docs: Étape 14 (shadows) finale — bilan DRAFT, ROADMAP §4.2, README roadmap
- docs/DRAFT.md: document vidé (bilan Étape 14 archivé dans l'historique git) - docs/ROADMAP.md §4.2: Shadows marqué [x] (Étape 14, mono-lumière PCF) - README.md: item 12 de la roadmap (shadow mapping) - cargo fmt --all sur les sources Étape 14
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@@ -188,3 +188,4 @@ The architecture docs live in `docs/tech/` and are written in **French**. Each d
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9. ✅ **Window resize (Étape 11, Phase 4.4)** — `App::resize` reconfigures the surface (`Context::configure`) and recreates the depth texture (`Renderer::resize_depth`) together on each `WindowEvent::Resized`, so color and depth attachments always match. Guards against 0×0 (minimize). The surface format is re-synced to the Renderer and Scene if it ever changes. (Done 2026-09-18; verified at runtime on the `cube` example.)
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10. ✅ **Multi-lighting (Étape 12, Phase 4.2)** — the scene now carries a global light list (directional + point) with a white ambient, uploaded into the per-frame `FrameUniforms` array each frame. `Scene::add_directional_light` / `add_point_light` / `set_ambient` / `clear_lights` configure it; `FrameUniforms::default()` (one white directional along +Z + white ambient) reproduces the pre-multi-light look exactly. The `standard` fragment accumulates ambient + all lights; the `cube` example adds a warm point light on top of the default directional. (Done 2026-09-18.)
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11. ✅ **Spot lights (Étape 13, Phase 4.2)** — spot lights (oriented cone + half-angle) added on top of the multi-lighting system. `Scene::add_spot_light(pos, dir, color, intensity, radius, half_angle)` registers a spot light; the `standard` fragment accumulates a spot term with a smoothed penumbra (half-angle ± 0.1 rad) and linear attenuation. `Light` grew from 48 to 64 bytes (added `dir_angle`); `FrameUniforms` from 576 to 704 bytes (added `num_spot`). Non-regression: default scene unchanged. The `cube` example adds a green spot light aimed at the cube. (Done 2026-09-18.)
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12. ✅ **Shadows — shadow mapping (Étape 14, Phase 4.2, optionnel)** — classic two-pass shadow mapping on a **single** light (directional or spot), selected by `Scene::set_shadow_caster(index)`. A depth-only pass (`shadow_shader.wgsl` + dedicated `shadow_pipeline`) renders the scene into a 1024² `Depth32Float` shadow map (`Renderer`-owned, slope-scaled depth bias); the `standard` fragment re-projects each fragment into light space and applies a **PCF 3×3** comparison-sampler test (bind group **@3**, shared). `FrameUniforms` grew from 704 to 784 bytes (`shadow_light_index`, `light_view_proj`, `shadow_params`). Shadows are **off by default** (`shadow_caster = None`) so `simple`/`cube`/`manual`/`spot_test` are unchanged. The `shadow_test` example casts a soft shadow from a rotating cube onto a ground slab. (Done 2026-09-19.)
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