114 lines
5.7 KiB
Rust
114 lines
5.7 KiB
Rust
//! # Renderer Module
|
|
//!
|
|
//! The **Specialist** layer of the architecture. Owns rendering logic — RenderPipeline, shaders, and buffers — but does not own hardware resources (Device, Queue). Receives references to those resources when called by the orchestrator (main.rs).
|
|
//! Interacts with Context via `begin_frame()` / `end_frame()`: receives a TextureView as input, writes rendered output to it.
|
|
|
|
use crate::conf::BASIC_SHADER;
|
|
|
|
// On demande à Cargo de surveiller ce fichier (si le wsgl est modifié, mais pas la lib)
|
|
const _: &[u8] = include_bytes!("../assets/shaders/basic_shader.wgsl");
|
|
|
|
/// Renders geometry using a fixed RenderPipeline. This struct owns heavy objects
|
|
/// (RenderPipeline) compiled once at creation time, avoiding per-frame allocation.
|
|
pub struct Renderer {
|
|
/// Pre-compiled pipeline defining vertex/fragment stages, layout, and blend state.
|
|
render_pipeline: wgpu::RenderPipeline,
|
|
}
|
|
|
|
impl Renderer {
|
|
/// Creates the renderer by compiling the shader module and building the render pipeline.
|
|
/// Inputs: `device` for resource creation, `format` for color attachment format.
|
|
/// Returns the initialized Renderer owning the pipeline. Called once at application startup
|
|
/// by the orchestrator (main.rs). The pipeline is compiled only here; subsequent calls are cheap.
|
|
pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
|
|
// In wgpu 30, ShaderModuleDescriptor fields changed: label is Option<&str> (not Some(label)),
|
|
// and source uses Cow<'_, str> instead of [u8].
|
|
// BASIC_SHADER serves as both the debug label and the file path loaded at runtime
|
|
// (include_str!() requires a string literal, not a variable).
|
|
// See assets/shaders/basic_shader.wgsl for the WGSL source — defines vs_main + fs_main stages.
|
|
let shader_source =
|
|
std::fs::read_to_string(BASIC_SHADER).expect("Failed to read shader file");
|
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
|
label: Some(BASIC_SHADER),
|
|
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
|
|
});
|
|
|
|
// push_constant_ranges → removed in wgpu 30; replaced by immediate_size for var<immediate> support.
|
|
let render_pipeline_layout =
|
|
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
label: Some("render_pipeline_layout"),
|
|
bind_group_layouts: &[],
|
|
immediate_size: 0, // no var<immediate> used
|
|
});
|
|
|
|
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
label: Some("Render Pipeline"),
|
|
layout: Some(&render_pipeline_layout),
|
|
vertex: wgpu::VertexState {
|
|
module: &shader,
|
|
// entry_point is now Option<&str> — Some to specify the entry point explicitly, None to auto-detect.
|
|
entry_point: Some("vs_main"),
|
|
compilation_options: Default::default(), // new required field in wgpu 30
|
|
buffers: &[],
|
|
},
|
|
fragment: Some(wgpu::FragmentState {
|
|
module: &shader,
|
|
entry_point: Some("fs_main"),
|
|
compilation_options: Default::default(), // new required field in wgpu 30
|
|
// targets is now &[Option<ColorTargetState>] — each target wrapped in Some.
|
|
targets: &[Some(wgpu::ColorTargetState {
|
|
format,
|
|
blend: Some(wgpu::BlendState::REPLACE),
|
|
write_mask: wgpu::ColorWrites::ALL,
|
|
})],
|
|
}),
|
|
primitive: wgpu::PrimitiveState::default(),
|
|
depth_stencil: None,
|
|
multisample: wgpu::MultisampleState::default(),
|
|
// multiview → replaced by multiview_mask (NonZeroU32) and cache in wgpu 30.
|
|
multiview_mask: None,
|
|
cache: None,
|
|
});
|
|
|
|
Self { render_pipeline }
|
|
}
|
|
|
|
/// Renders a single frame by encoding commands into a temporary CommandEncoder and submitting them to the queue.
|
|
/// Inputs: `device` for command buffer creation, `queue` for submission, `view` as render target (from Context).
|
|
/// Called by the orchestrator after begin_frame() returns the TextureView. The pipeline is invoked once per call;
|
|
/// no persistent state is retained between frames.
|
|
pub fn render(&self, device: &wgpu::Device, queue: &wgpu::Queue, view: &wgpu::TextureView) {
|
|
// create command encoder
|
|
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("render encoder"),
|
|
});
|
|
|
|
// RenderPass start — depth_slice is a new required field in wgpu 30 for multisampled textures.
|
|
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, // new field; None means no multisample resolve needed
|
|
ops: wgpu::Operations {
|
|
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
|
store: wgpu::StoreOp::Store,
|
|
},
|
|
})],
|
|
..Default::default()
|
|
});
|
|
|
|
// Pipeline call — draw with empty vertex buffers (geometry defined in shader)
|
|
render_pass.set_pipeline(&self.render_pipeline);
|
|
render_pass.draw(0..3, 0..1);
|
|
|
|
// Queue submit
|
|
drop(render_pass);
|
|
queue.submit(std::iter::once(encoder.finish()));
|
|
}
|
|
// méthode utilitaire pour cacher le "bruit"
|
|
pub fn submit_commands(&self, queue: &wgpu::Queue, encoder: wgpu::CommandEncoder) {
|
|
queue.submit(std::iter::once(encoder.finish()));
|
|
}
|
|
}
|