docs: reconcile README/ROADMAP/PLAN state and settle slotmap vs String IDs

- README stays the source of truth for current state; drive/item-5 now
  reflects the settled decision: String IDs for the MVP, slotmap deferred.
- ROADMAP gains a 'point de depart' (present-state) block, marks glam done,
  removes the slotmap Phase-1 mandates, and documents the String-ID decision
  plus the deferred 'typed handles' step.
- PLAN corrects stale [X] checkmarks (App render() cannot draw, Scene
  rendering not automated, simple example does not compile) and notes its
  verification checklist against current reality.
- Remove the unused slotmap direct dependency from wsg-lib (package remains
  in Cargo.lock only as a transitive dep of glow).
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Jérôme Bousquié
2026-09-14 15:28:41 +02:00
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# WSG - WGPU Simple Graphics Library
WSG is a Rust library that wraps [wgpu](https://github.com/gfx-rs/wgpu) to provide a simple, declarative API for 3D graphics. It abstracts away the complexity of managing GPU resources while exposing low-level primitives for advanced users.
WSG is a Rust library that wraps [wgpu](https://github.com/gfx-rs/wgpu) and [winit](https://crates.io/crates/winit) for simple GPU drawing. It groups the five core wgpu objects (Instance, Surface, Adapter, Device, Queue) behind a single `Context`, adds small building blocks (`Mesh`, `Material`, `PipelineCache`, `Frame`), and exposes the low-level primitives for advanced users.
> **Status: unstable development version.** The manual workflow below is fully working. The high-level "declarative" workflow and the GPU-driven two-pass pipeline described in the architecture docs are **not implemented yet** — see [Status](#status) and [Roadmap](#roadmap).
NOTE : the development version is currently unstable and the examples described below may not work as expected.
## Status
| Area | State |
|------|-------|
| Manual workflow (`Context` + `Renderer` + `PipelineCache`) | ✅ Working |
| `App` / `AppBuilder` / `AppHandler` event-loop facade | 🚧 Scaffold — window, events and frame presentation work, but the `render()` callback cannot draw yet (the per-frame view is not exposed to it) |
| `Scene` resource/entity registry | 🚧 Registration API works; the engine does not render the scene yet |
| GPU-driven two-pass pipeline (Compute → indirect draw) | 📋 Roadmap — spec in [docs/tech/ARCHI_CPU_GPU.md](docs/tech/ARCHI_CPU_GPU.md) |
| 3D transforms (MVP uniforms, camera in the pipeline) | 📋 Roadmap — the bundled shader draws positions straight to NDC today |
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.
## What it does
WSG provides two complementary workflows:
### Manual workflow (working — recommended today)
### Declarative workflow (recommended)
Register your scene's resources and entities once at startup, then let WSG handle rendering each frame via a GPU-Driven pipeline (Compute Pass → Render Pass):
Bypass the `App` facade and drive `Context`, `Renderer` and `PipelineCache` yourself. This is the only workflow that renders pixels today (same code as the `manual` example):
```rust
use wsg_lib::{App, AppHandler};
use wsg_lib::resources::{Mesh, Material, Vertex};
use std::sync::Arc;
use winit::event_loop::EventLoop;
use winit::window::WindowBuilder;
use wsg_lib::core::{Context, Frame, Renderer};
use wsg_lib::pipeline::PipelineCache;
use wsg_lib::resources::{Material, Mesh, Vertex};
use wsg_lib::utils;
struct MyGame { /* ... */ }
fn main() {
// Window + async GPU init
let event_loop = EventLoop::new().unwrap();
let window = Arc::new(WindowBuilder::new().build(&event_loop).unwrap());
let context = pollster::block_on(Context::new(window.clone())).expect("GPU init failed");
let format = context.configure(&context.adapter, 800, 600).expect("surface config failed");
// Renderer + shader cache (falls back to the embedded shader if the file is missing)
let renderer = Renderer::new(&context, format);
let mut cache = PipelineCache::new(Arc::new(context.device.clone()));
cache.register_shader("basic", utils::BASIC_SHADER_PATH).unwrap();
// Material + mesh
let material = Material::new(renderer.format(), "basic", &mut cache);
let vertices: [Vertex; 4] = [
Vertex { position: [-0.5, 0.5, 0.0], normal: [0.0, 0.0, 1.0], uv: [0.0, 0.0], color: [1.0, 0.0, 0.0, 1.0] },
Vertex { position: [ 0.5, 0.5, 0.0], normal: [0.0, 0.0, 1.0], uv: [1.0, 0.0], color: [0.0, 1.0, 0.0, 1.0] },
Vertex { position: [ 0.5, -0.5, 0.0], normal: [0.0, 0.0, 1.0], uv: [1.0, 1.0], color: [0.0, 0.0, 1.0, 1.0] },
Vertex { position: [-0.5, -0.5, 0.0], normal: [0.0, 0.0, 1.0], uv: [0.0, 1.0], color: [1.0, 1.0, 0.0, 1.0] },
];
let indices: [u16; 6] = [0, 1, 2, 0, 2, 3];
let mesh = Mesh::new(renderer.device(), &vertices, Some(&indices));
// Render loop
event_loop.run(|event, elwt| {
match event {
winit::event::Event::AboutToWait => window.request_redraw(),
winit::event::Event::WindowEvent { event: winit::event::WindowEvent::RedrawRequested, .. } => {
if let Some(frame) = Frame::try_new(&context.surface) {
renderer.render(frame.view(), &mesh, &material);
renderer.present(frame);
}
}
winit::event::Event::WindowEvent { event: winit::event::WindowEvent::CloseRequested, .. } => elwt.exit(),
_ => {}
}
}).unwrap();
}
```
### Declarative workflow (work in progress)
The intended API: register your scene's resources and entities once, then let `App` handle the window lifecycle, event processing and frame presentation. Users implement the `AppHandler` trait to inject per-frame logic:
```rust
use wsg_lib::app::AppBuilder;
use wsg_lib::{App, AppHandler};
struct MyGame;
impl AppHandler for MyGame {
fn update(&mut self, _app: &mut App) {
// Modify scene state (transformations, entities) — only place allowed for mutations
}
fn render(&mut self, app: &mut App) {
// WSG automatically runs Compute Pass → Render Pass on the current scene.
// No manual iteration needed — draw_indexed_indirect handles everything.
// update() has an empty default — implement it to mutate scene state each frame.
fn render(&mut self, _app: &mut App) {
// The engine acquires and presents the frame around this callback,
// but scene rendering is not automated yet — see Roadmap.
}
}
#[pollster::main]
async fn main() -> Result<(), wsg_lib::utils::WsgError> {
let mut app = AppBuilder::new().build().await?;
let app = AppBuilder::new().build().await?;
// Declare resources (once, before the render loop)
app.cache.register_shader("basic", "assets/shaders/basic_shader.wgsl")?;
let vertices: [Vertex; 4] = [/* ... */];
let indices: [u16; 6] = [0, 1, 2, 0, 2, 3];
let mesh = Mesh::new(app.context.device(), &vertices, Some(&indices));
let material = Material::new(app.renderer.format(), "basic", &mut app.cache);
// Scene registration is available (string IDs):
// app.scene.add_mesh("quad", Arc::new(mesh))?;
// app.scene.add_material("mat", Arc::new(material))?;
// app.scene.add_entity("my_quad", "quad", "mat")?;
// ...but the engine will not draw them until the declarative pipeline lands.
app.scene.add_mesh("quad", Arc::new(mesh))?;
app.scene.add_material("mat", Arc::new(material))?;
app.scene.add_entity("my_quad", "quad", "mat")?;
// Run the render loop — WSG handles Compute Pass + Render Pass each frame
app.run(MyGame {})
app.run(MyGame)
}
```
### Manual workflow
For fine-grained control, bypass the Scene facade entirely and manipulate Context, Renderer, and PipelineCache directly through their public APIs.
> API note: `Scene::add_mesh` / `add_material` / `add_entity` and `PipelineCache::register_shader`
> currently return `Result<_, String>` — typed error unification is on the roadmap.
## Architecture overview
WSG follows a GPU-Driven two-layer architecture:
- **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.
- **Executor layer (`Renderer`)** — binds a `Material` pipeline + `Mesh` buffers into a RenderPass and submits the commands. Today this is one encoder + one submit **per object**.
- **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).
- **Manager layer (Context)** — owns GPU hardware lifecycle (Instance → Surface → Adapter → Device → Queue). Created once at startup.
- **Executor layer (Renderer)** — orchestrates a two-pass pipeline per frame: Compute Pass (World Matrix calculation + Frustum Culling → Indirect Draw Buffer) then Render Pass (`draw_indexed_indirect`). Dynamic, changes each frame.
The high-level `App` facade ties everything together, automating window lifecycle, event processing, and frame presentation. Users implement the `AppHandler` trait to inject game logic.
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**.
## Quick reference
| Concept | Type | Responsibility |
|---------|------|---------------|
| App | Facade | Window lifecycle + event loop + render automation |
| AppHandler | Trait | User-defined update/render callbacks |
| Scene | Struct | Resource depot + entity graph (declarative) |
| Context | Struct | GPU hardware lifecycle (Manager) |
| Renderer | Struct | Two-pass pipeline: Compute + Render |
| Material | Struct | Shader ID → compiled RenderPipeline |
| Mesh | Struct | Persistent GPU geometry container |
| Vertex | Struct | CPU-side vertex attribute tuple |
| PipelineCache | Struct | Shader compilation cache |
| Frame | Struct | Per-frame RAII wrapper for surface texture + view |
| Concept | Type | Responsibility | Status |
|---------|------|---------------|--------|
| App / AppBuilder | Facade | Window lifecycle + winit event loop + frame presentation | 🚧 Scaffold (no scene rendering) |
| AppHandler | Trait | User-defined `update()` / `render()` callbacks | ✅ (render() has no frame access yet) |
| Scene | Struct | String-ID registry: meshes, materials, entities | 🚧 Registration only |
| Context | Struct | GPU hardware lifecycle (Instance, Surface, Adapter, Device, Queue) | ✅ |
| Renderer | Struct | Binds Material + Mesh into a RenderPass, submits | ✅ (one submit per object) |
| PipelineCache | Struct | Shader → compiled RenderPipeline cache | ✅ |
| Material | Struct | Shader ID → RenderPipeline | ✅ |
| Mesh / Vertex | Struct | GPU geometry container / CPU-side vertex tuple | ✅ |
| Frame | Struct | Per-frame RAII wrapper (surface texture + view) | ✅ |
| Camera / Transform | Struct | Camera & transform math | 📋 Types only, not in the pipeline |
## Getting started
```bash
cargo add wsg-lib # Add the dependency
# Then build your app following the declarative example above
WSG is **not published on crates.io** — depend on it by path:
```toml
[dependencies]
wsg-lib = { path = "/path/to/wsg/lib" }
pollster = "0.4" # only if you use the async AppBuilder
```
For details on the architecture and internal modules, see [ARCHI_APP](docs/ARCHI_APP.md).
| Action | Command |
|--------|---------|
| Build everything | `cargo build --workspace` |
| Run the working example | `cargo run -p wsg-lib --example manual` |
| Check everything (incl. examples) | `cargo check --all-targets` |
The `manual` example is the reference for the working workflow. The `simple` example (App facade) is work in progress and currently does not compile.
## Documentation
The architecture docs live in `docs/tech/` and are written in **French**:
- [ARCHI_APP](docs/tech/ARCHI_APP.md) — engine architecture. ⚠️ Describes the *target* architecture; the GPU-driven pipeline parts are not implemented yet.
- [ARCHI_CPU_GPU](docs/tech/ARCHI_CPU_GPU.md) — CPU/GPU workload split specification.
- [ARCHI_RENDU](docs/tech/ARCHI_RENDU.md) — update/render mutability model.
- [ARCHI_ARENES](docs/tech/ARCHI_ARENES.md) — planned slotmap-based generational resource handles.
- [FRAME_LOOP](docs/tech/FRAME_LOOP.md) — frame lifetime and resource persistence.
## Roadmap
1. **Scene auto-rendering** — `App`/`Renderer` iterate registered entities and draw them in one encoder/submit per frame; expose the frame view to `AppHandler::render` for custom draws.
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).
3. **CPU→GPU transform sync** — persistent transform buffers with ring (triple) buffering.
4. **Real 3D pipeline** — MVP uniforms + camera support in the vertex shader.
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.
6. **Error unification** — replace `Result<_, String>` in `Scene`/`PipelineCache` with typed errors.