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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`).