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# WSG Examples
Each example is self-contained and demonstrates **one effect or feature** of the library. All use the declarative API (`AppBuilder` + `AppHandler`).
The examples are organized into **four category folders**, one per theme. Each
folder has its own `README.md` documenting its examples in detail (what they
demonstrate, how to run them, keyboard controls, what to observe).
| Folder | Theme | Examples |
|--------|-------|----------|
| [meshes/](meshes/README.md) | Geometry, materials, file import, low-level workflow | `simple`, `cube`, `pbr`, `import`, `manual` |
| [lights/](lights/README.md) | Light types, shadow mapping, emissive materials | `shadow`, `shadow_test`, `spot_test`, `emissive` |
| [cameras/](cameras/README.md) | Camera-driven rendering (frustum culling) | `culling` |
| [effects/](effects/README.md) | HDR, tone mapping, post-process, full showcase | `demo`, `bloom`, `hdr`, `msaa`, `fog`, `dof` |
## Running an example
Example **names are stable** — from the repo root:
```sh
cargo run -p wsg-lib --example <name>
```
| Example | Effect demonstrated |
|---------|-------------------|
| `demo` | Full showcase (all effects combined) |
| `bloom` | Post-process bloom (glow around bright areas) |
| `hdr` | HDR + Tone Mapping (ACES) + exposure control |
| `emissive` | Emissive materials (increasing intensities 0 → 4.0) |
| `shadow` | Shadow mapping (directional shadow) |
| `culling` | GPU-driven culling (15×15 grid, off-frustum objects skipped) |
| `msaa` | MSAA 4× (multisample anti-aliasing, smooth edges) |
| `fog` | Distance fog (3 modes: linear, exp, exp²) |
| `dof` | Depth of Field (cinematic bokeh, focus presets) |
| `pbr` | PBR metallic/roughness + normal mapping |
| `manual` | Low-level workflow (Context + Renderer + PipelineCache) |
| `import` | OBJ file import (non-graphical, stdout) |
---
## `demo` — Full Showcase
Combines **all** effects: LOD primitives, procedural textures, lights
(directional + point + spot), shadows, HDR/ACES, exposure, emissive, bloom, culling.
Examples gated behind a Cargo feature need the feature too:
```sh
cargo run -p wsg-lib --example demo
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `1` / `2` / `3` | Presets: front / side / top |
| `+` / `-` | Exposure ×1.3 / ÷1.3 |
| `0` | Reset exposure |
---
## `bloom` — Post-process Bloom
Two emissive spheres (orange intensity 2.0, blue intensity 3.0) produce a visible
halo. The cube and floor serve as reference (non-emissive).
Bloom is a 4-pass GPU pipeline: threshold → blur H → blur V → composite.
```sh
cargo run -p wsg-lib --example bloom
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `+` / `-` | **Bloom threshold** +0.1 / −0.1 |
| `[` / `]` | **Bloom intensity** +0.1 / −0.1 |
| `I` / `O` | **Bloom radius** +0.5 / −0.5 |
| `E` / `Q` | Exposure ×1.3 / ÷1.3 |
| `0` | Reset exposure |
### What to observe
- **Low threshold** (0.0): the entire image "blooms" (very diffuse effect).
- **High threshold** (2.0+): only the bright emissive spheres produce glow.
- **Intensity 0.0**: no visible glow (even though the threshold extracts pixels).
- **Large radius** (10+): the glow spreads over a large area.
---
## `hdr` — HDR + Tone Mapping
Demonstrates HDR rendering with the ACES Filmic curve. Three objects:
- **Cube**: normal lighting (no emissive) — LDR reference.
- **Bright sphere** (emissive 3.0): without HDR, it would be clamped to white.
With ACES, highlights "roll off" smoothly toward white.
- **Dark sphere** (emissive 0.3): stays dark even at high exposure.
```sh
cargo run -p wsg-lib --example hdr
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `E` | **Exposure ×1.3** (brighter) |
| `Q` | **Exposure ÷1.3** (darker) |
| `0` | Reset exposure to 1.0 |
### What to observe
- At exposure 1.0: the bright sphere is white but with detail (ACES rolloff).
- At high exposure (E×E×E): the scene brightens, the bright sphere stays white
(saturated), but the cube gains detail.
- At low exposure (Q×Q): everything darkens, the bright sphere becomes orange
(HDR values > 1.0 are compressed).
> **Note**: the tone mapper is compiled into the pipeline at build time. To compare
> ACES vs Reinhard, change `ToneMapper::Aces` → `ToneMapper::Reinhard` in the source.
---
## `emissive` — Emissive Materials
Five spheres in a row with increasing emissive intensities:
| Sphere | Color | Intensity | Effect |
|--------|-------|-----------|--------|
| 1 | Gray | 0.0 | No glow (reference) |
| 2 | Orange | 0.5 | Slight glow |
| 3 | Yellow | 1.0 | Visible glow |
| 4 | Green | 2.0 | HDR glow (beyond 1.0) |
| 5 | Blue | 4.0 | Intense glow (saturation) |
With HDR, intensities > 1.0 produce a true "glow" (values exceed
[0,1] in linear space). Without HDR, they would be clamped to white.
```sh
cargo run -p wsg-lib --example emissive
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `E` / `Q` | Exposure ×1.3 / ÷1.3 |
| `0` | Reset exposure |
| `C` | **Cycle emissive multiplier** (1× → 2× → 0.5× → ...) |
### What to observe
- Sphere 1 (intensity 0) is simply lit by the directional light.
- Spheres 2-5 glow with their own light, independent of scene lighting.
- `C` doubles or halves all intensities simultaneously (to see the HDR effect).
---
## `shadow` — Shadow Mapping
Four objects (cube, sphere, cone, cylinder) on a floor, lit by a directional light
that casts shadows. Shadow quality is controlled by `ShadowConfig` (map size, anti-acne bias).
```sh
cargo run -p wsg-lib --example shadow
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `1` | Front view |
| `2` | Side view |
| `3` | **Top view** (see shadow shapes clearly) |
| `L` | Change light direction (3 presets) |
### What to observe
- The cube rotates slowly → its shadow moves on the floor.
- The sphere has a smooth shadow/light transition (soft terminator).
- The cone produces a distinct triangular shadow.
- In top view (`3`), you see the exact shape of projected shadows.
- Shadow map size (1024 default) determines resolution:
modify `SHADOW_MAP_SIZE` at the top of the file to test 256 (pixelated) or 2048 (sharp).
---
## `culling` — GPU Frustum Culling
A grid of **15×15 = 225 cubes** is placed on a large floor. The GPU-driven culling
(compute shader) determines which cubes are visible in the camera frustum and zeros
their indirect draw args — **zero CPU cost**.
```sh
cargo run -p wsg-lib --example culling
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera (look around) |
| Wheel | Zoom in/out |
| `R` | Reset (top view) |
| `1` | Front view (cubes behind are culled) |
| `2` | Side view |
| `3` | **Top view** (see the full grid) |
### What to observe
- In top view (`3`): the entire grid is visible.
- Orbit to 90°: cubes behind the camera **are not drawn** (culled).
- Zoom very close: only cubes near the near plane are rendered.
- Cubes rotate slowly (staggered phases) → culling is dynamic
(a cube can enter/leave the frustum during a frame).
> **Note**: culling is enabled via `AppBuilder::with_culling(true)`. Changing
> it to `false` in the source disables culling (all cubes are always drawn, even off-screen).
---
## `msaa` — MSAA 4× (Anti-aliasing)
Demonstrates multisample anti-aliasing: object edges (cube, sphere)
are smooth instead of "stair-stepped". The scene contains a cube (sharp edges),
a sphere (curved silhouette), and a small cube near the camera (maximum aliasing).
```sh
cargo run -p wsg-lib --example msaa
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `M` | Show sample count |
### To compare with/without MSAA
Remove the `.with_msaa(4)` line in the source and recompile: the scene is
identical, only the edges differ (stair-stepped vs smooth).
> **Note**: MSAA is a build-time setting (multisample texture allocation).
> It works independently of HDR: with HDR, the MSAA texture is `Rgba16Float`
> and resolves into the HDR texture before bloom/TM.
---
## `fog` — Distance Fog
Demonstrates the 3 fog modes: **linear**, **exponential**, **exponential²**.
The scene contains a row of cubes receding into the distance and scattered spheres
on a large floor plane. Fog blends objects toward a background color,
creating the illusion of an infinite world.
```sh
cargo run -p wsg-lib --example fog --features "all-prims"
```
**Keys**: `1` = linear, `2` = exp, `3` = exp², `4` = off, `R` = reset.
> Fog is applied in the main fragment shader (after lighting, before tone mapping).
> It uses the Euclidean distance from the fragment to the camera.
---
## `dof` — Depth of Field (cinematic bokeh)
Demonstrates depth of field blur: an object at the focus plane stays sharp while
foreground and background blur according to their distance from the focus plane.
Creates a natural attention effect (cinematic style).
The scene contains 20 cubes in a row along Z (z=3 to z=-25.5) and 5 spheres to the
sides, on a floor plane. Focus presets at 3m / 8m / 15m.
```sh
cargo run -p wsg-lib --example dof --features "all-prims"
```
**Keys**: `1` = cinematic, `2` = subtle, `3` = focus 3m, `4` = focus 15m, `5` = off, `R` = reset.
> DoF operates in linear HDR (after bloom, before tone mapping). Two passes:
> CoC (depth → per-pixel blur radius) then 12-tap disc blur with variable radius.
---
## `pbr` — PBR Metallic/Roughness + Normal Mapping
Demonstrates the Cook-Torrance PBR workflow: GGX distribution + Smith geometry +
Schlick Fresnel + hemispheric IBL + normal mapping.
```sh
cargo run -p wsg-lib --example pbr
```
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
Scene: 6 PBR materials (mirror metal, smooth plastic, rusty metal, ceramic, bump map, matte floor).
The bump-map cube shows procedural sin-wave surface detail.
---
## `manual` — Low-level Workflow
Demonstrates the API **without** the `App` facade: direct use of `Context`,
`Renderer`, `PipelineCache`, `Mesh`, `Material`. Renders a colored quad (unlit).
Useful for understanding what the `App` facade encapsulates.
```sh
cargo run -p wsg-lib --example manual
```
No keys — static render (unlit quad, 4 colors).
---
## `import` — OBJ File Import
**Non-graphical** example: parses a `.obj` file and prints statistics
(vertex count, normals, UVs, indices, bounding box) to stdout.
```sh
# With a file:
cargo run -p wsg-lib --example import --features import-obj -- /path/to/model.obj
# Without argument (demo triangle):
cargo run -p wsg-lib --example import --features import-obj
```
No keys — runs and exits.
All examples are **self-contained**: procedural textures, hard-coded geometries,
no on-disk assets. All use the declarative API (`AppBuilder` + `AppHandler`)
except `manual`, which demonstrates the low-level workflow instead.
> **Where do the files live?** Examples live in subfolders
> (`examples/<folder>/<name>.rs`). Cargo only auto-discovers top-level
> `examples/*.rs`, so every example is declared explicitly in
> [`lib/Cargo.toml`](../Cargo.toml) with its `path`. This keeps
> `--example <name>` working while allowing the folder organization.
## Suggested learning path
1. `simple` — the minimal declarative workflow (flat unlit quad, ~15 lines)
2. `cube` — the 3D MVP: a textured, lit, spinning cube
3. `pbr` — PBR materials and normal mapping
4. `spot_test`, `shadow_test` — isolated light and shadow behavior
5. `hdr` → `emissive` → `bloom` — the HDR chain, step by step
6. `culling` — GPU-driven frustum culling
7. `demo` — everything combined
8. `manual` — what the `App` facade actually encapsulates
## Adding your own example
1. Create `lib/examples/<folder>/my_example.rs` (pick the matching category;
add a new folder + README if needed).
2. Declare it in `lib/Cargo.toml` (Cargo won't discover it otherwise):
```toml
[[example]]
name = "my_example"
path = "examples/<folder>/my_example.rs"
```
3. Keep it **self-contained**: procedural textures, hard-coded geometries, no
external assets.
4. Document it in the folder's `README.md` (and in `docs/user/examples.md`).
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# Cameras & Camera-Driven Rendering
Examples where the **camera** drives what gets rendered.
| Example | Run command | What it shows |
|---------|-------------|---------------|
| `culling` | `cargo run -p wsg-lib --example culling` | GPU-driven frustum culling: a 15×15 grid of cubes, off-frustum objects skipped |
> All commands run from the repo root.
The frustum is defined by the camera's view-projection matrix, so frustum
culling is inherently a camera concept: move the camera and the set of drawn
objects changes — with **zero CPU cost** (the GPU decides in a compute pass).
---
## `culling` — GPU Frustum Culling
A grid of **15×15 = 225 cubes** is placed on a large floor. The GPU-driven
culling (compute shader) determines which cubes are visible in the camera
frustum and zeros their indirect draw args — **zero CPU cost**.
```sh
cargo run -p wsg-lib --example culling
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera (look around) |
| Wheel | Zoom in/out |
| `R` | Reset (top view) |
| `1` | Front view (cubes behind are culled) |
| `2` | Side view |
| `3` | **Top view** (see the full grid) |
### What to observe
- In top view (`3`): the entire grid is visible.
- Orbit to 90°: cubes behind the camera **are not drawn** (culled).
- Zoom very close: only cubes near the near plane are rendered.
- Cubes rotate slowly (staggered phases) → culling is dynamic (a cube can
enter/leave the frustum during a frame).
> **Note**: culling is enabled via `AppBuilder::with_culling(true)`. Changing
> it to `false` in the source disables culling (all cubes are always drawn,
> even off-screen).
>
> The GPU-driven pipeline (compute matrices → culling → indirect draws) is
> documented in [`docs/tech/ARCHI_CPU_GPU.md`](../../docs/tech/ARCHI_CPU_GPU.md)
> and [`docs/user/gpu-driven.md`](../../docs/user/gpu-driven.md).
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# Effects: HDR, Post-process & Showcase
Examples covering **HDR / tone mapping** and **post-process effects**, plus
the full showcase that combines everything.
| Example | Run command | What it shows |
|---------|-------------|---------------|
| `demo` | `cargo run -p wsg-lib --example demo` | **Full showcase**: 6 LOD primitives, 3 lights, shadows, HDR/ACES, bloom, culling, orbital camera |
| `bloom` | `cargo run -p wsg-lib --example bloom` | Post-process bloom (glow around bright areas) |
| `hdr` | `cargo run -p wsg-lib --example hdr` | HDR + tone mapping (ACES) + runtime exposure control |
| `msaa` | `cargo run -p wsg-lib --example msaa` | MSAA 4× (multisample anti-aliasing, smooth edges) |
| `fog` | `cargo run -p wsg-lib --example fog --features "all-prims"` | Distance fog (3 modes: linear, exp, exp²) |
| `dof` | `cargo run -p wsg-lib --example dof --features "all-prims"` | Depth of field (cinematic bokeh, focus presets) |
> All commands run from the repo root. All effects are **opt-in** — a disabled
> effect allocates nothing and executes nothing.
---
## `demo` — Full Showcase
Combines **all** effects: LOD primitives, procedural textures, lights
(directional + point + spot), shadows, HDR/ACES, exposure, emissive, bloom, culling.
```sh
cargo run -p wsg-lib --example demo
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `1` / `2` / `3` | Presets: front / side / top |
| `+` / `-` | Exposure ×1.3 / ÷1.3 |
| `0` | Reset exposure |
---
## `bloom` — Post-process Bloom
Two emissive spheres (orange intensity 2.0, blue intensity 3.0) produce a
visible halo. The cube and floor serve as reference (non-emissive).
Bloom is a 4-pass GPU pipeline: threshold → blur H → blur V → composite.
```sh
cargo run -p wsg-lib --example bloom
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `+` / `-` | **Bloom threshold** +0.1 / −0.1 |
| `[` / `]` | **Bloom intensity** +0.1 / −0.1 |
| `I` / `O` | **Bloom radius** +0.5 / −0.5 |
| `E` / `Q` | Exposure ×1.3 / ÷1.3 |
| `0` | Reset exposure |
### What to observe
- **Low threshold** (0.0): the entire image "blooms" (very diffuse effect).
- **High threshold** (2.0+): only the bright emissive spheres produce glow.
- **Intensity 0.0**: no visible glow (even though the threshold extracts pixels).
- **Large radius** (10+): the glow spreads over a large area.
---
## `hdr` — HDR + Tone Mapping
Demonstrates HDR rendering with the ACES Filmic curve. Three objects:
- **Cube**: normal lighting (no emissive) — LDR reference.
- **Bright sphere** (emissive 3.0): without HDR, it would be clamped to white.
With ACES, highlights "roll off" smoothly toward white.
- **Dark sphere** (emissive 0.3): stays dark even at high exposure.
```sh
cargo run -p wsg-lib --example hdr
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `E` | **Exposure ×1.3** (brighter) |
| `Q` | **Exposure ÷1.3** (darker) |
| `0` | Reset exposure to 1.0 |
### What to observe
- At exposure 1.0: the bright sphere is white but with detail (ACES rolloff).
- At high exposure (E×E×E): the scene brightens, the bright sphere stays white
(saturated), but the cube gains detail.
- At low exposure (Q×Q): everything darkens, the bright sphere becomes orange
(HDR values > 1.0 are compressed).
> **Note**: the tone mapper is compiled into the pipeline at build time. To
> compare ACES vs Reinhard, change `ToneMapper::Aces` → `ToneMapper::Reinhard`
> in the source.
---
## `msaa` — MSAA 4× (Anti-aliasing)
Demonstrates multisample anti-aliasing: object edges (cube, sphere) are smooth
instead of "stair-stepped". The scene contains a cube (sharp edges), a sphere
(curved silhouette), and a small cube near the camera (maximum aliasing).
```sh
cargo run -p wsg-lib --example msaa
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `M` | Show sample count |
### To compare with/without MSAA
Remove the `.with_msaa(4)` line in the source and recompile: the scene is
identical, only the edges differ (stair-stepped vs smooth).
> **Note**: MSAA is a build-time setting (multisample texture allocation). It
> works independently of HDR: with HDR, the MSAA texture is `Rgba16Float` and
> resolves into the HDR texture before bloom/TM.
---
## `fog` — Distance Fog
Demonstrates the 3 fog modes: **linear**, **exponential**, **exponential²**.
The scene contains a row of cubes receding into the distance and scattered
spheres on a large floor plane. Fog blends objects toward a background color,
creating the illusion of an infinite world.
```sh
cargo run -p wsg-lib --example fog --features "all-prims"
```
**Keys**: `1` = linear, `2` = exp, `3` = exp², `4` = off, `R` = reset.
> Fog is applied in the main fragment shader (after lighting, before tone
> mapping). It uses the Euclidean distance from the fragment to the camera.
---
## `dof` — Depth of Field (Cinematic Bokeh)
Demonstrates depth of field blur: an object at the focus plane stays sharp
while foreground and background blur according to their distance from the
focus plane. Creates a natural attention effect (cinematic style).
The scene contains 20 cubes in a row along Z (z=3 to z=-25.5) and 5 spheres to
the sides, on a floor plane. Focus presets at 3 m / 8 m / 15 m.
```sh
cargo run -p wsg-lib --example dof --features "all-prims"
```
**Keys**: `1` = cinematic, `2` = subtle, `3` = focus 3 m, `4` = focus 15 m,
`5` = off, `R` = reset.
> DoF operates in linear HDR (after bloom, before tone mapping). Two passes:
> CoC (depth → per-pixel blur radius) then 12-tap disc blur with variable radius.
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# Lights, Shadows & Emissive
Examples covering **lighting**: shadow mapping, isolated light types, and
emissive materials.
| Example | Run command | What it shows |
|---------|-------------|---------------|
| `shadow` | `cargo run -p wsg-lib --example shadow` | Shadow mapping in isolation (directional light, 4 objects on a floor) |
| `shadow_test` | `cargo run -p wsg-lib --example shadow_test` | Dedicated shadow test: one directional caster, cube on a ground slab, PCF-softened |
| `spot_test` | `cargo run -p wsg-lib --example spot_test` | Isolated spot light: directed beam, penumbra, attenuation |
| `emissive` | `cargo run -p wsg-lib --example emissive` | Emissive materials (increasing intensities 0 → 4.0) |
> All commands run from the repo root.
---
## `shadow` — Shadow Mapping
Four objects (cube, sphere, cone, cylinder) on a floor, lit by a directional
light that casts shadows. Shadow quality is controlled by `ShadowConfig`
(map size, anti-acne bias).
```sh
cargo run -p wsg-lib --example shadow
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `1` | Front view |
| `2` | Side view |
| `3` | **Top view** (see shadow shapes clearly) |
| `L` | Change light direction (3 presets) |
### What to observe
- The cube rotates slowly → its shadow moves on the floor.
- The sphere has a smooth shadow/light transition (soft terminator).
- The cone produces a distinct triangular shadow.
- In top view (`3`), you see the exact shape of projected shadows.
- Shadow map size (1024 default) determines resolution: modify
`SHADOW_MAP_SIZE` at the top of the file to test 256 (pixelated) or 2048 (sharp).
---
## `shadow_test` — Dedicated Shadow Mapping Test
A single **directional** light is configured as the shadow caster
(`Scene::set_shadow_caster(Some(0))`). The cube sits on a large thin ground
slab, so its silhouette is projected as a crisp PCF-softened shadow. With a
small ambient term the shadow is clearly visible and the light/shadow
directions are easy to read:
1. the **blocker** (cube) casts a directional shadow that stretches along the
ground opposite the light direction — the light sits at the camera's
front-right and low-ish, so the shadow runs clearly across the ground to
the left of the cube,
2. the shadow edge is **softened** by 3×3 PCF (no hard jagged border),
3. the lit faces are bright while the shadowed ground stays near-ambient,
proving the depth comparison is applied per-pixel.
```sh
cargo run -p wsg-lib --example shadow_test
```
---
## `spot_test` — Isolated Spot Light
**Only** a spot light is on (the default directional light is removed via
`clear_lights()`) and the ambient is deliberately **very low**. The rotating
cube therefore appears nearly black except where the spot's cone reaches it —
you clearly see:
1. a **directed beam** (not an omni halo like the point light),
2. a **smoothed edge** (penumbra) at the cone's limit,
3. the lighting that **follows the cube** as it rotates (the cone is fixed in
world space).
```sh
cargo run -p wsg-lib --example spot_test
```
---
## `emissive` — Emissive Materials
Five spheres in a row with increasing emissive intensities:
| Sphere | Color | Intensity | Effect |
|--------|-------|-----------|--------|
| 1 | Gray | 0.0 | No glow (reference) |
| 2 | Orange | 0.5 | Slight glow |
| 3 | Yellow | 1.0 | Visible glow |
| 4 | Green | 2.0 | HDR glow (beyond 1.0) |
| 5 | Blue | 4.0 | Intense glow (saturation) |
With HDR, intensities > 1.0 produce a true "glow" (values exceed [0,1] in
linear space). Without HDR, they would be clamped to white.
```sh
cargo run -p wsg-lib --example emissive
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
| `E` / `Q` | Exposure ×1.3 / ÷1.3 |
| `0` | Reset exposure |
| `C` | **Cycle emissive multiplier** (1× → 2× → 0.5× → …) |
### What to observe
- Sphere 1 (intensity 0) is simply lit by the directional light.
- Spheres 2-5 glow with their own light, independent of scene lighting.
- `C` doubles or halves all intensities simultaneously (to see the HDR effect).
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# Meshes, Materials & Import
Examples covering **geometry and materials**: the minimal workflow, the 3D MVP,
PBR shading, file import, and the low-level (non-`App`) workflow.
| Example | Run command | What it shows |
|---------|-------------|---------------|
| `simple` | `cargo run -p wsg-lib --example simple` | The minimal declarative workflow: a flat two-tone quad, **unlit**, rendered automatically |
| `cube` | `cargo run -p wsg-lib --example cube` | The 3D MVP: a textured (checkerboard) cube, lit (directional + point + spot), spinning |
| `pbr` | `cargo run -p wsg-lib --example pbr` | PBR metallic/roughness + normal mapping |
| `import` | `cargo run -p wsg-lib --example import --features import-obj` | OBJ file import (non-graphical, prints stats to stdout) |
| `manual` | `cargo run -p wsg-lib --example manual` | The **advanced** workflow: `Context`/`Renderer`/`PipelineCache` driven by hand, without the `App` facade |
> All commands run from the repo root. The `import` example additionally
> requires the `import-obj` Cargo feature.
---
## `simple` — Minimal Declarative Workflow
The "15 lines, no wgpu" model: `AppBuilder` creates the window + GPU, and
`App::run` drives the update → render → present loop. The scene renders
**automatically** — the default `AppHandler::render` calls
`app.render_scene(frame.view())`.
The mesh is a flat two-tone quad declared from a `Geometry` (per-vertex
positions + colors) and drawn with the `standard` shader in **unlit** mode
(`renderer.set_unlit(true)`): flat 2D is a special case of 3D, one pipeline for all.
```sh
cargo run -p wsg-lib --example simple
```
No keys — static render.
---
## `cube` — The 3D MVP
A lit unit cube that rotates, **textured** with a procedural 8×8 checkerboard
via the diffuse path (bind group `@group(2)`). Follows the declarative workflow
(like `simple`): `AppBuilder` + automatic scene, **no wgpu import**. The texture
is generated procedurally (RGBA bytes → `Texture::from_rgba8`) to stay
self-contained; the default camera at (0, 0, 3) frames the cube, and
`update()` rotates the entity via `set_entity_transform` each frame.
```sh
cargo run -p wsg-lib --example cube
```
No keys — the cube spins on its own.
---
## `pbr` — PBR Metallic/Roughness + Normal Mapping
Demonstrates the Cook-Torrance PBR workflow: GGX distribution + Smith geometry +
Schlick Fresnel + hemispheric IBL + normal mapping.
```sh
cargo run -p wsg-lib --example pbr
```
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera |
| Wheel | Zoom |
| `R` | Reset camera |
Scene: 6 PBR materials (mirror metal, smooth plastic, rusty metal, ceramic,
bump map, matte floor). The bump-map cube shows procedural sin-wave surface
detail.
---
## `import` — OBJ File Import
**Non-graphical** example: parses a `.obj` file and prints statistics
(vertex count, normals, UVs, indices, bounding box) to stdout.
```sh
# With a file:
cargo run -p wsg-lib --example import --features import-obj -- /path/to/model.obj
# Without argument (demo triangle):
cargo run -p wsg-lib --example import --features import-obj
```
No keys — runs and exits.
---
## `manual` — Low-level Workflow (no `App` facade)
Demonstrates the API **without** the `App` facade: direct use of `Context`,
`Renderer`, `PipelineCache`, `Mesh`, `Material`. Renders a colored quad (unlit).
Useful for understanding what the `App` facade encapsulates:
- `Context` (*Manager* layer): GPU lifecycle — `Instance`/`Surface`/`Adapter`/
`Device`/`Queue`, `configure()` for the swapchain, per-frame surface texture.
- `Renderer` (*Executor* layer): `render(view, mesh, material)` = one object per
submission; `present(frame)`.
- `PipelineCache`: `register_shader(id, path)` then `Material::new(format, id, &mut cache)`.
The window and GPU are created in winit 0.30's `resumed()` callback
(`run_app` + `ApplicationHandler`). The two-layer architecture is detailed in
[`docs/tech/ARCHI_APP.md`](../../docs/tech/ARCHI_APP.md) and
[`FRAME_LOOP.md`](../../docs/tech/FRAME_LOOP.md).
```sh
cargo run -p wsg-lib --example manual
```
No keys — static render (unlit quad, 4 colors).
> **Tip**: start with the declarative workflow. The manual workflow doesn't
> render more pixels — it gives more control over command encoding.