//! # Renderer Module //! //! The **Specialist** (Executor) layer of the architecture. Owns rendering logic — orchestrates draw calls by binding //! Material pipelines and Mesh vertex buffers into a RenderPass, then submits commands to the GPU queue. //! Does not own hardware resources (Device, Queue); receives references when called by the orchestrator (main.rs). //! Does not own RenderPipelines or shaders — those are managed by PipelineCache and accessed through Material. //! Does not own Surface/TextureView — acquired from Context::begin_frame(). //! //! ## Interaction with Other Modules //! - **context**: receives Device/Queue references and TextureView; does not call begin/end_frame itself. //! - **pipeline_cache**: indirectly via Material — Renderer uses pipelines that PipelineCache compiled. //! - **mesh**: passes vertex/index buffers into set_vertex_buffer/set_index_buffer during draw. //! - **material**: provides the RenderPipeline reference via set_pipeline during draw. use crate::context::Context; /// The Executor layer of the architecture. Owns Device, Queue, and Format after initialization from Context. /// Orchestrates all GPU draw calls without owning raw hardware resources externally. pub struct Renderer { /// GPU command submission queue — owned by the Renderer after initialization from Context. queue: wgpu::Queue, /// GPU device — creates buffers, textures, pipelines; owned by the Renderer after initialization. device: wgpu::Device, /// Surface texture output format — stored here so it can be passed to PipelineCache on Material creation. format: wgpu::TextureFormat, } impl Renderer { /// Creates a Renderer by taking ownership of Device, Queue, and Format from the Context. /// Called once at application startup during scene setup. The Renderer becomes the sole owner of these resources. pub fn new(context: &Context, format: wgpu::TextureFormat) -> Self { Self { queue: context.queue.clone(), device: context.device.clone(), format, } } /// 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). /// Internal steps: 1) create CommandEncoder → 2) begin RenderPass with color attachment → /// 3) set_pipeline(material.pipeline) → 4) set_vertex_buffer(mesh.vertex_buffer) → /// 5) draw_indexed or draw based on index buffer presence → 6) drop render_pass end scope → /// 7) submit encoder via queue. pub fn render( &self, view: &wgpu::TextureView, mesh: &crate::mesh::Mesh, material: &crate::material::Material, ) { // Create per-frame command encoder; its lifetime is scoped to this function only. let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("render encoder"), }); // RenderPass borrows encoder mutably — must end (drop) before encoder.finish() below. // This scope boundary enforces Rust's borrow checker rules for GPU synchronization. { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("render pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view, resolve_target: None, depth_slice: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::BLACK), store: wgpu::StoreOp::Store, }, })], ..Default::default() }); render_pass.set_pipeline(&material.pipeline); if mesh.num_vertices > 0 { render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); } else { // If no vertices, skip drawing entirely (nothing to render) return; } if let Some(index_buffer) = &mesh.index_buffer { render_pass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16); render_pass.draw_indexed(0..mesh.num_indices, 0, 0..1); } else { render_pass.draw(0..mesh.num_vertices, 0..1); } } self.queue.submit(std::iter::once(encoder.finish())); } /// Presents the rendered frame by submitting the acquired surface texture to the GPU queue. /// The frame must have been obtained via Context::begin_frame() or Frame::try_new(); calling present() /// twice on the same texture is undefined behavior. Called by the orchestrator after render(). pub fn present(&self, frame: crate::frame::Frame) { self.queue.present(frame.surface_texture); } /// Returns a reference to the owned Device for direct access when needed (e.g., PipelineCache creation). pub fn device(&self) -> &wgpu::Device { &self.device } /// Returns the surface texture output format used for rendering. pub fn format(&self) -> wgpu::TextureFormat { self.format } }