primitive meshes

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Jérôme Bousquié
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# DRAFT — Étape 20 : HDR + Tone Mapping ✅
# Étape 21 — Module `mesh` : primitives optionnelles + import
> **STATUT : TERMINÉ** — implémenté et testé.
> Ce document sera remplacé par le prochain draft.
**Statut : ✅ TERMINÉE**
## Récapitulatif
## Résumé
- [x] **20.1** — Shader TM (`tonemap.wgsl`) : fullscreen triangle + 2 curves (ACES/Reinhard) + validation naga ✅
- [x] **20.2** — `ToneMapper` enum (`core/hdr.rs`) : dispatch compile-time ✅
- [x] **20.3** — `AppBuilder::with_hdr(ToneMapper)` + plomberie App → AppRunner → Renderer ✅
- [x] **20.4** — Allocation HDR (`Rgba16Float` offscreen) dans `Renderer::new` ✅
- [x] **20.5** — Main pass conditionnel (cible HDR vs surface) ✅
- [x] **20.6** — Passe TM (fullscreen triangle → surface sRGB) ✅
- [x] **20.7** — Resize : recreation texture HDR + bind group ✅
- [x] **20.8** — Démo HDR + documentation (`docs/user/hdr.md`) ✅
Restructuration du module de géométrie :
- `math/` supprimé — types (`Geometry`, `Transform`, `BBox`, `Frustum`, LOD) déplacés vers `core/`
- `primitives.rs` (monolith) → `mesh/primitives/` (6 fichiers, un par famille)
- Nouveau module `wsg::mesh` : point d'entrée unique pour les sources de géométrie
- Features par primitive (`prim-cube`, `prim-sphere`, …) — zéro coût si désactivées
- Parser OBJ intégré (zéro dep externe), wrapper glTF en stub
- `prelude.rs` pour un glob import confortable
- Re-exports top-level : `Geometry`, `Transform`, `BBox`
## Fichiers modifiés/créés
## Structure finale
| Fichier | Action |
|---------|--------|
| `lib/src/shaders/tonemap.wgsl` | **Nouveau** — fullscreen triangle + fs_aces + fs_reinhard |
| `lib/src/core/hdr.rs` | **Nouveau** — `ToneMapper` enum |
| `lib/src/core/mod.rs` | + `pub mod hdr` + re-export |
| `lib/src/core/renderer.rs` | + `HdrPipeline` struct, + HDR alloc, + TM pass, + resize, + helpers |
| `lib/src/utils/conf.rs` | + `TONEMAP_SHADER` constant |
| `lib/src/app.rs` | + `with_hdr()`, + `hdr` field plomberie |
| `lib/src/lib.rs` | + `pub use ToneMapper` |
| `lib/examples/demo.rs` | + `.with_hdr(ToneMapper::Aces)` |
| `lib/examples/manual.rs` | + `None` param (backward compat) |
| `lib/tests/wgsl_validate.rs` | + test tonemap |
| `docs/user/hdr.md` | **Nouveau** — doc utilisateur |
| `docs/user/README.md` | + lien HDR |
```
lib/src/
├── lib.rs # + pub mod mesh, pub mod prelude, re-exports Geometry/Transform/BBox
├── prelude.rs # glob re-exports (types quotidiens)
├── core/
│ ├── mod.rs # + geometry, transform, frustum, lod
│ ├── geometry.rs # ← déplacé de math/
│ ├── transform.rs # ← déplacé de math/
│ ├── frustum.rs # ← déplacé de math/
│ ├── lod.rs # ← déplacé de math/
│ ├── renderer.rs
│ ├── shadow.rs
│ ├── hdr.rs
│ ├── context.rs
│ ├── frame.rs
│ └── input.rs
├── mesh/
│ ├── mod.rs # re-exports flat (cube, plane, sphere, …, load_obj, …)
│ ├── primitives/
│ │ ├── mod.rs
│ │ ├── cube.rs
│ │ ├── plane.rs
│ │ ├── sphere.rs # uv_sphere + icosphere
│ │ ├── cylinder.rs
│ │ ├── cone.rs
│ │ └── torus.rs
│ └── import/
│ ├── mod.rs # MeshImportError
│ ├── obj.rs # parser OBJ (zéro dep)
│ └── gltf.rs # stub (wrapper gltf crate à implémenter)
├── app.rs
├── handler.rs
├── pipeline/
├── resources/
├── scene/
└── utils/
```
## Features (Cargo.toml)
| Feature | Default | Fournit |
|---------|---------|---------|
| `prim-cube` | ✅ (via all-prims) | `cube(size)` |
| `prim-plane` | ✅ | `plane(w, d, sx, sz)` |
| `prim-sphere` | ✅ | `uv_sphere(…)`, `icosphere(…)` |
| `prim-cylinder` | ✅ | `cylinder(…)` |
| `prim-cone` | ✅ | `cone(…)` |
| `prim-torus` | ✅ | `torus(…)` |
| `all-prims` | ✅ (default) | les 6 ci-dessus |
| `import-obj` | ⬜ | `load_obj(path)`, `parse_obj(str)` |
| `import-gltf` | ⬜ | `load_gltf(path)` (stub) |
## Décisions
| # | Décision |
|---|----------|
| D1 | Un seul crate `wsg-lib` — pas de crate séparée |
| D2 | Feature par famille de primitives |
| D3 | Feature par format d'import |
| D4 | Pas de trait `MeshSource` — fonctions qui retournent `Geometry` |
| D5 | `Geometry::new()` / `Scene::add_mesh()` restent en core |
| D6 | Module `wsg::mesh` au même niveau que `core`, `app` |
| D7 | `primitives/` un fichier par famille |
| D8 | `import/` un fichier par format |
| D9 | Import retourne `Result<_, MeshImportError>` |
| D10 | `default = ["all-prims"]` |
| D11 | `all-prims` = les 6 primitives |
| D12 | `math` disparaît — types re-exportés par `core` / top-level |
## Tests
- 99 unit tests ✅
- 4 WGSL validation (dont `tonemap_shader_is_valid_wgsl`) ✅
- 3 doctests ✅
- 107 unit tests (dont 7 tests OBJ parser)
- 4 WGSL validation
- 5 doctests
- **Total : 116 tests, 0 failures**
## Prochaine étape
## Build vérifié
Phase 4 complète (4.1 + 4.2 + 4.3 + HDR/TM). Le ROADMAP peut être mis à jour.
- `cargo check` (default = all-prims) ✅
- `cargo check --no-default-features --features "prim-cube"` ✅
- `cargo check --features "import-obj,import-gltf"` ✅
- `cargo check --examples --features "import-obj"` ✅
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---
type: Roadmap
title: WSG Engine Development Roadmap
description: Development roadmap for the WSG engine from prototype to full-featured 3D rendering engine
tags: [roadmap, development, planning, wsg-lib, 3d-rendering]
status: stable
generated: { by: human:jerome, at: 2026-07-31T00:00:00Z }
---
# ROADMAP — WSG
# Roadmap WSG — Prototype → Moteur Complet
**Vision** : une lib Rust de dessin 3D simple, fondée sur `wgpu`, où l'API utilisateur est
déclarative (graph scène + traits) et où le rendu est **100 % GPU-driven** (indirect draws).
> Basé sur l'architecture existante (ARCHI_APP, ARCHI_ARENES, ARCHI_CPU_GPU, ARCHI_RENDU).
> Objectif : prototype fonctionnel d'abord, enrichissement progressif ensuite.
>
> **Point de départ (état réel au 2026-09-16 — la source de vérité est README.md).**
> Les fondations suivantes existent et fonctionnent déjà ; cette roadmap décrit la **trajectoire à
> venir** à partir de cet état (elle reprend les étapes 1-4 du README avant la montée GPU-driven) :
> - Workflow manuel (`Context` + `Renderer` + `PipelineCache`) : ✅ fonctionnel (exemple `manual`).
> - Façade `App` / `AppBuilder` / `AppHandler` : ✅ **Scene auto-render** (2026-09-16) — la vue de frame
> est exposée (`Frame::view()`), `render()` dessine la scène en une passe groupée
> (`App::render_scene`) et la présentation est automatique dans `App::run` (exemple `simple`).
> - `Scene` avec identifiants **String** (décision prise — voir tableau Notes de Décision) : 🚧 enregistrement seul.
> - `Camera` / `Transform` et `glam` : types et mathématiques présents (`math/`, `resources/camera.rs`),
> initialement non branchés au pipeline — **désormais branchés** (caméra active + matrices monde écrites
> chaque frame, Étape 4.3, 2026-09-16 ; voir §1.1/1.5 ci-dessous).
Ce document est la **vue d'ensemble de progression**. Chaque étape a son DRAFT détaillé
(`DRAFT.md`, remplacé à chaque étape) et sa doc livrée (`docs/tech/`, `docs/user/`).
> **Étape suivante (résolue 2026-09-17).** « 3D + éclairage Phong » (ROADMAP 1.3 + 1.5) est **atteinte** :
> le rendu automatique n'est plus plat. L'infrastructure (Étapes 3+4, 2026-09-16) — `standard_shader.wgsl`
> Phong (matrice `projection * view * world` + lumière directionnelle), uniform buffers branchés
> (frame : view/proj/cam_pos + lumière ; par mesh : `world` dérivé du `Transform`), `Renderer` écrivant
> chaque frame la caméra active et la matrice monde de chaque entité — est **branchée** sur l'exemple
> `cube` (Étape 5, 2026-09-17) : un cube unitaire éclairé qui tourne à l'écran via `App::render_scene`.
> Le shader `basic` est supprimé : le 2D plat devient la variante **unlit** de `standard`
> (`Renderer::set_unlit(true)`). Objectif MVP **atteint**.
> **Légende** : ✅ fait · 🔶 partiel · ⬜ à faire · ❌ abandonné
> **Principe** : chaque étape est **additive et opt-in** — non-régression structurelle garantie
> (tout reste désactivable, les chemins existants ne changent pas).
---
## Phase 1️⃣ — Prototype MVP : Un Mesh 3D éclairé à l'écran
## Phase 1 — Fondations ✅
**Objectif** : Afficher un cube (ou autre mesh) 3D avec un éclairage Phong basique.
| # | Item | Statut |
|---|------|:------:|
| 1.1 | Contexte GPU (Instance, Surface, Adapter, Device, Queue) + boucle winit | ✅ |
| 1.2 | Buffers & Pipeline (vertex buffer, pipeline compilé, fullscreen) | ✅ |
| 1.3 | Geometry (struct `Geometry`, buffers GPU, topologie, `PrimitiveTopology`) | ✅ |
### 1.1 Dépendances & Mathématiques
- [x] `glam = "0.33"` ajouté (`lib/Cargo.toml`) — déjà présent, utilisé par `math/transform.rs` et `resources/camera.rs`
- [x] `slotmap` **retiré** — décision prise : **String IDs pour le MVP** ; slotmap reporté à l'étape "handles typés" (voir Notes de Décision)
- [x] Module `math/` / `transform.rs`:
- [x] Struct `Transform { translation: Vec3, rotation: Quat, scale: Vec3 }`
- [x] Méthode `to_matrix() -> Mat4` pour calculer la matrice locale
- [x] Struct `Camera { position: Vec3, target: Vec3, up: Vec3 }` : resources/camera.rs — enrichi en Étape 4.3 (fov/near/far + `with_perspective`)
- [x] Fonctions `view_matrix()` et `projection_matrix(fov, aspect, near, far)` (Étape 4.3 : `projection_matrix(aspect)` utilise fov/near/far stockés)
## Phase 2 — Scène & Transforms ✅
### 1.2 Geometry & Mesh
- [x] Créer struct `Geometry` (math/geometry.rs) — **fait** :
- [x] `positions: Vec<[f32; 3]>` (obligatoire)
- [x] `indices: Option<Vec<u16>>` (optionnel)
- [x] `normals: Option<Vec<[f32; 3]>>` (pour Phong) — plus `uvs: Option<Vec<[f32; 2]>>`
- [x] `colors: Option<Vec<[f32; 4]>>` — **fait (Étape 8, 8.1, 2026-09-18)** : décidé en DRAFT Étape 8 (D1) ;
le shader lit la couleur unlit, elle est donc portée dans `Geometry`. Conversion
`Geometry -> Vec<Vertex>` via `Geometry::to_vertices()` (D6) pour l'upload.
- [x] Refactorer `Mesh` pour contenir — **fait (Étape 8, 8.3, 2026-09-18)** :
- [x] `geometry: Arc<Geometry>` (rétention CPU, D5) + accesseur `geometry()`
- [x] `vertex_buffer: wgpu::Buffer`
- [x] `index_buffer: Option<wgpu::Buffer>`
- Construction via `Mesh::from_geometry(device, Arc<Geometry>, material)` (D4) ; les anciennes
voies `Mesh::new`/`with_material` (`&[Vertex]`) sont supprimées.
- `Scene::create_mesh(id, Geometry, Option<&str>)` (8.4) ; exemples cube/simple/manual réécrits
sur `Geometry` (8.5).
- [x] Ajouter un mesh de test (cube unitaire) en exemple — **fait** (helper `cube_geometry` dans l'exemple `cube`, Étape 5, 2026-09-17)
| # | Item | Statut |
|---|------|:------:|
| 2.1 | Primitives procédurales (`cube`, `plane`, `sphere`, `cylinder`, `cone`, `torus`) | ✅ |
| 2.2 | Transforms (struct `Transform`, composition translation × rotation × scale) | ✅ |
| 2.3 | Entités & scène (struct `Entity`, `Scene`, `TransformStore`, graph entité→mesh) | ✅ |
| 2.4 | Camera (struct `Camera`, matrices view + perspective, `CameraController` orbital) | ✅ |
> **État (2026-09-18)** : `Mesh` porte son matériau (`mesh.material: Option<Arc<Material>>`, Étape 7) et
> une source de vérité CPU partagée (`geometry: Arc<Geometry>`, Étape 8). `Mesh` ne porte **pas** de
> `transform` : un même mesh est partagé par plusieurs entités ; le `transform` vit sur `Entity`.
## Phase 3 — GPU-driven (cœur de la vision) ✅
### 1.3 Shader Phong Minimal
- [x] Créer `standard_shader.wgsl` (Étape 2, 2026-09-16) :
- [x] Vertex shader : projection * view * world * position
- [x] Fragment shader : éclairage directionnel (+ hémisphérique)
- [x] Uniforms : `view`, `proj`, `cam_pos`, `light_dir`, `light_color`, `options`
- [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)
| # | Item | Statut |
|---|------|:------:|
| 3.1 | Buffers par entité (Transform + Matrix, uniform par slot) | ✅ |
| 3.2 | Compute matrices (compute shader : transform → world matrix) | ✅ |
| 3.3 | Indirect draws (`draw_args` GPU, `draw_indirect` / `draw_indexed_indirect`) | ✅ |
| 3.4 | Culling GPU (bounding sphere → frustum test → indirect args zéro) | ✅ |
### 1.4 Scene avec identifiants (MVP : String IDs)
- [x] `Scene` implémentée avec **String IDs** (`HashMap<String, Arc<Mesh>>`, `...Material`, entités) — état actuel validé ; décision : rester en String IDs pour le MVP
- [x] Méthodes : `add_mesh()`, `get_mesh()`, `add_material()`, `add_entity()`, `iter_entities()`, `remove_entity()`
- [x] Caméra active dans la `Scene` : `set_camera()` / `camera()` (Étape 4.3)
- [ ] **Reporté (étape "Handles typés")** : migrer vers `slotmap` générationnel (`MeshId`/`MaterialId`) quand l'éviction/les performances le justifieront
## Phase 4 — Rendu avancé ✅
### 1.5 Rendu du Prototype
- [x] Uniform buffer pour la frame : `view`, `proj`, `cam_pos`, `light_dir` (Étapes 3+4) — écrit chaque frame depuis la caméra active
- [x] Uniform buffer par mesh : `world` (calculée sur CPU depuis `transform.to_matrix()`, Étape 4.2)
- [x] `Renderer::render_scene()` itère sur les entités de la Scene et dessine chacune (liaison bind groups frame+object)
- [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`)
| # | Item | Statut |
|---|------|:------:|
| 4.1 | Textures & matériaux (struct `Texture`, `Material`, bind groups, shader standard) | ✅ |
| 4.2 | Lighting & ombres (directional + point + spot + ambient, shadow mapping PCF) | ✅ |
| 4.3 | Batching & LOD (batching par matériau, LOD quadric edge collapse + hystérésis) | ✅ |
| 4.4 | **HDR + Tone Mapping** (offscreen `Rgba16Float` + fullscreen TM pass ACES/Reinhard) | ✅ |
## Phase 5 — Qualité & polish ✅
| # | Item | Statut |
|---|------|:------:|
| 5.1 | Exemples (7 examples : hello_triangle → demo) | ✅ |
| 5.2 | Documentation (tech/ + user/ + rustdoc 100 %) | ✅ |
| 5.3 | Tests & robustesse (99 unit + 4 WGSL validation + 3 doctests) | ✅ |
---
## Phase 2️⃣ — Scène enrichie
## Phase 6 — Post-MVP ⬜
**Objectif** : Étoffer la `Scene` au-delà du MVP.
> Au-delà du scope initial. Chaque item est opt-in et indépendant.
> Les ressources sont, pour le MVP, identifiées par **String IDs** (décision actée — voir Notes de
> Décision). Une migration vers des **handles typés** (slotmap générationnel) reste planifiée quand
> l'éviction/les performances le justifieront (voir 1.4, « reporté »).
| # | Item | Impact visuel | Effort | Statut |
|---|------|:---:|:---:|:---:|
| 6.1 | **Exposure control** (clavier / API live) | ⭐⭐ | Trés faible | ⬜ |
| 6.2 | **Emissive materials** (champ `emissive` → bénéficie du HDR) | ⭐⭐⭐ | Faible | ⬜ |
| 6.3 | **Bloom** (post-process : downsample → threshold → blur → composite) | ⭐⭐⭐ | Moyen | ⬜ |
| 6.4 | **MSAA 4×** (anti-aliasing multi-échantillons + resolve) | ⭐⭐⭐ | Moyen | ⬜ |
| 6.5 | **Normal mapping / PBR** (nouveau shader, tangent space, metalness-roughness) | ⭐⭐⭐ | Élevé | ⬜ |
| 6.6 | **Cascaded Shadow Maps** (2–3 cascades + blend, plus de précision près de la camera) | ⭐⭐ | Élevé | ⬜ |
| 6.7 | **SSAO** (ambient occlusion screen-space, depth + normal buffer) | ⭐⭐ | Élevé | ⬜ |
### 2.1 Camera dans la Scene
- [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)
+26
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@@ -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)
+108
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@@ -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)
+16
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@@ -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
+1 -1
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@@ -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;
+2 -1
View File
@@ -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;
+66
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@@ -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!();
}
+2 -2
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@@ -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)
+1 -1
View File
@@ -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);
+8
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@@ -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;
+2 -2
View File
@@ -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
View File
@@ -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;
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@@ -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;
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@@ -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));
}
}
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//! 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(),
))
}
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//! 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),
}
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//! 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);
}
}
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//! # 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;
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//! 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));
}
}
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//! 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<_>>()
);
}
}
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//! 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));
}
}
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//! 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;
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//! 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);
}
}
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//! 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);
}
}
}
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//! 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));
}
}
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//! # 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;
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@@ -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() {
+1 -1
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@@ -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;
+6 -6
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@@ -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)
}
}
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@@ -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.
///
+1 -1
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@@ -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;