
||||
//! | `prim-plane` | `plane(…)` |
|
||||
//! | `all-prims` | all of the above |
|
||||
//! | `import-obj` | `load_obj(path)` |
|
||||
//! | `import-gltf` | `load_gltf(path)` |
|
||||
|
||||
pub mod primitives;
|
||||
|
||||
#[cfg(feature = "import-obj")]
|
||||
pub mod import;
|
||||
|
||||
// Flat re-exports at the `wsg::mesh` level for convenience.
|
||||
#[cfg(feature = "prim-cube")]
|
||||
pub use primitives::cube;
|
||||
#[cfg(feature = "prim-plane")]
|
||||
pub use primitives::plane;
|
||||
#[cfg(feature = "prim-sphere")]
|
||||
pub use primitives::{icosphere, uv_sphere};
|
||||
#[cfg(feature = "prim-cylinder")]
|
||||
pub use primitives::cylinder;
|
||||
#[cfg(feature = "prim-cone")]
|
||||
pub use primitives::cone;
|
||||
#[cfg(feature = "prim-torus")]
|
||||
pub use primitives::torus;
|
||||
|
||||
#[cfg(feature = "import-obj")]
|
||||
pub use import::load_obj;
|
||||
#[cfg(feature = "import-gltf")]
|
||||
pub use import::load_gltf;
|
||||
@@ -0,0 +1,89 @@
|
||||
//! Cone primitive — side (apex + base ring) + base cap.
|
||||
|
||||
use crate::core::geometry::Geometry;
|
||||
use glam::Vec3;
|
||||
|
||||
/// Generates a cone of radius `radius` and height `height` (apex at +h/2, base at -h/2), closed by a
|
||||
/// base, with `sectors` segments. Analytical side normals (tilted outward);
|
||||
/// base normal −Y.
|
||||
pub fn cone(radius: f32, height: f32, sectors: u32) -> Geometry {
|
||||
let si = sectors.max(3);
|
||||
let h = height * 0.5;
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
|
||||
// Side elements: apex + base ring.
|
||||
let apex = 0u16;
|
||||
positions.push([0.0, h, 0.0]);
|
||||
normals.push([0.0, 1.0, 0.0]); // shared apex; normal close to +Y by default
|
||||
uvs.push([0.5, 1.0]);
|
||||
let base_start = 1u16;
|
||||
for s in 0..=si {
|
||||
let u = s as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
positions.push([radius * cos_t, -h, radius * sin_t]);
|
||||
// Side normal: normalize(h·cosθ, r, h·sinθ).
|
||||
let n = Vec3::new(h * cos_t, radius, h * sin_t).normalize();
|
||||
normals.push(n.to_array());
|
||||
uvs.push([u, 0.0]);
|
||||
}
|
||||
for s in 0..si {
|
||||
indices.extend_from_slice(&[apex, base_start + s as u16 + 1, base_start + s as u16]);
|
||||
}
|
||||
|
||||
// Closed base (circle at -h/2, normal -Y).
|
||||
let center = positions.len() as u16;
|
||||
positions.push([0.0, -h, 0.0]);
|
||||
normals.push([0.0, -1.0, 0.0]);
|
||||
uvs.push([0.5, 0.5]);
|
||||
let ring = positions.len() as u16;
|
||||
for s in 0..=si {
|
||||
let u = s as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
positions.push([radius * cos_t, -h, radius * sin_t]);
|
||||
normals.push([0.0, -1.0, 0.0]);
|
||||
uvs.push([0.5 + 0.5 * cos_t, 0.5 + 0.5 * sin_t]);
|
||||
}
|
||||
for s in 0..si {
|
||||
let r = ring + s as u16;
|
||||
indices.extend_from_slice(&[center, r, r + 1]);
|
||||
}
|
||||
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn assert_valid(geo: &Geometry) {
|
||||
geo.validate().expect("generated geometry must validate");
|
||||
let positions = &geo.positions;
|
||||
let normals = geo.normals.as_ref().expect("normals present");
|
||||
let uvs = geo.uvs.as_ref().expect("uvs present");
|
||||
let indices = geo.indices.as_ref().expect("indices present");
|
||||
assert_eq!(normals.len(), positions.len());
|
||||
assert_eq!(uvs.len(), positions.len());
|
||||
for n in normals {
|
||||
let len = Vec3::from_array(*n).length();
|
||||
assert!((len - 1.0).abs() < 1e-3);
|
||||
}
|
||||
for &i in indices {
|
||||
assert!((i as usize) < positions.len());
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn cone_validate() {
|
||||
assert_valid(&cone(0.5, 1.0, 16));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,97 @@
|
||||
//! Cube primitive — 24 vertices (4 per face) + 36 indices.
|
||||
|
||||
use crate::core::geometry::Geometry;
|
||||
|
||||
/// Generates a cube centered at the origin, edge `size`, with one normal and UVs per face.
|
||||
/// 24 vertices (4 per face) + 36 indices.
|
||||
pub fn cube(size: f32) -> Geometry {
|
||||
let s = size * 0.5;
|
||||
let faces: [([f32; 3], [[f32; 3]; 4]); 6] = [
|
||||
(
|
||||
[0.0, 0.0, 1.0],
|
||||
[[-s, -s, s], [s, -s, s], [s, s, s], [-s, s, s]],
|
||||
),
|
||||
(
|
||||
[0.0, 0.0, -1.0],
|
||||
[[s, -s, -s], [-s, -s, -s], [-s, s, -s], [s, s, -s]],
|
||||
),
|
||||
(
|
||||
[1.0, 0.0, 0.0],
|
||||
[[s, -s, -s], [s, s, -s], [s, s, s], [s, -s, s]],
|
||||
),
|
||||
(
|
||||
[-1.0, 0.0, 0.0],
|
||||
[[-s, -s, s], [-s, s, s], [-s, s, -s], [-s, -s, -s]],
|
||||
),
|
||||
(
|
||||
[0.0, 1.0, 0.0],
|
||||
[[-s, s, -s], [s, s, -s], [s, s, s], [-s, s, s]],
|
||||
),
|
||||
(
|
||||
[0.0, -1.0, 0.0],
|
||||
[[-s, -s, s], [s, -s, s], [s, -s, -s], [-s, -s, -s]],
|
||||
),
|
||||
];
|
||||
|
||||
let mut positions = Vec::with_capacity(24);
|
||||
let mut normals = Vec::with_capacity(24);
|
||||
let mut uvs = Vec::with_capacity(24);
|
||||
let quad_uvs = [[0.0, 0.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0]];
|
||||
for (normal, corners) in faces {
|
||||
for (i, corner) in corners.iter().enumerate() {
|
||||
positions.push(*corner);
|
||||
normals.push(normal);
|
||||
uvs.push(quad_uvs[i]);
|
||||
}
|
||||
}
|
||||
|
||||
let mut indices = Vec::with_capacity(36);
|
||||
for face in 0..6u16 {
|
||||
let b = face * 4;
|
||||
indices.extend_from_slice(&[b, b + 1, b + 2, b, b + 2, b + 3]);
|
||||
}
|
||||
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use glam::Vec3;
|
||||
|
||||
fn assert_valid(geo: &Geometry) {
|
||||
geo.validate().expect("generated geometry must validate");
|
||||
let positions = &geo.positions;
|
||||
let normals = geo.normals.as_ref().expect("normals present");
|
||||
let uvs = geo.uvs.as_ref().expect("uvs present");
|
||||
let indices = geo.indices.as_ref().expect("indices present");
|
||||
assert_eq!(normals.len(), positions.len(), "normals/positions count");
|
||||
assert_eq!(uvs.len(), positions.len(), "uvs/positions count");
|
||||
for n in normals {
|
||||
let len = Vec3::from_array(*n).length();
|
||||
assert!((len - 1.0).abs() < 1e-3, "unit normal, got {len}");
|
||||
}
|
||||
for &i in indices {
|
||||
assert!((i as usize) < positions.len(), "index {i} in bounds");
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn cube_counts() {
|
||||
let g = cube(1.0);
|
||||
assert_eq!(g.positions.len(), 24);
|
||||
assert_eq!(g.indices.as_ref().unwrap().len(), 36);
|
||||
assert_valid(&g);
|
||||
let g2 = cube(2.0);
|
||||
assert_eq!(
|
||||
g2.positions,
|
||||
g.positions
|
||||
.iter()
|
||||
.map(|p| [p[0] * 2.0, p[1] * 2.0, p[2] * 2.0])
|
||||
.collect::<Vec<_>>()
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,94 @@
|
||||
//! Cylinder primitive — side + top/bottom caps.
|
||||
|
||||
use crate::core::geometry::Geometry;
|
||||
use glam::Vec3;
|
||||
|
||||
/// Generates a cylinder of radius `radius` and height `height` (along Y, centered), with
|
||||
/// `sectors` segments. Parts: side (smooth radial normals), top cap (+Y), bottom base (−Y).
|
||||
pub fn cylinder(radius: f32, height: f32, sectors: u32) -> Geometry {
|
||||
let si = sectors.max(3);
|
||||
let h = height * 0.5;
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
|
||||
// Side: radial columns × 2 rows (bottom/top).
|
||||
let side_base = 0u16;
|
||||
for row in 0..=1 {
|
||||
let y = if row == 0 { -h } else { h };
|
||||
for s in 0..=si {
|
||||
let u = s as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
let radial = Vec3::new(cos_t, 0.0, sin_t);
|
||||
positions.push((radial * radius + Vec3::new(0.0, y, 0.0)).to_array());
|
||||
normals.push(radial.to_array());
|
||||
uvs.push([u, row as f32]);
|
||||
}
|
||||
}
|
||||
for s in 0..si {
|
||||
let a = side_base + s as u16;
|
||||
let b = a + 1;
|
||||
let c = side_base + (si as u16) + 1 + s as u16;
|
||||
let d = c + 1;
|
||||
indices.extend_from_slice(&[a, c, b, b, c, d]);
|
||||
}
|
||||
|
||||
// Caps: center + ring at each end.
|
||||
for (y, normal) in [(h, [0.0, 1.0, 0.0]), (-h, [0.0, -1.0, 0.0])] {
|
||||
let center = positions.len() as u16;
|
||||
positions.push([0.0, y, 0.0]);
|
||||
normals.push(normal);
|
||||
uvs.push([0.5, 0.5]);
|
||||
let ring_start = positions.len() as u16;
|
||||
for s in 0..=si {
|
||||
let u = s as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
positions.push([radius * cos_t, y, radius * sin_t]);
|
||||
normals.push(normal);
|
||||
uvs.push([0.5 + 0.5 * cos_t, 0.5 + 0.5 * sin_t]);
|
||||
}
|
||||
for s in 0..si {
|
||||
let a = ring_start + s as u16;
|
||||
indices.extend_from_slice(&[center, a + 1, a]);
|
||||
}
|
||||
}
|
||||
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn assert_valid(geo: &Geometry) {
|
||||
geo.validate().expect("generated geometry must validate");
|
||||
let positions = &geo.positions;
|
||||
let normals = geo.normals.as_ref().expect("normals present");
|
||||
let uvs = geo.uvs.as_ref().expect("uvs present");
|
||||
let indices = geo.indices.as_ref().expect("indices present");
|
||||
assert_eq!(normals.len(), positions.len());
|
||||
assert_eq!(uvs.len(), positions.len());
|
||||
for n in normals {
|
||||
let len = Vec3::from_array(*n).length();
|
||||
assert!((len - 1.0).abs() < 1e-3);
|
||||
}
|
||||
for &i in indices {
|
||||
assert!((i as usize) < positions.len());
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn cylinder_validate() {
|
||||
assert_valid(&cylinder(0.5, 1.0, 16));
|
||||
let c = cylinder(0.5, 1.0, 8);
|
||||
assert!(c.positions.iter().all(|p| p[1].abs() <= 0.5 + 1e-5));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
//! Procedural mesh generators — each behind a feature flag.
|
||||
//!
|
||||
//! Enable features in `Cargo.toml`:
|
||||
//! ```toml
|
||||
//! wsg = { features = ["prim-cube", "prim-sphere"] }
|
||||
//! ```
|
||||
|
||||
#[cfg(feature = "prim-cube")]
|
||||
pub mod cube;
|
||||
#[cfg(feature = "prim-plane")]
|
||||
pub mod plane;
|
||||
#[cfg(feature = "prim-sphere")]
|
||||
pub mod sphere;
|
||||
#[cfg(feature = "prim-cylinder")]
|
||||
pub mod cylinder;
|
||||
#[cfg(feature = "prim-cone")]
|
||||
pub mod cone;
|
||||
#[cfg(feature = "prim-torus")]
|
||||
pub mod torus;
|
||||
|
||||
// Flat re-exports: `use wsg::mesh::primitives::cube` or `use wsg::mesh::cube`
|
||||
#[cfg(feature = "prim-cube")]
|
||||
pub use cube::cube;
|
||||
#[cfg(feature = "prim-plane")]
|
||||
pub use plane::plane;
|
||||
#[cfg(feature = "prim-sphere")]
|
||||
pub use sphere::{icosphere, uv_sphere};
|
||||
#[cfg(feature = "prim-cylinder")]
|
||||
pub use cylinder::cylinder;
|
||||
#[cfg(feature = "prim-cone")]
|
||||
pub use cone::cone;
|
||||
#[cfg(feature = "prim-torus")]
|
||||
pub use torus::torus;
|
||||
@@ -0,0 +1,74 @@
|
||||
//! Plane primitive — horizontal plane in XZ with subdivisions.
|
||||
|
||||
use crate::core::geometry::Geometry;
|
||||
|
||||
/// Generates a horizontal plane in the XZ plane (normal +Y), centered at (0, 0, 0), with
|
||||
/// `width` × `depth` dimensions, subdivided into `seg_x` × `seg_z` cells.
|
||||
pub fn plane(width: f32, depth: f32, seg_x: u32, seg_z: u32) -> Geometry {
|
||||
let sx = seg_x.max(1);
|
||||
let sz = seg_z.max(1);
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
for z in 0..=sz {
|
||||
let vz = z as f32 / sz as f32;
|
||||
for x in 0..=sx {
|
||||
let vx = x as f32 / sx as f32;
|
||||
positions.push([(vx - 0.5) * width, 0.0, (vz - 0.5) * depth]);
|
||||
normals.push([0.0, 1.0, 0.0]);
|
||||
uvs.push([vx, vz]);
|
||||
}
|
||||
}
|
||||
for z in 0..sz {
|
||||
for x in 0..sx {
|
||||
let a = z * (sx + 1) + x;
|
||||
let b = a + 1;
|
||||
let c = (z + 1) * (sx + 1) + x;
|
||||
let d = c + 1;
|
||||
indices
|
||||
.extend_from_slice(&[a as u16, c as u16, b as u16, b as u16, c as u16, d as u16]);
|
||||
}
|
||||
}
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use glam::Vec3;
|
||||
|
||||
fn assert_valid(geo: &Geometry) {
|
||||
geo.validate().expect("generated geometry must validate");
|
||||
let positions = &geo.positions;
|
||||
let normals = geo.normals.as_ref().expect("normals present");
|
||||
let uvs = geo.uvs.as_ref().expect("uvs present");
|
||||
let indices = geo.indices.as_ref().expect("indices present");
|
||||
assert_eq!(normals.len(), positions.len());
|
||||
assert_eq!(uvs.len(), positions.len());
|
||||
for n in normals {
|
||||
let len = Vec3::from_array(*n).length();
|
||||
assert!((len - 1.0).abs() < 1e-3);
|
||||
}
|
||||
for &i in indices {
|
||||
assert!((i as usize) < positions.len());
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn plane_counts() {
|
||||
let g = plane(2.0, 3.0, 1, 1);
|
||||
assert_eq!(g.positions.len(), 4);
|
||||
assert_eq!(g.indices.as_ref().unwrap().len(), 6);
|
||||
assert_valid(&g);
|
||||
assert!(g.positions.iter().all(|p| p[1] == 0.0));
|
||||
let g2 = plane(2.0, 3.0, 4, 5);
|
||||
assert_eq!(g2.positions.len(), (4 + 1) * (5 + 1));
|
||||
assert_valid(&g2);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,176 @@
|
||||
//! Sphere primitives — UV sphere (lat/long) + icosphere (subdivided icosahedron).
|
||||
|
||||
use crate::core::geometry::Geometry;
|
||||
use glam::Vec3;
|
||||
use std::collections::HashMap;
|
||||
|
||||
/// Generates a UV (latitude/longitude) sphere of radius `radius`, with `sectors` segments around
|
||||
/// and `stacks` vertical rings. Smooth normals = normalized position; spherical UVs.
|
||||
pub fn uv_sphere(radius: f32, sectors: u32, stacks: u32) -> Geometry {
|
||||
let si = sectors.max(3);
|
||||
let st = stacks.max(3);
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
for stack in 0..=st {
|
||||
let v = stack as f32 / st as f32;
|
||||
let phi = v * std::f32::consts::PI;
|
||||
for sector in 0..=si {
|
||||
let u = sector as f32 / si as f32;
|
||||
let theta = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_p, cos_p) = phi.sin_cos();
|
||||
let (sin_t, cos_t) = theta.sin_cos();
|
||||
let pos = Vec3::new(
|
||||
radius * sin_p * cos_t,
|
||||
radius * cos_p,
|
||||
radius * sin_p * sin_t,
|
||||
);
|
||||
positions.push(pos.to_array());
|
||||
normals.push(pos.normalize().to_array());
|
||||
uvs.push([u, v]);
|
||||
}
|
||||
}
|
||||
for stack in 0..st {
|
||||
for sector in 0..si {
|
||||
let k1 = stack * (si + 1) + sector;
|
||||
let k2 = k1 + si + 1;
|
||||
let (k1, k2) = (k1 as u16, k2 as u16);
|
||||
indices.extend_from_slice(&[k1, k2, k1 + 1, k1 + 1, k2, k2 + 1]);
|
||||
}
|
||||
}
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
/// Generates an icosphere (subdivided icosahedron) of radius `radius`.
|
||||
/// `subdivisions = 0` gives an icosahedron (12 verts / 20 faces); each subdivision refines ×4.
|
||||
pub fn icosphere(radius: f32, subdivisions: u32) -> Geometry {
|
||||
let t = (1.0 + 5.0_f32.sqrt()) * 0.5;
|
||||
let mut positions: Vec<Vec3> = [
|
||||
[-1.0, t, 0.0], [1.0, t, 0.0], [-1.0, -t, 0.0], [1.0, -t, 0.0],
|
||||
[0.0, -1.0, t], [0.0, 1.0, t], [0.0, -1.0, -t], [0.0, 1.0, -t],
|
||||
[t, 0.0, -1.0], [t, 0.0, 1.0], [-t, 0.0, -1.0], [-t, 0.0, 1.0],
|
||||
]
|
||||
.iter()
|
||||
.map(|v| Vec3::from_array(*v).normalize())
|
||||
.collect();
|
||||
|
||||
let mut faces: Vec<[u32; 3]> = [
|
||||
[0, 11, 5], [0, 5, 1], [0, 1, 7], [0, 7, 10], [0, 10, 11],
|
||||
[1, 5, 9], [5, 11, 4], [11, 10, 2], [10, 7, 6], [7, 1, 8],
|
||||
[3, 9, 4], [3, 4, 2], [3, 2, 6], [3, 6, 8], [3, 8, 9],
|
||||
[4, 9, 5], [2, 4, 11], [6, 2, 10], [8, 6, 7], [9, 8, 1],
|
||||
]
|
||||
.into_iter()
|
||||
.collect();
|
||||
|
||||
for _ in 0..subdivisions {
|
||||
let mut midpoint = HashMap::new();
|
||||
let old_faces = std::mem::take(&mut faces);
|
||||
for [a, b, c] in old_faces {
|
||||
let ab = subdiv_midpoint(&mut positions, &mut midpoint, a, b);
|
||||
let bc = subdiv_midpoint(&mut positions, &mut midpoint, b, c);
|
||||
let ca = subdiv_midpoint(&mut positions, &mut midpoint, c, a);
|
||||
faces.push([a, ab, ca]);
|
||||
faces.push([ab, b, bc]);
|
||||
faces.push([ca, bc, c]);
|
||||
faces.push([ab, bc, ca]);
|
||||
}
|
||||
}
|
||||
|
||||
let mut normals = Vec::with_capacity(positions.len());
|
||||
let mut uvs = Vec::with_capacity(positions.len());
|
||||
for p in &positions {
|
||||
let dir = p.normalize();
|
||||
normals.push(dir.to_array());
|
||||
uvs.push(spherical_uv(dir));
|
||||
}
|
||||
let scaled: Vec<[f32; 3]> = positions.iter().map(|p| (*p * radius).to_array()).collect();
|
||||
|
||||
let mut indices = Vec::with_capacity(faces.len() * 3);
|
||||
for [a, b, c] in &faces {
|
||||
indices.extend_from_slice(&[*a as u16, *b as u16, *c as u16]);
|
||||
}
|
||||
Geometry::new(scaled)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
fn subdiv_midpoint(
|
||||
positions: &mut Vec<Vec3>,
|
||||
cache: &mut HashMap<(u32, u32), u32>,
|
||||
a: u32,
|
||||
b: u32,
|
||||
) -> u32 {
|
||||
let key = if a < b { (a, b) } else { (b, a) };
|
||||
if let Some(&i) = cache.get(&key) {
|
||||
return i;
|
||||
}
|
||||
let mid = (positions[a as usize] + positions[b as usize]).normalize();
|
||||
positions.push(mid);
|
||||
let i = (positions.len() - 1) as u32;
|
||||
cache.insert(key, i);
|
||||
i
|
||||
}
|
||||
|
||||
fn spherical_uv(dir: Vec3) -> [f32; 2] {
|
||||
let u = 0.5 + (dir.z.atan2(dir.x) / (2.0 * std::f32::consts::PI));
|
||||
let v = 0.5 - (dir.y.asin() / std::f32::consts::PI);
|
||||
[u, v]
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn assert_valid(geo: &Geometry) {
|
||||
geo.validate().expect("generated geometry must validate");
|
||||
let positions = &geo.positions;
|
||||
let normals = geo.normals.as_ref().expect("normals present");
|
||||
let uvs = geo.uvs.as_ref().expect("uvs present");
|
||||
let indices = geo.indices.as_ref().expect("indices present");
|
||||
assert_eq!(normals.len(), positions.len());
|
||||
assert_eq!(uvs.len(), positions.len());
|
||||
for n in normals {
|
||||
let len = Vec3::from_array(*n).length();
|
||||
assert!((len - 1.0).abs() < 1e-3);
|
||||
}
|
||||
for &i in indices {
|
||||
assert!((i as usize) < positions.len());
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn uv_sphere_counts_and_normals() {
|
||||
let g = uv_sphere(1.0, 12, 8);
|
||||
assert_eq!(g.positions.len(), (12 + 1) * (8 + 1));
|
||||
assert_valid(&g);
|
||||
for (p, n) in g.positions.iter().zip(g.normals.as_ref().unwrap()) {
|
||||
let diff = (Vec3::from_array(*p) / 1.0 - Vec3::from_array(*n)).length();
|
||||
assert!(diff < 1e-4);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn icosphere_grows_with_subdivision() {
|
||||
let base = icosphere(1.0, 0);
|
||||
assert_eq!(base.positions.len(), 12);
|
||||
assert_eq!(base.indices.as_ref().unwrap().len(), 60);
|
||||
assert_valid(&base);
|
||||
let once = icosphere(1.0, 1);
|
||||
assert!(once.positions.len() > base.positions.len());
|
||||
assert_valid(&once);
|
||||
for (p, n) in once.positions.iter().zip(once.normals.as_ref().unwrap()) {
|
||||
let r = Vec3::from_array(*p).length();
|
||||
assert!((r - 1.0).abs() < 1e-3);
|
||||
let diff = (Vec3::from_array(*p).normalize() - Vec3::from_array(*n)).length();
|
||||
assert!(diff < 1e-4);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
//! Torus primitive — tube around a ring.
|
||||
|
||||
use crate::core::geometry::Geometry;
|
||||
use glam::Vec3;
|
||||
|
||||
/// Generates a torus with major radius `major`, minor radius `minor`, with `major_segments`
|
||||
/// segments around the ring and `minor_segments` around the tube cross-section.
|
||||
pub fn torus(major: f32, minor: f32, major_segments: u32, minor_segments: u32) -> Geometry {
|
||||
let mj = major_segments.max(3);
|
||||
let mn = minor_segments.max(3);
|
||||
let (mut positions, mut normals, mut uvs, mut indices) = (
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 3]>::new(),
|
||||
Vec::<[f32; 2]>::new(),
|
||||
Vec::<u16>::new(),
|
||||
);
|
||||
for i in 0..=mj {
|
||||
let u = i as f32 / mj as f32;
|
||||
let ua = u * 2.0 * std::f32::consts::PI;
|
||||
let (sin_u, cos_u) = ua.sin_cos();
|
||||
for j in 0..=mn {
|
||||
let v = j as f32 / mn as f32;
|
||||
let va = v * 2.0 * std::f32::consts::PI;
|
||||
let (sin_v, cos_v) = va.sin_cos();
|
||||
let ring = Vec3::new(
|
||||
(major + minor * cos_v) * cos_u,
|
||||
minor * sin_v,
|
||||
(major + minor * cos_v) * sin_u,
|
||||
);
|
||||
positions.push(ring.to_array());
|
||||
let n = Vec3::new(cos_v * cos_u, sin_v, cos_v * sin_u).normalize();
|
||||
normals.push(n.to_array());
|
||||
uvs.push([u, v]);
|
||||
}
|
||||
}
|
||||
for i in 0..mj {
|
||||
for j in 0..mn {
|
||||
let a = i * (mn + 1) + j;
|
||||
let b = a + 1;
|
||||
let c = a + mn + 1;
|
||||
let d = c + 1;
|
||||
indices
|
||||
.extend_from_slice(&[a as u16, b as u16, c as u16, b as u16, d as u16, c as u16]);
|
||||
}
|
||||
}
|
||||
Geometry::new(positions)
|
||||
.with_normals(normals)
|
||||
.with_uvs(uvs)
|
||||
.with_indices(indices)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
fn assert_valid(geo: &Geometry) {
|
||||
geo.validate().expect("generated geometry must validate");
|
||||
let positions = &geo.positions;
|
||||
let normals = geo.normals.as_ref().expect("normals present");
|
||||
let uvs = geo.uvs.as_ref().expect("uvs present");
|
||||
let indices = geo.indices.as_ref().expect("indices present");
|
||||
assert_eq!(normals.len(), positions.len());
|
||||
assert_eq!(uvs.len(), positions.len());
|
||||
for n in normals {
|
||||
let len = Vec3::from_array(*n).length();
|
||||
assert!((len - 1.0).abs() < 1e-3);
|
||||
}
|
||||
for &i in indices {
|
||||
assert!((i as usize) < positions.len());
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn torus_validate() {
|
||||
let g = torus(1.0, 0.25, 24, 12);
|
||||
assert_valid(&g);
|
||||
assert_eq!(g.positions.len(), (24 + 1) * (12 + 1));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,46 @@
|
||||
//! # WSG Prelude
|
||||
//!
|
||||
//! Re-exports the most commonly used types in a single glob import:
|
||||
//!
|
||||
//! ```rust
|
||||
//! use wsg_lib::prelude::*;
|
||||
//!
|
||||
//! let geom = cube(2.0);
|
||||
//! assert_eq!(geom.positions.len(), 24);
|
||||
//! let tf = Transform::identity();
|
||||
//! ```
|
||||
//!
|
||||
//! This avoids long import paths for the types you touch every day.
|
||||
|
||||
// Core types
|
||||
pub use crate::core::geometry::{BBox, Geometry};
|
||||
pub use crate::core::transform::Transform;
|
||||
pub use crate::core::{ShadowConfig, ToneMapper};
|
||||
|
||||
// App / handler (already at crate root, re-exported here for convenience)
|
||||
pub use crate::app::AppBuilder;
|
||||
pub use crate::handler::AppHandler;
|
||||
|
||||
// Primitives (available when the corresponding feature is enabled)
|
||||
#[cfg(feature = "prim-cube")]
|
||||
pub use crate::mesh::cube;
|
||||
#[cfg(feature = "prim-sphere")]
|
||||
pub use crate::mesh::{icosphere, uv_sphere};
|
||||
#[cfg(feature = "prim-cylinder")]
|
||||
pub use crate::mesh::cylinder;
|
||||
#[cfg(feature = "prim-cone")]
|
||||
pub use crate::mesh::cone;
|
||||
#[cfg(feature = "prim-torus")]
|
||||
pub use crate::mesh::torus;
|
||||
#[cfg(feature = "prim-plane")]
|
||||
pub use crate::mesh::plane;
|
||||
|
||||
// Import (available when the corresponding feature is enabled)
|
||||
#[cfg(feature = "import-obj")]
|
||||
pub use crate::mesh::load_obj;
|
||||
#[cfg(feature = "import-gltf")]
|
||||
pub use crate::mesh::load_gltf;
|
||||
|
||||
// Import error type
|
||||
#[cfg(any(feature = "import-obj", feature = "import-gltf"))]
|
||||
pub use crate::mesh::import::MeshImportError;
|
||||
@@ -25,7 +25,7 @@
|
||||
//! (which took raw `&[Vertex]`) were removed in Step 8: the `Scene` declares meshes from a `Geometry`, and
|
||||
//! `Mesh` derives its interleaved vertices internally via `Geometry::to_vertices()`.
|
||||
|
||||
use crate::math::Geometry;
|
||||
use crate::core::Geometry;
|
||||
use crate::resources::Material;
|
||||
use crate::resources::Vertex;
|
||||
use crate::resources::uniform::LodRow;
|
||||
@@ -272,7 +272,7 @@ impl Mesh {
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::math::primitives;
|
||||
use crate::mesh::primitives;
|
||||
|
||||
#[test]
|
||||
fn pack_levels_offsets_and_rebasing() {
|
||||
|
||||
@@ -36,4 +36,4 @@ pub use vertex::Vertex;
|
||||
|
||||
// Convenience re-export of `math::Geometry` (Step 8, D2) so examples can build meshes
|
||||
// from `wsg_lib::resources::Geometry` without importing `math` separately.
|
||||
pub use crate::math::Geometry;
|
||||
pub use crate::core::Geometry;
|
||||
|
||||
@@ -225,10 +225,10 @@ pub struct TransformSlot {
|
||||
}
|
||||
|
||||
impl TransformSlot {
|
||||
/// Builds an active transform slot from a CPU [`crate::math::Transform`] + the mesh's draw
|
||||
/// Builds an active transform slot from a CPU [`crate::core::Transform`] + the mesh's draw
|
||||
/// metadata. `mesh_index` / `draw_count` are packed into `flags`; `active` is 1.
|
||||
pub fn from_transform(
|
||||
t: &crate::math::Transform,
|
||||
t: &crate::core::Transform,
|
||||
mesh_index: u32,
|
||||
draw_count: u32,
|
||||
has_index: bool,
|
||||
@@ -313,8 +313,8 @@ pub struct BBoxSlot {
|
||||
}
|
||||
|
||||
impl BBoxSlot {
|
||||
/// Builds a slot from a CPU [`crate::math::BBox`] (padding zeroed).
|
||||
pub fn from_bbox(b: &crate::math::BBox) -> Self {
|
||||
/// Builds a slot from a CPU [`crate::core::BBox`] (padding zeroed).
|
||||
pub fn from_bbox(b: &crate::core::BBox) -> Self {
|
||||
Self {
|
||||
min: b.min,
|
||||
max: b.max,
|
||||
@@ -377,8 +377,8 @@ impl CullUniforms {
|
||||
}
|
||||
}
|
||||
|
||||
/// Builds the cull block directly from a [`crate::math::Frustum`] (its six unit planes).
|
||||
pub fn from_frustum(f: &crate::math::Frustum, num_slots: u32, culling: bool) -> Self {
|
||||
/// Builds the cull block directly from a [`crate::core::Frustum`] (its six unit planes).
|
||||
pub fn from_frustum(f: &crate::core::Frustum, num_slots: u32, culling: bool) -> Self {
|
||||
Self::new(f.planes, num_slots, culling)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
//! matrix during rendering.
|
||||
//! - `resources::Mesh` is the referenced render resource, resolved by `Scene`; its Material is read by the Renderer.
|
||||
|
||||
use crate::math::Transform;
|
||||
use crate::core::Transform;
|
||||
|
||||
/// A renderable entity: a mesh (with its own material) and a world-space transform.
|
||||
///
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
//! instead of `App`. It can therefore build materials and meshes itself (`add_material_shader`, `create_mesh`) and inject
|
||||
//! a default material for meshes that carry none (`default_material`).
|
||||
|
||||
use crate::math::{Geometry, Transform};
|
||||
use crate::core::{Geometry, Transform};
|
||||
use crate::pipeline::PipelineCache;
|
||||
use crate::resources::{BBoxSlot, Camera, Lights, Material, Mesh, Texture, TransformSlot};
|
||||
use crate::scene::Entity;
|
||||
|
||||
Reference in New Issue
Block a user