feat(renderer): active camera wired to frame uniforms (Étape 4.3)
- Camera enrichie: fov/near/far stockés, Default (pos (0,0,3), 45°, near 0.1, far 100), with_perspective(), projection_matrix(aspect) depuis les params stockés (au lieu de les passer en argument). - Scene porte une caméra active: set_camera()/camera() (défaut Camera::default). - Renderer::render_scene(view, scene, aspect) écrit chaque frame view/proj/ cam_pos réels dans le buffer frame (write_frame_uniforms) avant de dessiner; le Renderer garde le handle du frame_buffer. Le chemin bas-niveau render() conserve les valeurs par défaut (identité). - App::render_scene calcule l'aspect depuis window.inner_size() (le Renderer reste indépendant de la fenêtre). Docs synchronisées: DRAFT (4.3 coche), README (statut 3D-infra + quick ref), PLAN (caméras), ROADMAP (1.1/1.3/1.5/2.3). Validation: check workspace+examples 0 warning, test (Pod + wgsl) OK, doc 0 warning, fmt propre. Le rendu 3D visible attend Étape 5 (brancher standard).
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@@ -23,8 +23,9 @@ use crate::core::Frame;
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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::resources::{Camera, FrameUniforms, Material, Mesh, ObjectUniform};
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use crate::scene::Scene;
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use glam::Vec4;
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use std::cell::RefCell;
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use std::collections::HashMap;
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@@ -43,6 +44,9 @@ pub struct Renderer {
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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 handle — kept so the camera matrices can be rewritten each
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/// frame (`render_scene`) and shipped to the GPU before the frame bind group is used.
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frame_buffer: wgpu::Buffer,
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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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@@ -110,12 +114,33 @@ impl Renderer {
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device,
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format,
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object_layout,
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frame_buffer,
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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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/// Rewrites the shared per-frame uniform buffer from the scene's active camera and the current
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/// viewport aspect, then returns the frame bind group wired to that buffer. Called at the start of
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/// every `render_scene` so the GPU sees the latest camera matrices and camera position (Étape 4.3).
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///
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/// The directional light stays at the `FrameUniforms::default()` values (white, along +Z) — scene
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/// lighting configuration is a later step; only the camera-driven fields are derived from `camera`.
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/// Inputs: camera (the scene's active camera), aspect (viewport width / height).
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fn write_frame_uniforms(&self, camera: &Camera, aspect: f32) {
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let frame = FrameUniforms {
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view: camera.view_matrix(),
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proj: camera.projection_matrix(aspect),
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cam_pos: camera.position.extend(1.0),
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light_dir: Vec4::new(0.0, 0.0, 1.0, 0.0),
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light_color: Vec4::ONE,
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options: [0, 0, 0, 0],
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};
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self.queue
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.write_buffer(&self.frame_buffer, 0, bytemuck::bytes_of(&frame));
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}
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/// Orchestrates rendering of a single object: binds Material pipeline + Mesh vertex data into a RenderPass,
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/// then submits commands to the GPU queue for execution. Called per-frame by the orchestrator (main.rs).
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/// Inputs: view (TextureView color attachment target), mesh (geometry to render), material (shader+pipeline).
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@@ -163,8 +188,15 @@ impl Renderer {
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/// This avoids allocating a separate encoder and render pass per entity (which the low-level
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/// `render` does), minimizing GPU submissions. Called automatically each frame by the default
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/// `AppHandler::render` through `App::render_scene`.
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/// Inputs: view — the frame's texture view color attachment; scene — the scene whose entities are drawn.
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pub fn render_scene(&self, view: &wgpu::TextureView, scene: &Scene) {
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/// Inputs: view — the frame's texture view color attachment; scene — the scene whose entities are
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/// drawn; aspect — the viewport aspect ratio (width/height), used to build the camera's perspective
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/// projection.
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///
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/// Before drawing, the shared frame uniform buffer is rewritten from `scene.camera()` so the GPU
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/// receives the active camera's view/projection matrices and position for this frame (Étape 4.3).
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pub fn render_scene(&self, view: &wgpu::TextureView, scene: &Scene, aspect: f32) {
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self.write_frame_uniforms(scene.camera(), aspect);
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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