440f2dffa3
Implémente le plan Étape 10 (Phase 4.1 Textures), décisions D1-D4 actées : - 10.1 : nouveau type resources::Texture (device+view+sampler), format Rgba8UnormSrgb, sampler linear/repeat, dep 'image' (png/jpeg). Constructeurs from_rgba8 / from_bytes / from_file / white_placeholder. - 10.2 : create_texture_bind_group_layout (groupe 2 : sampler+texture, fragment). build_pipeline pose désormais 3 layouts [frame, object, texture] — « un seul layout pour tous » (D1). PipelineCache détient le layout + le placeholder blanc. - 10.3 : shader standard — UV transmis au fragment (location 2), groupe @2 texture_sampler + diffuse_texture, échantillonnage inconditionnel base = texel * couleur(vertex) (D2) : sans texture (placeholder blanc) pas de régression en lit comme en unlit. - 10.4 : Material gagne texture: Option<Arc<Texture>> + texture_bind_group, construit dans le constructeur via le cache (layout partagé + placeholder). - 10.5 : draw_entity bind @group(2) ; Scene : add_texture / get_texture / add_material_texture ; init_gpu accepte la Queue pour bâtir le placeholder. - exemple cube : géométrie avec UV [0,1]² par face + texture damier procédurale. Validation : fmt, check 0 warning, tests verts (3 + doc), doc sans missing_docs, cube/simple/manual lancés sans erreur backend.
wsg-lib Source Directory
Overview
This is the source tree for wsg-lib, a Rust library wrapping wgpu for simple 3D drawing operations. The crate follows a layered architecture organized into seven modules:
| Module | Responsibility |
|---|---|
| core | Manager (Context) + Executor (Renderer) layers — GPU lifecycle and draw call orchestration |
| resources | Data types: Vertex (CPU-side), Mesh (GPU geometry), Material (appearance descriptor) |
| pipeline | PipelineCache — WGSL shader loading and RenderPipeline compilation cache |
| scene | Scene — resource depot and entity graph for declarative rendering setup |
| utils | Configuration constants and WsgError type |
| app | App facade — high-level application orchestration with window lifecycle, event loop, and render automation |
| handler | AppHandler trait — user-defined game logic interface injected into the render loop |
Architecture Pattern
The library supports two workflows:
- Declarative (recommended): Use
Sceneto register resources and associate entities before the render loop begins. This is the "App facade" pattern described in ARCHI_APP. - Manual: Manipulate Context, Renderer, and PipelineCache directly for fine-grained control.
Dependency Flow
scene → core → pipeline → utils
↘→ resources → utils (via Vertex offsets)
↗
scene (consumes)
Each submodule's mod.rs re-exports its public types so consumers import through the module level rather than deep paths.