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).
This commit is contained in:
@@ -12,9 +12,9 @@ WSG is a Rust library that wraps [wgpu](https://github.com/gfx-rs/wgpu) and [win
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| `App` / `AppBuilder` / `AppHandler` event-loop facade | ✅ Working — window, events, frame presentation, and **automatic scene rendering** (the per-frame view is exposed via `Frame::view()`) |
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| `App` / `AppBuilder` / `AppHandler` event-loop facade | ✅ Working — window, events, frame presentation, and **automatic scene rendering** (the per-frame view is exposed via `Frame::view()`) |
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| `Scene` resource/entity registry | ✅ Working — the engine renders every registered entity automatically in one batched render pass (`App::render_scene`) |
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| `Scene` resource/entity registry | ✅ Working — the engine renders every registered entity automatically in one batched render pass (`App::render_scene`) |
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| GPU-driven two-pass pipeline (Compute → indirect draw) | 📋 Roadmap — spec in [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) |
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| GPU-driven two-pass pipeline (Compute → indirect draw) | 📋 Roadmap — spec in [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) |
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| 3D transforms (MVP uniforms, camera in the pipeline) | 📋 Roadmap — the bundled shader draws positions straight to NDC today |
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| 3D infrastructure (uniform bind groups, MVP + camera in the pipeline) | ✅ Working at the engine level — the `Renderer` uploads per-frame camera matrices (active `Camera`) and per-entity world matrices to shared uniform buffers every frame; the bundled `basic` shader still ignores them, so visible 3D awaits wiring `standard_shader.wgsl` to an example |
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Note: the bundled `basic_shader.wgsl` treats vertex positions as already in NDC space, so what you can see today is flat, untransformed drawing (e.g. a colored quad) — not a 3D scene.
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Note: the bundled `basic_shader.wgsl` treats vertex positions as already in NDC space, so what you can see today is flat, untransformed drawing (e.g. a colored quad) — not a 3D scene. The Phong-lit `standard_shader.wgsl` exists and validates, and the uniform plumbing (bind groups + per-frame camera + per-entity world matrices) is in place, but it is not yet bound to a visible example.
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## What it does
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## What it does
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@@ -108,7 +108,7 @@ async fn main() -> Result<(), wsg_lib::utils::WsgError> {
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- **Manager layer (`Context`)** — owns the GPU hardware lifecycle (Instance → Surface → Adapter → Device → Queue). Created once at startup; `configure()` sets up the swapchain, `Frame` wraps each frame's surface texture + view.
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- **Manager layer (`Context`)** — owns the GPU hardware lifecycle (Instance → Surface → Adapter → Device → Queue). Created once at startup; `configure()` sets up the swapchain, `Frame` wraps each frame's surface texture + view.
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- **Executor layer (`Renderer`)** — binds a `Material` pipeline + `Mesh` buffers into a RenderPass and submits the commands. Rendering a whole `Scene` (`render_scene`) batches all entities into **one encoder + one submit per frame**; the low-level `render` still allocates one per object.
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- **Executor layer (`Renderer`)** — binds a `Material` pipeline + `Mesh` buffers into a RenderPass and submits the commands. Rendering a whole `Scene` (`render_scene`) batches all entities into **one encoder + one submit per frame**; the low-level `render` still allocates one per object.
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- **Supporting pieces** — `PipelineCache` (shader → compiled RenderPipeline, `Arc`-shared), `Material`, `Mesh`/`Vertex`, `Scene` (string-ID registry), `Camera`/`Transform` (types only, not yet used by the pipeline).
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- **Supporting pieces** — `PipelineCache` (shader → compiled RenderPipeline, `Arc`-shared), `Material`, `Mesh`/`Vertex`, `Scene` (string-ID registry), `Camera`/`Transform` (active camera wired to the frame uniforms, Étape 4.3).
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The planned target architecture — a GPU-driven two-pass pipeline (Compute Pass: world matrices + frustum culling → Indirect Draw Buffer, then a single `draw_indexed_indirect` per frame) — is specified in [docs/tech/ARCHI_APP.md](docs/tech/ARCHI_APP.md) and [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) but is **not implemented yet**.
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The planned target architecture — a GPU-driven two-pass pipeline (Compute Pass: world matrices + frustum culling → Indirect Draw Buffer, then a single `draw_indexed_indirect` per frame) — is specified in [docs/tech/ARCHI_APP.md](docs/tech/ARCHI_APP.md) and [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) but is **not implemented yet**.
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@@ -125,7 +125,7 @@ The planned target architecture — a GPU-driven two-pass pipeline (Compute Pass
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| Material | Struct | Shader ID → RenderPipeline | ✅ |
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| Material | Struct | Shader ID → RenderPipeline | ✅ |
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| Mesh / Vertex | Struct | GPU geometry container / CPU-side vertex tuple | ✅ |
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| Mesh / Vertex | Struct | GPU geometry container / CPU-side vertex tuple | ✅ |
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| Frame | Struct | Per-frame RAII wrapper (surface texture + view) | ✅ |
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| Frame | Struct | Per-frame RAII wrapper (surface texture + view) | ✅ |
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| Camera / Transform | Struct | Camera & transform math | 📋 Types only, not in the pipeline |
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| Camera / Transform | Struct | Camera & transform math | ✅ Active camera + transform wired to per-frame uniforms (Étape 4.3) |
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## Getting started
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## Getting started
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@@ -160,6 +160,6 @@ The architecture docs live in `docs/tech/` and are written in **French**. Each d
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1. ✅ **Scene auto-rendering** — `App::render_scene` iterates registered entities and draws them in one encoder/submit per frame; the frame view is exposed to `AppHandler::render` for custom draws. (Done 2026-09-16.)
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1. ✅ **Scene auto-rendering** — `App::render_scene` iterates registered entities and draws them in one encoder/submit per frame; the frame view is exposed to `AppHandler::render` for custom draws. (Done 2026-09-16.)
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2. **GPU-driven two-pass pipeline** — Compute Pass (world matrices + frustum culling) filling an indirect draw buffer, single `draw_indexed_indirect` (see ARCHI_CPU_GPU).
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2. **GPU-driven two-pass pipeline** — Compute Pass (world matrices + frustum culling) filling an indirect draw buffer, single `draw_indexed_indirect` (see ARCHI_CPU_GPU).
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3. **CPU→GPU transform sync** — persistent transform buffers with ring (triple) buffering.
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3. **CPU→GPU transform sync** — persistent transform buffers with ring (triple) buffering.
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4. **Real 3D pipeline** — MVP uniforms + camera support in the vertex shader.
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4. **Real 3D pipeline** — MVP uniforms + camera support in the vertex shader. *(Engine-side plumbing done 2026-09-16: uniform bind groups, per-frame active camera matrices, per-entity world matrices; visible 3D awaits wiring `standard_shader.wgsl` to an example — Étape 5.)*
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5. **Typed resource handles** — keep String IDs for the MVP (current design, source of truth in `Scene`); slotmap-based generational handles (`ARCHI_ARENES.md`) are deferred to a later performance pass.
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5. **Typed resource handles** — keep String IDs for the MVP (current design, source of truth in `Scene`); slotmap-based generational handles (`ARCHI_ARENES.md`) are deferred to a later performance pass.
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6. **Error unification** — replace `Result<_, String>` in `Scene`/`PipelineCache` with typed errors.
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6. **Error unification** — replace `Result<_, String>` in `Scene`/`PipelineCache` with typed errors.
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+8
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@@ -93,14 +93,18 @@ toucher au rendu (pure façade de données, validable par compilation).
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- [X] 4.2 **Buffers object par entité** : le `Renderer` maintient un cache
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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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`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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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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- [X] 4.3 **Caméra active** : `Scene` porte une caméra active (`Camera::default()` : position (0,0,3),
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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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fov 45°, near 0.1, far 100) via `set_camera()` / `camera()` ; `Camera` enrichie (fov/near/far +
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`FrameUniforms::default()` : simple/manual tournent toujours via `basic` qui ignore ces uniforms)*
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`with_perspective` / `projection_matrix(aspect)`). Chaque frame, `Renderer::render_scene` écrit
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view/proj/cam_pos réels dans le buffer frame via `write_frame_uniforms` ; l'aspect est calculé par
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`App::render_scene` depuis `window.inner_size()` (le Renderer reste indépendant de la fenêtre).
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*(fait — 2026-09-16)*
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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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- [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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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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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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- [ ] **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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`simple` reste exécutable car `basic` ignore les uniforms ; le rendu 3D réel attend l'Étape 5 où `standard` est
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branché sur un exemple)*
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## Étape 5 — Exemple 3D (cube éclairé)
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## Étape 5 — Exemple 3D (cube éclairé)
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+7
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@@ -16,6 +16,10 @@ Ce plan définit les étapes prioritaires pour finaliser l'architecture actuelle
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> **« Scene auto-render »** a été réalisée : le rendu de la `Scene` est **automatisé** en une seule
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> **« Scene auto-render »** a été réalisée : le rendu de la `Scene` est **automatisé** en une seule
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> passe groupée via `App::render_scene(frame.view())` (appelée par défaut dans `AppHandler::render`),
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> passe groupée via `App::render_scene(frame.view())` (appelée par défaut dans `AppHandler::render`),
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> et `simple.rs` (API `AppBuilder`, sans `winit`/`wgpu`) déclare un quad rendu automatiquement.
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> et `simple.rs` (API `AppBuilder`, sans `winit`/`wgpu`) déclare un quad rendu automatiquement.
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> Le même jour (Étape 3 + 4, 2026-09-16) l'**infrastructure 3D** est en place : bind groups uniformes
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> partagés (frame + object), caméra active dans la `Scene` (`Scene::set_camera`/`camera()`) écrite dans
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> le buffer frame chaque frame, matrices monde par entité. L'éclairage visible (`standard_shader.wgsl`
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> branché sur un exemple) reste une étape suivante.
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## Phase 1 : Finalisation et Nettoyage de l'Existant (Priorité Absolue)
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## Phase 1 : Finalisation et Nettoyage de l'Existant (Priorité Absolue)
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@@ -74,7 +78,9 @@ Une fois les phases 1 à 3 validées, nous pourrons introduire :
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- [ ] **Système de Lumières** : Ajout de buffers d'uniformes dans le PipelineCache.
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- [ ] **Système de Lumières** : Ajout de buffers d'uniformes dans le PipelineCache.
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- [ ] **Textures** : Intégration d'un module de chargement d'images et de BindGroups.
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- [ ] **Textures** : Intégration d'un module de chargement d'images et de BindGroups.
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- [ ] **Caméras** : Gestion des matrices de projection/vue dans la Scene.
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- [X] **Caméras** : Gestion des matrices de projection/vue dans la Scene *(fait 2026-09-16, Étape 4.3 —
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`Scene::set_camera`/`camera()` porte une caméra active ; `render_scene` écrit view/proj/cam_pos réels
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dans le buffer frame chaque frame, aspect calculé depuis la fenêtre)*.
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## Check-list de Vérification pour le LLM d'Assistance
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## Check-list de Vérification pour le LLM d'Assistance
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> est exposée (`Frame::view()`), `render()` dessine la scène en une passe groupée
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> est exposée (`Frame::view()`), `render()` dessine la scène en une passe groupée
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> (`App::render_scene`) et la présentation est automatique dans `App::run` (exemple `simple`).
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> (`App::render_scene`) et la présentation est automatique dans `App::run` (exemple `simple`).
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> - `Scene` avec identifiants **String** (décision prise — voir tableau Notes de Décision) : 🚧 enregistrement seul.
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> - `Scene` avec identifiants **String** (décision prise — voir tableau Notes de Décision) : 🚧 enregistrement seul.
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> - `Camera` / `Transform` et `glam` : types et mathématiques présents (`math/`, `resources/camera.rs`), non branchés au pipeline.
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> - `Camera` / `Transform` et `glam` : types et mathématiques présents (`math/`, `resources/camera.rs`),
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> initialement non branchés au pipeline — **désormais branchés** (caméra active + matrices monde écrites
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> chaque frame, Étape 4.3, 2026-09-16 ; voir §1.1/1.5 ci-dessous).
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> **Étape suivante (prochaine itération) — « 3D + éclairage Phong » (ROADMAP 1.3 + 1.5).**
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> **Étape suivante (prochaine itération) — « 3D + éclairage Phong » (ROADMAP 1.3 + 1.5).**
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> Le rendu automatique est aujourd'hui **plat** : le `basic_shader.wgsl` interprète les positions comme
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> Le rendu automatique est aujourd'hui **plat** : le `basic_shader.wgsl` interprète les positions comme
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> déjà en NDC, sans matrice monde/vue/projection ni lumière. L'étape suivante rend la scène réellement
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> déjà en NDC, sans matrice monde/vue/projection ni lumière. **Une grande partie de l'infrastructure est
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> 3D et éclairée : créer `standard_shader.wgsl` (Phong : matrice `projection * view * world` + lumière
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> déjà en place (Étapes 3+4, 2026-09-16)** : le `standard_shader.wgsl` Phong (matrice
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> directionnelle), ajouter les uniform buffers (frame : view/proj/light ; par mesh : world matrix dérivée
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> `projection * view * world` + lumière directionnelle) existe et valide ; les uniform buffers sont
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> du `Transform`) et les brancher dans `Renderer::render_scene` et `Material`, puis exposer `Camera`/
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> branchés (frame : view/proj/cam_pos + lumière ; par mesh : `world` dérivé du `Transform`) ; le `Renderer`
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> `Transform` à la `Scene` (caméra active) et ajouter un mesh de test (cube) à l'exemple. Objectif MVP :
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> écrit chaque frame la caméra active (via `Scene::set_camera`/`camera()`) et la matrice monde de chaque
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> **un mesh 3D éclairé à l'écran**.
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> entité. **Reste à faire** pour un mesh 3D éclairé à l'écran : brancher `standard` sur un exemple et
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> ajouter un mesh de test (cube). Objectif MVP : **un mesh 3D éclairé à l'écran**.
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---
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---
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@@ -40,11 +43,11 @@ generated: { by: human:jerome, at: 2026-07-31T00:00:00Z }
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### 1.1 Dépendances & Mathématiques
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### 1.1 Dépendances & Mathématiques
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- [x] `glam = "0.33"` ajouté (`lib/Cargo.toml`) — déjà présent, utilisé par `math/transform.rs` et `resources/camera.rs`
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- [x] `glam = "0.33"` ajouté (`lib/Cargo.toml`) — déjà présent, utilisé par `math/transform.rs` et `resources/camera.rs`
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- [x] `slotmap` **retiré** — décision prise : **String IDs pour le MVP** ; slotmap reporté à l'étape "handles typés" (voir Notes de Décision)
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- [x] `slotmap` **retiré** — décision prise : **String IDs pour le MVP** ; slotmap reporté à l'étape "handles typés" (voir Notes de Décision)
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- [ ] Créer module `math/` (ou `transform.rs`) :
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- [x] Module `math/` / `transform.rs`:
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- [ ] Struct `Transform { translation: Vec3, rotation: Quat, scale: Vec3 }`
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- [x] Struct `Transform { translation: Vec3, rotation: Quat, scale: Vec3 }`
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- [ ] Méthode `to_matrix() -> Mat4` pour calculer la matrice locale
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- [x] Méthode `to_matrix() -> Mat4` pour calculer la matrice locale
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- [ ] Struct `Camera { position: Vec3, target: Vec3, up: Vec3 }` : resources/camera.rs
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- [x] Struct `Camera { position: Vec3, target: Vec3, up: Vec3 }` : resources/camera.rs — enrichi en Étape 4.3 (fov/near/far + `with_perspective`)
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- [ ] Fonctions `view_matrix()` et `projection_matrix(fov, aspect, near, far)`
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- [x] Fonctions `view_matrix()` et `projection_matrix(fov, aspect, near, far)` (Étape 4.3 : `projection_matrix(aspect)` utilise fov/near/far stockés)
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### 1.2 Geometry & Mesh
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### 1.2 Geometry & Mesh
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- [ ] Créer struct `Geometry` (math/geometry.rs) :
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- [ ] Créer struct `Geometry` (math/geometry.rs) :
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- [ ] Ajouter un mesh de test (cube unitaire) en exemple
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- [ ] Ajouter un mesh de test (cube unitaire) en exemple
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### 1.3 Shader Phong Minimal
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### 1.3 Shader Phong Minimal
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- [ ] Créer `standard_shader.wgsl` :
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- [x] Créer `standard_shader.wgsl` (Étape 2, 2026-09-16) :
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- [ ] Vertex shader : projection * view * world * position
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- [x] Vertex shader : projection * view * world * position
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- [ ] Fragment shader : éclairage hémisphérique + diffuse avec une lumière directionnelle
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- [x] Fragment shader : éclairage directionnel (+ hémisphérique)
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- [ ] Uniforms : `view_matrix`, `proj_matrix`, `world_matrix`, `light_dir`, `light_color`
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- [x] Uniforms : `view`, `proj`, `cam_pos`, `light_dir`, `light_color`, `options`
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- [ ] Mettre à jour `Material` pour supporter les uniforms du shader Phong
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- [x] Mettre à jour `Material` / pipeline pour supporter les uniforms du shader Phong (bind group layouts frame+object, Étape 3) — `standard` n'est pas encore branché sur un exemple
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### 1.4 Scene avec identifiants (MVP : String IDs)
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### 1.4 Scene avec identifiants (MVP : String IDs)
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- [x] `Scene` implémentée avec **String IDs** (`HashMap<String, Arc<Mesh>>`, `...Material`, entités) — état actuel validé ; décision : rester en String IDs pour le MVP
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- [x] `Scene` implémentée avec **String IDs** (`HashMap<String, Arc<Mesh>>`, `...Material`, entités) — état actuel validé ; décision : rester en String IDs pour le MVP
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- [x] Méthodes : `add_mesh()`, `get_mesh()`, `add_material()`, `add_entity()`, `iter_entities()`, `remove_entity()`
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- [x] Méthodes : `add_mesh()`, `get_mesh()`, `add_material()`, `add_entity()`, `iter_entities()`, `remove_entity()`
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- [x] Caméra active dans la `Scene` : `set_camera()` / `camera()` (Étape 4.3)
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- [ ] **Reporté (étape "Handles typés")** : migrer vers `slotmap` générationnel (`MeshId`/`MaterialId`) quand l'éviction/les performances le justifieront
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- [ ] **Reporté (étape "Handles typés")** : migrer vers `slotmap` générationnel (`MeshId`/`MaterialId`) quand l'éviction/les performances le justifieront
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### 1.5 Rendu du Prototype
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### 1.5 Rendu du Prototype
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- [ ] Uniform buffer pour la frame : `view_matrix`, `proj_matrix`, `light_dir`
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- [x] Uniform buffer pour la frame : `view`, `proj`, `cam_pos`, `light_dir` (Étapes 3+4) — écrit chaque frame depuis la caméra active
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- [ ] Uniform buffer par mesh : `world_matrix` (calculée sur CPU pour le MVP)
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- [x] Uniform buffer par mesh : `world` (calculée sur CPU depuis `transform.to_matrix()`, Étape 4.2)
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- [ ] `Renderer::render()` itère sur les meshes de la Scene et dessine chacun
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- [x] `Renderer::render_scene()` itère sur les entités de la Scene et dessine chacune (liaison bind groups frame+object)
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- [ ] Exemple fonctionnel : un cube éclairé tourne à l'écran
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- [ ] Exemple fonctionnel : un cube éclairé tourne à l'écran — **à faire** (Étape 5 : brancher `standard` sur un exemple + mesh cube)
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---
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---
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||||||
|
|
||||||
@@ -94,9 +98,9 @@ generated: { by: human:jerome, at: 2026-07-31T00:00:00Z }
|
|||||||
- [ ] `Scene::iter_entities()` → pour le render loop
|
- [ ] `Scene::iter_entities()` → pour le render loop
|
||||||
|
|
||||||
### 2.3 Camera dans la Scene
|
### 2.3 Camera dans la Scene
|
||||||
- [ ] Intégrer `Camera` comme ressource de 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)
|
- [ ] Permettre plusieurs caméras (actuelle/inactive) et une sélection par identifiant (`scene.set_active_camera(camera_id)`)
|
||||||
- [ ] Exposer API : `scene.set_active_camera(camera_id)`
|
- [ ] Exposer une caméra orbitale contrôlable (exemple final, Phase 5)
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
|||||||
+7
-1
@@ -125,8 +125,14 @@ impl App {
|
|||||||
/// Called automatically each frame by the default `AppHandler::render`, or manually by users
|
/// Called automatically each frame by the default `AppHandler::render`, or manually by users
|
||||||
/// who override `render` to control drawing themselves.
|
/// who override `render` to control drawing themselves.
|
||||||
/// Inputs: view — the frame's texture view acting as the color attachment target.
|
/// Inputs: view — the frame's texture view acting as the color attachment target.
|
||||||
|
///
|
||||||
|
/// The viewport aspect ratio (needed for the active camera's perspective projection, Étape 4.3)
|
||||||
|
/// is derived here from the window's current inner size, so the `Renderer` stays independent of
|
||||||
|
/// the windowing backend.
|
||||||
pub fn render_scene(&self, view: &wgpu::TextureView) {
|
pub fn render_scene(&self, view: &wgpu::TextureView) {
|
||||||
self.renderer().render_scene(view, &self.scene);
|
let size = self.window().inner_size();
|
||||||
|
let aspect = size.width as f32 / size.height.max(1) as f32;
|
||||||
|
self.renderer().render_scene(view, &self.scene, aspect);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -23,8 +23,9 @@ use crate::core::Frame;
|
|||||||
use crate::math::Transform;
|
use crate::math::Transform;
|
||||||
use crate::pipeline::create_uniform_bind_group_layouts;
|
use crate::pipeline::create_uniform_bind_group_layouts;
|
||||||
use crate::resources::uniform::{FRAME_UNIFORMS_SIZE, OBJECT_UNIFORM_SIZE};
|
use crate::resources::uniform::{FRAME_UNIFORMS_SIZE, OBJECT_UNIFORM_SIZE};
|
||||||
use crate::resources::{FrameUniforms, Material, Mesh, ObjectUniform};
|
use crate::resources::{Camera, FrameUniforms, Material, Mesh, ObjectUniform};
|
||||||
use crate::scene::Scene;
|
use crate::scene::Scene;
|
||||||
|
use glam::Vec4;
|
||||||
use std::cell::RefCell;
|
use std::cell::RefCell;
|
||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
|
|
||||||
@@ -43,6 +44,9 @@ pub struct Renderer {
|
|||||||
format: wgpu::TextureFormat,
|
format: wgpu::TextureFormat,
|
||||||
/// Bind group layout for the per-object uniforms (group 1) — must match every pipeline layout.
|
/// Bind group layout for the per-object uniforms (group 1) — must match every pipeline layout.
|
||||||
object_layout: wgpu::BindGroupLayout,
|
object_layout: wgpu::BindGroupLayout,
|
||||||
|
/// Shared per-frame uniform buffer handle — kept so the camera matrices can be rewritten each
|
||||||
|
/// frame (`render_scene`) and shipped to the GPU before the frame bind group is used.
|
||||||
|
frame_buffer: wgpu::Buffer,
|
||||||
/// Shared per-frame uniform buffer + bind group (camera + lights). Written each frame (`render_scene`).
|
/// Shared per-frame uniform buffer + bind group (camera + lights). Written each frame (`render_scene`).
|
||||||
frame_bind_group: wgpu::BindGroup,
|
frame_bind_group: wgpu::BindGroup,
|
||||||
/// Shared per-object bind group (identity model) used by the low-level `render` path.
|
/// Shared per-object bind group (identity model) used by the low-level `render` path.
|
||||||
@@ -110,12 +114,33 @@ impl Renderer {
|
|||||||
device,
|
device,
|
||||||
format,
|
format,
|
||||||
object_layout,
|
object_layout,
|
||||||
|
frame_buffer,
|
||||||
frame_bind_group,
|
frame_bind_group,
|
||||||
shared_object_bind_group,
|
shared_object_bind_group,
|
||||||
object_cache: RefCell::new(HashMap::new()),
|
object_cache: RefCell::new(HashMap::new()),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Rewrites the shared per-frame uniform buffer from the scene's active camera and the current
|
||||||
|
/// viewport aspect, then returns the frame bind group wired to that buffer. Called at the start of
|
||||||
|
/// every `render_scene` so the GPU sees the latest camera matrices and camera position (Étape 4.3).
|
||||||
|
///
|
||||||
|
/// The directional light stays at the `FrameUniforms::default()` values (white, along +Z) — scene
|
||||||
|
/// lighting configuration is a later step; only the camera-driven fields are derived from `camera`.
|
||||||
|
/// Inputs: camera (the scene's active camera), aspect (viewport width / height).
|
||||||
|
fn write_frame_uniforms(&self, camera: &Camera, aspect: f32) {
|
||||||
|
let frame = FrameUniforms {
|
||||||
|
view: camera.view_matrix(),
|
||||||
|
proj: camera.projection_matrix(aspect),
|
||||||
|
cam_pos: camera.position.extend(1.0),
|
||||||
|
light_dir: Vec4::new(0.0, 0.0, 1.0, 0.0),
|
||||||
|
light_color: Vec4::ONE,
|
||||||
|
options: [0, 0, 0, 0],
|
||||||
|
};
|
||||||
|
self.queue
|
||||||
|
.write_buffer(&self.frame_buffer, 0, bytemuck::bytes_of(&frame));
|
||||||
|
}
|
||||||
|
|
||||||
/// Orchestrates rendering of a single object: binds Material pipeline + Mesh vertex data into a RenderPass,
|
/// Orchestrates rendering of a single object: binds Material pipeline + Mesh vertex data into a RenderPass,
|
||||||
/// then submits commands to the GPU queue for execution. Called per-frame by the orchestrator (main.rs).
|
/// then submits commands to the GPU queue for execution. Called per-frame by the orchestrator (main.rs).
|
||||||
/// Inputs: view (TextureView color attachment target), mesh (geometry to render), material (shader+pipeline).
|
/// Inputs: view (TextureView color attachment target), mesh (geometry to render), material (shader+pipeline).
|
||||||
@@ -163,8 +188,15 @@ impl Renderer {
|
|||||||
/// This avoids allocating a separate encoder and render pass per entity (which the low-level
|
/// This avoids allocating a separate encoder and render pass per entity (which the low-level
|
||||||
/// `render` does), minimizing GPU submissions. Called automatically each frame by the default
|
/// `render` does), minimizing GPU submissions. Called automatically each frame by the default
|
||||||
/// `AppHandler::render` through `App::render_scene`.
|
/// `AppHandler::render` through `App::render_scene`.
|
||||||
/// Inputs: view — the frame's texture view color attachment; scene — the scene whose entities are drawn.
|
/// Inputs: view — the frame's texture view color attachment; scene — the scene whose entities are
|
||||||
pub fn render_scene(&self, view: &wgpu::TextureView, scene: &Scene) {
|
/// drawn; aspect — the viewport aspect ratio (width/height), used to build the camera's perspective
|
||||||
|
/// projection.
|
||||||
|
///
|
||||||
|
/// Before drawing, the shared frame uniform buffer is rewritten from `scene.camera()` so the GPU
|
||||||
|
/// receives the active camera's view/projection matrices and position for this frame (Étape 4.3).
|
||||||
|
pub fn render_scene(&self, view: &wgpu::TextureView, scene: &Scene, aspect: f32) {
|
||||||
|
self.write_frame_uniforms(scene.camera(), aspect);
|
||||||
|
|
||||||
let mut encoder = self
|
let mut encoder = self
|
||||||
.device
|
.device
|
||||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||||
|
|||||||
+45
-11
@@ -15,9 +15,18 @@
|
|||||||
|
|
||||||
use glam::{Mat4, Vec3};
|
use glam::{Mat4, Vec3};
|
||||||
|
|
||||||
|
/// Default vertical field of view in radians (45°).
|
||||||
|
pub const DEFAULT_FOV: f32 = 45.0_f32.to_radians();
|
||||||
|
/// Near clipping plane distance used by the default perspective projection.
|
||||||
|
pub const DEFAULT_NEAR: f32 = 0.1;
|
||||||
|
/// Far clipping plane distance used by the default perspective projection.
|
||||||
|
pub const DEFAULT_FAR: f32 = 100.0;
|
||||||
|
|
||||||
/// Represents a 3D camera for viewing the scene.
|
/// Represents a 3D camera for viewing the scene.
|
||||||
///
|
///
|
||||||
/// The camera defines the viewpoint and projection settings for rendering.
|
/// The camera defines the viewpoint (position/target/up), the projection parameters (fov, near, far)
|
||||||
|
/// and can produce the view and projection matrices uploaded each frame to the `FrameUniforms` buffer
|
||||||
|
/// (Étape 4.3). Use `Scene::set_camera` to install it as the scene's active camera.
|
||||||
#[derive(Debug, Clone)]
|
#[derive(Debug, Clone)]
|
||||||
pub struct Camera {
|
pub struct Camera {
|
||||||
/// Position of the camera in world space
|
/// Position of the camera in world space
|
||||||
@@ -26,37 +35,62 @@ pub struct Camera {
|
|||||||
pub target: Vec3,
|
pub target: Vec3,
|
||||||
/// Up vector defining the camera's orientation
|
/// Up vector defining the camera's orientation
|
||||||
pub up: Vec3,
|
pub up: Vec3,
|
||||||
|
/// Vertical field of view in radians (used by the perspective projection).
|
||||||
|
pub fov: f32,
|
||||||
|
/// Near clipping plane distance (used by the perspective projection).
|
||||||
|
pub near: f32,
|
||||||
|
/// Far clipping plane distance (used by the perspective projection).
|
||||||
|
pub far: f32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Default for Camera {
|
||||||
|
/// Default camera : positioned at (0, 0, 3) looking at the origin with a 45° vertical fov,
|
||||||
|
/// near 0.1 and far 100. Good enough to frame a unit-cube scene out of the box.
|
||||||
|
fn default() -> Self {
|
||||||
|
Self::new(Vec3::new(0.0, 0.0, 3.0), Vec3::ZERO, Vec3::Y)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Camera {
|
impl Camera {
|
||||||
/// Creates a new camera with specified position, target, and up vector.
|
/// Creates a new perspective camera with the default fov/near/far.
|
||||||
|
/// Inputs: position (world-space eye point), target (world-space look-at point), up (view up vector).
|
||||||
|
/// Adjust the projection via [`Camera::with_perspective`] if the defaults don't fit.
|
||||||
pub fn new(position: Vec3, target: Vec3, up: Vec3) -> Self {
|
pub fn new(position: Vec3, target: Vec3, up: Vec3) -> Self {
|
||||||
Self {
|
Self {
|
||||||
position,
|
position,
|
||||||
target,
|
target,
|
||||||
up,
|
up,
|
||||||
|
fov: DEFAULT_FOV,
|
||||||
|
near: DEFAULT_NEAR,
|
||||||
|
far: DEFAULT_FAR,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Sets the perspective projection parameters and returns the camera for chaining.
|
||||||
|
/// Inputs: fov (vertical field of view in radians), near (near plane), far (far plane).
|
||||||
|
pub fn with_perspective(mut self, fov: f32, near: f32, far: f32) -> Self {
|
||||||
|
self.fov = fov;
|
||||||
|
self.near = near;
|
||||||
|
self.far = far;
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
/// Computes the view matrix for this camera.
|
/// Computes the view matrix for this camera.
|
||||||
///
|
///
|
||||||
/// # Returns
|
/// # Returns
|
||||||
/// A `Mat4` representing the view transformation matrix
|
/// A `Mat4` representing the view transformation matrix (world → view space)
|
||||||
pub fn view_matrix(&self) -> Mat4 {
|
pub fn view_matrix(&self) -> Mat4 {
|
||||||
glam::camera::rh::view::look_at_mat4(self.position, self.target, self.up)
|
glam::camera::rh::view::look_at_mat4(self.position, self.target, self.up)
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Computes the projection matrix for this camera.
|
/// Computes the perspective projection matrix for this camera using its stored fov/near/far.
|
||||||
///
|
///
|
||||||
/// # Parameters
|
/// # Parameters
|
||||||
/// - `fov`: Field of view in radians
|
/// - `aspect`: Aspect ratio of the viewport (width / height)
|
||||||
/// - `aspect`: Aspect ratio of the viewport
|
|
||||||
/// - `near`: Near clipping plane distance
|
|
||||||
/// - `far`: Far clipping plane distance
|
|
||||||
///
|
///
|
||||||
/// # Returns
|
/// # Returns
|
||||||
/// A `Mat4` representing the projection transformation matrix
|
/// A `Mat4` representing the projection transformation matrix (view → clip space)
|
||||||
pub fn projection_matrix(&self, fov: f32, aspect: f32, near: f32, far: f32) -> Mat4 {
|
pub fn projection_matrix(&self, aspect: f32) -> Mat4 {
|
||||||
glam::camera::rh::proj::opengl::perspective(fov, aspect, near, far)
|
glam::camera::rh::proj::opengl::perspective(self.fov, aspect, self.near, self.far)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+24
-3
@@ -11,13 +11,14 @@
|
|||||||
//! - **Ergonomie**: Users interact only with entity-level operations (add/remove/get) rather than wgpu buffers/pipelines directly.
|
//! - **Ergonomie**: Users interact only with entity-level operations (add/remove/get) rather than wgpu buffers/pipelines directly.
|
||||||
|
|
||||||
use crate::math::Transform;
|
use crate::math::Transform;
|
||||||
use crate::resources::{Material, Mesh};
|
use crate::resources::{Camera, Material, Mesh};
|
||||||
use crate::scene::Entity;
|
use crate::scene::Entity;
|
||||||
use std::collections::HashMap;
|
use std::collections::HashMap;
|
||||||
use std::sync::Arc;
|
use std::sync::Arc;
|
||||||
|
|
||||||
/// Resource depot and entity graph. Stores Meshes and Materials keyed by identifier strings,
|
/// Resource depot and entity graph. Stores Meshes and Materials keyed by identifier strings,
|
||||||
/// and maps entity labels to their associated `Entity` (mesh + material + transform) for rendering iteration.
|
/// maps entity labels to their associated `Entity` (mesh + material + transform) for rendering iteration,
|
||||||
|
/// and holds the scene's active `Camera` used to build the per-frame view/projection matrices (Étape 4.3).
|
||||||
/// Created once during application setup; entities are added before the render loop starts.
|
/// Created once during application setup; entities are added before the render loop starts.
|
||||||
pub struct Scene {
|
pub struct Scene {
|
||||||
/// Map of mesh identifiers to owned `Arc<Mesh>` instances. Populated via `add_mesh()`.
|
/// Map of mesh identifiers to owned `Arc<Mesh>` instances. Populated via `add_mesh()`.
|
||||||
@@ -26,19 +27,39 @@ pub struct Scene {
|
|||||||
materials: HashMap<String, Arc<Material>>,
|
materials: HashMap<String, Arc<Material>>,
|
||||||
/// Map of entity labels to `Entity` associations. Populated via `add_entity()` / `add_entity_with_transform()`.
|
/// Map of entity labels to `Entity` associations. Populated via `add_entity()` / `add_entity_with_transform()`.
|
||||||
entities: HashMap<String, Entity>,
|
entities: HashMap<String, Entity>,
|
||||||
|
/// Active camera used for rendering. Read each frame by `Renderer::render_scene` to compute the
|
||||||
|
/// view/projection matrices written into the frame uniform buffer. Replaced via `set_camera()`.
|
||||||
|
camera: Camera,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Scene {
|
impl Scene {
|
||||||
/// Creates an empty scene with no registered resources or entities.
|
/// Creates an empty scene with no registered resources or entities and a default camera
|
||||||
|
/// (`Camera::default()` : position (0,0,3), looking at origin, 45° perspective).
|
||||||
/// Called at application startup before any resource registration.
|
/// Called at application startup before any resource registration.
|
||||||
pub fn new() -> Self {
|
pub fn new() -> Self {
|
||||||
Self {
|
Self {
|
||||||
meshes: HashMap::new(),
|
meshes: HashMap::new(),
|
||||||
materials: HashMap::new(),
|
materials: HashMap::new(),
|
||||||
entities: HashMap::new(),
|
entities: HashMap::new(),
|
||||||
|
camera: Camera::default(),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Replaces the scene's active camera. The new camera is used from the next frame onward by
|
||||||
|
/// `Renderer::render_scene` to build the view/projection matrices and the camera position.
|
||||||
|
/// Inputs: camera — the new camera configuration. Call during setup or `AppHandler::update`
|
||||||
|
/// to move/re-orient the view (e.g. orbit or FPS controls).
|
||||||
|
pub fn set_camera(&mut self, camera: Camera) {
|
||||||
|
self.camera = camera;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Returns a reference to the scene's active camera.
|
||||||
|
/// Called by users to read the current camera (e.g. to move it based on input) and internally by
|
||||||
|
/// `Renderer::render_scene` to upload its matrices.
|
||||||
|
pub fn camera(&self) -> &Camera {
|
||||||
|
&self.camera
|
||||||
|
}
|
||||||
|
|
||||||
/// Registers a Mesh in the scene under a unique identifier.
|
/// Registers a Mesh in the scene under a unique identifier.
|
||||||
/// Inputs: id (unique key), mesh (Arc-wrapped Mesh instance). Returns Ok(id) on success or Err(String) if already exists.
|
/// Inputs: id (unique key), mesh (Arc-wrapped Mesh instance). Returns Ok(id) on success or Err(String) if already exists.
|
||||||
/// Called during scene initialization when building the resource depot.
|
/// Called during scene initialization when building the resource depot.
|
||||||
|
|||||||
Reference in New Issue
Block a user