feat(renderer): uniform bind groups infrastructure (Étape 3 + 4.1/4.2/4.4)
Étape 3 (infrastructure uniforms) + le câblage minimal d'Étape 4 pour garder les exemples exécutables (wgpu requiert que tous les bind groups du layout pipeline soient posés au draw) : - resources/uniform.rs : types bytemuck Pod FrameUniforms (192 B) et ObjectUniform (64 B), alignés 16 octets sans padding; offsets vérifiés par un test unitaire contre le contrat du shader. glam feature bytemuck activé. - pipeline_cache: create_uniform_bind_group_layouts() expose les 2 layouts (frame @0 Vertex|Fragment + object @1 Vertex); build_pipeline les attache à TOUT pipeline (un seul layout pour tous, décision actée). - Renderer: alloue le buffer frame partagé + BindGroup(0) (défaut identité, mode lit) et un object identité partagé pour le chemin bas-niveau; cache RefCell<HashMap<label,(buffer,bindgroup)>> par entité, model réécrit chaque frame depuis transform.to_matrix(); draw_entity pose groupes 0+1. 4.3 (caméra active + aspect) non implémenté: simple/manual restent exécutables car basic ignore ces uniforms. Documentation DRAFT mise à jour. Validation: check workspace+examples 0 warning, doc 0 warning, test (Pod+wgsl) OK, fmt propre.
This commit is contained in:
Generated
+3
@@ -488,6 +488,9 @@ name = "glam"
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version = "0.33.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "7f22fb22f065b308be0d8724e3706c7fa3fc2a6c7d6899df4cad7860e7a75436"
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dependencies = [
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"bytemuck",
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]
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[[package]]
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name = "glow"
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+26
-23
@@ -70,34 +70,37 @@ toucher au rendu (pure façade de données, validable par compilation).
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**But** : permettre aux pipelines de recevoir des uniforms (bind groups) au lieu de `bind_group_layouts: &[]`.
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- [ ] 3.1 **Types bytemuck `Pod`** (nouveau `lib/src/resources/uniform.rs`, ou `math/uniform.rs`) :
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- `#[repr(C)] #[derive(Pod, Zeroable, Copy, Clone)] FrameUniforms` (voir 2.1)
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- `#[repr(C)] #[derive(...)] ObjectUniform { model: Mat4 }`
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- (alignement 16 octets : utiliser `Vec4`/tableaux pour éviter le padding). Exporter via le `mod.rs` concerné.
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- [ ] 3.2 **Bind group layouts** : dans `build_pipeline`, créer 2 `BindGroupLayout`
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(frame @0 + object @1, chacun avec un buffer uniform `Vertex`/`Fragment`/`Vertex|Fragment` selon usage) et les
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passer dans `PipelineLayoutDescriptor.bind_group_layouts`. `immediate_size` reste 0 (pas de `var<immediate>`).
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- [ ] 3.3 **Acté : un seul layout pour tous** (option A). `build_pipeline` attache **toujours** les 2 bind groups
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(frame @0 + object @1). Plus de famille `basic` au layout vide : tout matériau partage le même layout
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uniformisé. `manual`/quad plat migrent (Étape 5).
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- [ ] **Validation** : `cargo check` 0 warning ; `cargo doc` 0 warning (types documentés, `missing_docs` actif).
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- [X] 3.1 **Types bytemuck `Pod`** (nouveau `lib/src/resources/uniform.rs`) : `FrameUniforms` (192 B) et
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`ObjectUniform` (64 B), `#[repr(C)]`, 16-byte alignés, sans padding — offset vérifiés par un test
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unitaire contre la table du shader. Exports via `resources/mod.rs`. *(fait — 2026-09-16. Au passage,
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`glam` feature `bytemuck` activé pour que `Mat4`/`Vec4` implémentent `Pod`/`Zeroable`.)*
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- [X] 3.2 **Bind group layouts** : nouveau `create_uniform_bind_group_layouts(device)` (dans
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`pipeline_cache.rs`, exporté) → frame @0 (`Uniform`, `Vertex|Fragment`) + object @1 (`Uniform`, `Vertex`).
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`build_pipeline` les passe dans le `PipelineLayoutDescriptor`. `immediate_size` reste 0.
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*(fait — 2026-09-16)*
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- [X] 3.3 **Acté : un seul layout pour tous** (option A). `build_pipeline` attache **toujours** les 2 bind
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groups (frame @0 + object @1), même si le shader ne les lit pas (validation wgpu : layout╱bind group).
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*(fait — 2026-09-16)*
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- [X] **Validation** : `cargo check --workspace --examples` 0 warning ; `cargo doc --no-deps` 0 warning ;
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`cargo test` (types Pod + wgsl naga) OK ; `cargo fmt` propre. *(fait — 2026-09-16)*
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## Étape 4 — Rendu 3D dans le `Renderer`
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**But** : `render_scene` applique matrices + éclairage par entité.
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- [ ] 4.1 **Buffers frame partagés** : créer le `wgpu::Buffer` `FrameUniforms` + `BindGroup(0)` dans
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`Renderer::new` (ou à la 1re frame). Écrire chaque frame : view/proj (caméra active) + lumière.
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- [ ] 4.2 **Buffers object par entité** : `Renderer` maintient un cache
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`RefCell<HashMap<String, (wgpu::Buffer, wgpu::BindGroup)>>` clefé par label d'entité (créé à la 1re rencontre),
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car `render_scene(&self, &Scene)` est immuable. Chaque frame : écrire `ObjectUniform.world = entity.transform.to_matrix()` + `set_bind_group(1, ...)`.
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- [ ] 4.3 **Caméra active** : ajouter `scene.set_active_camera(Camera)` / `scene.active_camera() -> Option<&Camera>`.
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Calcul du `proj` avec l'aspect de la fenêtre (`window.inner_size()` accessible via `App.window`).
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- [ ] 4.4 **`draw_entity` étendu** : `set_bind_group(0, frame_bg)` + `set_bind_group(1, object_bg)` avant le draw,
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pour **tout** matériau (layout unique). Le chemin bas-niveau `Renderer::render` pose aussi les 2 bind groups
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(frame partagé + object du mesh appelant).
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- [ ] **Validation** : `cargo check` 0 warning ; exécution `simple` (sans panique, boucle active) ;
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`manual` non-régressif (chemin bas-niveau).
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- [X] 4.1 **Buffers frame partagés** : le `Renderer::new` crée le `wgpu::Buffer` `FrameUniforms` + `BindGroup(0)`
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(défaut : caméra identité + lumière blanche + mode lit). *(fait — 2026-09-16)*
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- [X] 4.2 **Buffers object par entité** : le `Renderer` maintient un cache
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`RefCell<HashMap<String,(wgpu::Buffer, wgpu::BindGroup)>>` clefé par label d'entité ; chaque frame il
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écrit `ObjectUniform.world = entity.transform.to_matrix()` (via `object_bind_group_for`). *(fait — 2026-09-16)*
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- [ ] 4.3 **Caméra active** : ajouter `scene.set_active_camera(Camera)` / `scene.active_camera() -> Option<&Camera>` ;
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écrire view/proj (avec aspect de la fenêtre) dans le buffer frame chaque frame. *(non fait — laisse le
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`FrameUniforms::default()` : simple/manual tournent toujours via `basic` qui ignore ces uniforms)*
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- [X] 4.4 **`draw_entity` étendu** : pose `set_bind_group(0, frame_bg)` + `set_bind_group(1, object_bg)` avant le
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draw (groupes requis par le layout unique) ; le chemin bas-niveau `Renderer::render` pose aussi les 2 bind
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groups (frame partagé + object identité partagé). *(fait — 2026-09-16)*
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- [ ] **Validation** : `cargo check` 0 warning ; exécution `simple` (sans panique, boucle active). *(une partie :
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`simple` reste exécutable car `basic` ignore les uniforms ; le rendu 3D réel attend 4.3)*
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## Étape 5 — Exemple 3D (cube éclairé)
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+1
-1
@@ -11,5 +11,5 @@ wgpu = "30.0.0" # Vérifiez la version la plus récente
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winit = "0.30.13" # For window management — pinned to match examples
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thiserror = "2"
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bytemuck = { version = "1.25.0", features = ["derive"] }
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glam = "0.33"
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glam = { version = "0.33", features = ["bytemuck"] } # feature requis pour Pod/Zeroable sur Mat4/Vec4 (uniform.rs)
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pollster = { version="1.0.1", features = ["macro"] }
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+135
-11
@@ -20,12 +20,20 @@
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use crate::core::Context;
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use crate::core::Frame;
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use crate::resources::{Material, Mesh};
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use crate::math::Transform;
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use crate::pipeline::create_uniform_bind_group_layouts;
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use crate::resources::uniform::{FRAME_UNIFORMS_SIZE, OBJECT_UNIFORM_SIZE};
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use crate::resources::{FrameUniforms, Material, Mesh, ObjectUniform};
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use crate::scene::Scene;
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use std::cell::RefCell;
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use std::collections::HashMap;
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/// The Executor layer of the architecture. Holds shared references to Device and Queue from Context,
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/// plus the surface texture format. Executes WGPU rendering commands by binding Materials and Meshes
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/// into RenderPasses during each frame. Does not own raw hardware resources (they are Arc-cloned from Context).
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///
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/// Since Étape 3 every pipeline declares the two uniform bind groups (frame @0 + object @1), the
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/// Renderer owns the matching GPU buffers and `BindGroup`s and binds them around every draw call.
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pub struct Renderer {
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/// GPU command submission queue — holds an Arc clone from Context; shared with other Context users.
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queue: wgpu::Queue,
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@@ -33,19 +41,78 @@ pub struct Renderer {
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device: wgpu::Device,
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/// Surface texture output format — stored here so it can be passed to PipelineCache on Material creation.
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format: wgpu::TextureFormat,
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/// Bind group layout for the per-object uniforms (group 1) — must match every pipeline layout.
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object_layout: wgpu::BindGroupLayout,
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/// Shared per-frame uniform buffer + bind group (camera + lights). Written each frame (`render_scene`).
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frame_bind_group: wgpu::BindGroup,
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/// Shared per-object bind group (identity model) used by the low-level `render` path.
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shared_object_bind_group: wgpu::BindGroup,
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/// Per-entity object uniform buffers + bind groups, lazily created on first encounter and keyed by
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/// entity label. Needed because `render_scene(&self, &Scene)` is immutable; the model matrix is
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/// rewritten each frame for every entity.
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object_cache: RefCell<HashMap<String, (wgpu::Buffer, wgpu::BindGroup)>>,
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}
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impl Renderer {
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/// Creates a Renderer by cloning Device and Queue Arc references from the Context, plus capturing the surface format.
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/// Creates a Renderer by cloning Device and Queue Arc references from the Context, plus capturing
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/// the surface format, and allocates the shared frame + object uniform buffers and their bind groups.
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/// Inputs: context (borrowed reference to Context providing GPU resource handles), format (surface texture format).
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/// Returns a new Renderer instance sharing the same underlying GPU resources as Context.
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/// Called once at application startup during scene setup. The Renderer shares these resources via Arc;
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/// Context retains ownership and can continue using them after this call.
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pub fn new(context: &Context, format: wgpu::TextureFormat) -> Self {
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let queue: wgpu::Queue = context.queue.clone();
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let device: wgpu::Device = context.device.clone();
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let [frame_layout, object_layout] = create_uniform_bind_group_layouts(&device);
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// Shared frame uniforms: identity camera + white directional light, lit mode by default.
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// Values become meaningful once an active camera is wired (Étape 4.3); for now the default
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// is a coherent scene when a shader actually reads them, and irrelevant to shaders that don't.
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let default_frame = FrameUniforms::default();
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let frame_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("frame uniform buffer"),
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size: FRAME_UNIFORMS_SIZE,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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queue.write_buffer(&frame_buffer, 0, bytemuck::bytes_of(&default_frame));
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let frame_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("frame bind group"),
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layout: &frame_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: frame_buffer.as_entire_binding(),
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}],
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});
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// Shared per-object bind group (identity model) for the low-level `render` path.
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let object_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("shared object uniform buffer"),
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size: OBJECT_UNIFORM_SIZE,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let identity_object = ObjectUniform {
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model: glam::Mat4::IDENTITY,
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};
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queue.write_buffer(&object_buffer, 0, bytemuck::bytes_of(&identity_object));
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let shared_object_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("shared object bind group"),
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layout: &object_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: object_buffer.as_entire_binding(),
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}],
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});
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Self {
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queue: context.queue.clone(),
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device: context.device.clone(),
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queue,
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device,
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format,
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object_layout,
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frame_bind_group,
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shared_object_bind_group,
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object_cache: RefCell::new(HashMap::new()),
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}
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}
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@@ -81,7 +148,13 @@ impl Renderer {
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..Default::default()
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});
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draw_entity(&mut render_pass, mesh, material);
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draw_entity(
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&mut render_pass,
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mesh,
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material,
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&self.frame_bind_group,
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&self.shared_object_bind_group,
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);
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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}
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@@ -113,8 +186,15 @@ impl Renderer {
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..Default::default()
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});
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for (_label, mesh, material, _transform) in scene.iter_entities() {
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draw_entity(&mut render_pass, mesh, material);
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for (label, mesh, material, transform) in scene.iter_entities() {
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let object_bind_group = self.object_bind_group_for(label, transform);
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draw_entity(
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&mut render_pass,
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mesh,
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material,
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&self.frame_bind_group,
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&object_bind_group,
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);
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}
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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@@ -138,18 +218,62 @@ impl Renderer {
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pub fn format(&self) -> wgpu::TextureFormat {
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self.format
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}
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/// Returns the per-entity object bind group for `label`, creating its uniform buffer on first
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/// encounter and rewriting the model matrix each call. Since `render_scene(&self)` is immutable,
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/// the lazily-populated cache is interior-mutable (`RefCell`). Étape 4.2.
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/// Inputs: label (entity identifier used as cache key), transform (world placement to upload).
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/// Returns an owned (cheaply Arc-cloned) reference handle to the object bind group (group 1).
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fn object_bind_group_for(&self, label: &str, transform: &Transform) -> wgpu::BindGroup {
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let mut cache = self.object_cache.borrow_mut();
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let (buffer, bind_group) = cache.entry(label.to_string()).or_insert_with(|| {
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let buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("object uniform buffer"),
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size: OBJECT_UNIFORM_SIZE,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("object bind group"),
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layout: &self.object_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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});
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(buffer, bind_group)
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});
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// Rewrite the model matrix every frame so entity transforms can update (e.g. rotation).
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let object_uniforms = ObjectUniform {
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model: transform.to_matrix(),
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};
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self.queue
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.write_buffer(buffer, 0, bytemuck::bytes_of(&object_uniforms));
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bind_group.clone()
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}
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}
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/// Binds a Material pipeline and Mesh buffers into an active render pass and issues the draw call.
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/// Shared by `Renderer::render` and `Renderer::render_scene` to avoid duplicated draw logic.
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/// Binds a Material pipeline, the two uniform bind groups, and Mesh buffers into an active render
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/// pass and issues the draw call. Shared by `Renderer::render` and `Renderer::render_scene`.
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/// The frame (group 0) and object (group 1) bind groups are **required** by every pipeline layout
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/// (Étape 3 : un seul layout pour tous) — they must be bound even if the shader does not read them.
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/// Draws indexed geometry when an index buffer exists, otherwise falls back to a non-indexed draw.
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/// Inputs: pass (active render pass), mesh (geometry to draw), material (pipeline to bind).
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fn draw_entity(pass: &mut wgpu::RenderPass<'_>, mesh: &Mesh, material: &Material) {
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/// Inputs: pass (active render pass), mesh (geometry to draw), material (pipeline to bind),
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/// frame_bind_group (shared per-frame uniforms), object_bind_group (per-entity/identity model).
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fn draw_entity(
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pass: &mut wgpu::RenderPass<'_>,
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mesh: &Mesh,
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material: &Material,
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frame_bind_group: &wgpu::BindGroup,
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object_bind_group: &wgpu::BindGroup,
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) {
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if mesh.num_vertices == 0 {
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// No vertices — nothing to render.
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return;
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}
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pass.set_pipeline(&material.pipeline);
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pass.set_bind_group(0, frame_bind_group, &[]);
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pass.set_bind_group(1, object_bind_group, &[]);
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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if let Some(index_buffer) = &mesh.index_buffer {
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pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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@@ -11,4 +11,4 @@
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pub mod pipeline_cache;
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// Re-exports
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pub use pipeline_cache::PipelineCache;
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pub use pipeline_cache::{PipelineCache, create_uniform_bind_group_layouts};
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@@ -21,6 +21,44 @@ use crate::utils::BASIC_SHADER;
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use std::collections::HashMap;
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use std::sync::Arc;
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/// Creates the two bind group layouts shared by **every** pipeline (Étape 3 — décision actée
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/// « un seul layout pour tous »). Both buffers are `Uniform`, 16-byte aligned, no dynamic offset.
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/// Matching CPU types: `FrameUniforms` (192 B) and `ObjectUniform` (64 B) in `resources::uniform`.
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/// Returns `[frame_layout, object_layout]` in renderer binding order.
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///
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/// - `index 0` : per-frame uniforms (view/proj/light/options), visible in both shader stages.
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/// - `index 1` : per-object uniforms (model matrix), visible in the vertex stage only.
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pub fn create_uniform_bind_group_layouts(device: &wgpu::Device) -> [wgpu::BindGroupLayout; 2] {
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[
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("frame_uniform_layout"),
|
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entries: &[wgpu::BindGroupLayoutEntry {
|
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
|
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ty: wgpu::BufferBindingType::Uniform,
|
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has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
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},
|
||||
count: None,
|
||||
}],
|
||||
}),
|
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("object_uniform_layout"),
|
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entries: &[wgpu::BindGroupLayoutEntry {
|
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binding: 0,
|
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visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
}),
|
||||
]
|
||||
}
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||||
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||||
/// Shader pipeline cache: maps (shader_id, format) keys to compiled RenderPipelines.
|
||||
/// Ensures each unique shader+format combination is compiled at most once; subsequent requests return cached instances.
|
||||
pub struct PipelineCache {
|
||||
@@ -156,12 +194,16 @@ impl PipelineCache {
|
||||
],
|
||||
};
|
||||
|
||||
// Pipeline layout — defines bind group bindings (empty here; no uniform buffers used).
|
||||
// wgpu 30: `immediate_size` replaces `push_constant_ranges`.
|
||||
// Pipeline layout — the two uniform bind groups (frame @0 + object @1) are attached
|
||||
// to EVERY pipeline (Étape 3, décision actée « un seul layout pour tous »), even if a
|
||||
// given shader does not read them. `immediate_size` stays 0 (no var<immediate> used).
|
||||
let bind_group_layouts = create_uniform_bind_group_layouts(device);
|
||||
let layout_refs: Vec<Option<&wgpu::BindGroupLayout>> =
|
||||
bind_group_layouts.iter().map(Some).collect();
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("render_pipeline_layout"),
|
||||
bind_group_layouts: &[],
|
||||
bind_group_layouts: &layout_refs,
|
||||
immediate_size: 0, // no var<immediate> used
|
||||
});
|
||||
|
||||
|
||||
@@ -13,10 +13,12 @@
|
||||
pub mod camera;
|
||||
pub mod material;
|
||||
pub mod mesh;
|
||||
pub mod uniform;
|
||||
pub mod vertex;
|
||||
|
||||
// Re-exports
|
||||
pub use camera::Camera;
|
||||
pub use material::Material;
|
||||
pub use mesh::Mesh;
|
||||
pub use uniform::{FrameUniforms, ObjectUniform};
|
||||
pub use vertex::Vertex;
|
||||
|
||||
@@ -0,0 +1,98 @@
|
||||
//! # Uniform Module — GPU Buffer Data Types
|
||||
//!
|
||||
//! Defines the CPU-side `Pod` (plain old data) structs that are uploaded to GPU uniform buffers.
|
||||
//! Their memory layout must match **exactly** the WGSL uniforms declared in `standard_shader.wgsl`
|
||||
//! (see the "Uniform Contract" section of that file) — 16-byte alignment (std140), no padding.
|
||||
//!
|
||||
//! Two bind groups are shared by every pipeline (single-layout decision, Étape 3) :
|
||||
//! - `@group(0) @binding(0)` : `FrameUniforms` (per-frame : camera + lights) → 192 bytes
|
||||
//! - `@group(1) @binding(0)` : `ObjectUniform` (per-entity model matrix) → 64 bytes
|
||||
//!
|
||||
//! ## Interaction with Other Modules
|
||||
//! - `pipeline_cache::build_pipeline()` creates the two bind group layouts matching these types.
|
||||
//! - `Renderer` allocates the buffers and `BindGroup`s from these types and writes them each frame.
|
||||
//! - `standard_shader.wgsl` consumes them (layout identical to these structs).
|
||||
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use glam::{Mat4, Vec4};
|
||||
|
||||
/// Byte size of the per-frame uniform buffer (`FrameUniforms`).
|
||||
pub const FRAME_UNIFORMS_SIZE: u64 = std::mem::size_of::<FrameUniforms>() as u64;
|
||||
/// Byte size of the per-object uniform buffer (`ObjectUniform`).
|
||||
pub const OBJECT_UNIFORM_SIZE: u64 = std::mem::size_of::<ObjectUniform>() as u64;
|
||||
|
||||
/// Per-frame GPU uniforms : camera matrices + directional light + options.
|
||||
///
|
||||
/// Mirrors the WGSL `FrameUniforms` struct in `standard_shader.wgsl` (offset table there).
|
||||
/// 192 bytes, 16-byte aligned, no padding — `Pod` for direct `bytes_of` upload.
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, Pod, Zeroable)]
|
||||
pub struct FrameUniforms {
|
||||
/// Camera view matrix (world → view space). Offset 0.
|
||||
pub view: Mat4,
|
||||
/// Camera projection matrix (view → clip space). Offset 64.
|
||||
pub proj: Mat4,
|
||||
/// Camera world position (`.xyz` used). Offset 128.
|
||||
pub cam_pos: Vec4,
|
||||
/// Directional light direction : points **from the surface toward the light**. Offset 144.
|
||||
pub light_dir: Vec4,
|
||||
/// Directional light color (`.rgb` used). Offset 160.
|
||||
pub light_color: Vec4,
|
||||
/// Options. `options[0]` = unlit flag (1 → flat color, no directional lighting). Offset 176.
|
||||
pub options: [u32; 4],
|
||||
}
|
||||
|
||||
impl Default for FrameUniforms {
|
||||
/// Sensible defaults : identity camera, white light along +Z, *lit* mode.
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
view: Mat4::IDENTITY,
|
||||
proj: Mat4::IDENTITY,
|
||||
cam_pos: Vec4::ZERO,
|
||||
light_dir: Vec4::new(0.0, 0.0, 1.0, 0.0),
|
||||
light_color: Vec4::ONE,
|
||||
options: [0, 0, 0, 0],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Per-object GPU uniforms : the entity's world-space model matrix.
|
||||
///
|
||||
/// Mirrors the WGSL `ObjectUniform` struct. 64 bytes, `Pod`.
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, Pod, Zeroable, Default)]
|
||||
pub struct ObjectUniform {
|
||||
/// Model matrix (object → world space). Offset 0.
|
||||
pub model: Mat4,
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use std::mem::offset_of;
|
||||
use std::mem::{align_of, size_of};
|
||||
|
||||
#[test]
|
||||
fn frame_uniforms_layout_matches_wgsl() {
|
||||
// The offsets below must match the offset table in standard_shader.wgsl.
|
||||
assert_eq!(size_of::<FrameUniforms>(), 192);
|
||||
assert_eq!(align_of::<FrameUniforms>(), 16);
|
||||
|
||||
let f = FrameUniforms::default();
|
||||
assert_eq!(offset_of!(FrameUniforms, view), 0);
|
||||
assert_eq!(offset_of!(FrameUniforms, proj), 64);
|
||||
assert_eq!(offset_of!(FrameUniforms, cam_pos), 128);
|
||||
assert_eq!(offset_of!(FrameUniforms, light_dir), 144);
|
||||
assert_eq!(offset_of!(FrameUniforms, light_color), 160);
|
||||
assert_eq!(offset_of!(FrameUniforms, options), 176);
|
||||
// Default is lit mode (unlit flag cleared).
|
||||
assert_eq!(f.options[0], 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn object_uniform_layout_matches_wgsl() {
|
||||
assert_eq!(size_of::<ObjectUniform>(), 64);
|
||||
assert_eq!(align_of::<ObjectUniform>(), 16);
|
||||
assert_eq!(offset_of!(ObjectUniform, model), 0);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user