réorg doc

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Jérôme Bousquié
2026-09-25 19:08:20 +02:00
parent 7e88390006
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//! **MSAA (Multi-Sample Anti-Aliasing)** — demonstrates 4× MSAA edge smoothing.
//!
//! Shows how MSAA eliminates the jagged "staircase" artifacts (aliasing) along
//! sharp edges. The scene contains a cube (sharp edges), a sphere (curved surface),
//! and a ground plane — all with high-contrast edges where aliasing is most visible.
//!
//! To compare with/without MSAA: remove the `.with_msaa(4)` line from the builder
//! below and rebuild. The scene and lighting are identical — only the edge
//! smoothness differs.
//!
//! ## Pipeline (MSAA + HDR)
//! ```text
//! Main pass → MSAA texture (4 samples, Rgba16Float)
//! ↓ resolve (average 4 samples → 1)
//! HDR texture (single sample)
//! ↓
//! Tone Mapping → surface
//! ```
//!
//! ## Controls
//! | Key | Action |
//! |-----|--------|
//! | Drag (LMB) | Orbit camera |
//! | Wheel | Zoom |
//! | `R` | Reset camera |
//! | `M` | Toggle MSAA info (shows sample count) |
//!
//! ## Build & Run
//! ```sh
//! cargo run -p wsg-lib --example msaa
//! ```
use glam::Vec3;
use winit::event::MouseButton;
use winit::keyboard::KeyCode;
use wsg_lib::app::AppBuilder;
use wsg_lib::camera::CameraController;
use wsg_lib::core::{Transform, ToneMapper};
use wsg_lib::mesh::{cube, icosphere, plane};
use wsg_lib::AppHandler;
use wsg_lib::utils::WsgError;
struct MsaaDemo {
camera: CameraController,
show_info: bool,
}
impl AppHandler for MsaaDemo {
fn setup(&mut self, app: &mut wsg_lib::App) {
app.scene
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
.unwrap();
// Ground plane.
app.scene
.create_mesh("ground_mesh", plane(10.0, 10.0, 1, 1), None)
.unwrap();
app.scene.add_entity("ground", "ground_mesh").unwrap();
// Cube — sharp edges make aliasing very visible.
app.scene
.create_mesh("cube_mesh", cube(1.0), None)
.unwrap();
let mut cube_tf = Transform::identity();
cube_tf.translation = Vec3::new(1.5, 0.5, 0.0);
app.scene
.add_entity_with_transform("cube", "cube_mesh", cube_tf)
.unwrap();
// Sphere — curved surface, aliasing visible on the silhouette.
app.scene
.create_mesh("sphere_mesh", icosphere(0.6, 3), None)
.unwrap();
let mut sphere_tf = Transform::identity();
sphere_tf.translation = Vec3::new(-1.5, 0.6, 0.0);
app.scene
.add_entity_with_transform("sphere", "sphere_mesh", sphere_tf)
.unwrap();
// Small cube near the camera — very close edges, maximum aliasing.
app.scene
.create_mesh("small_cube_mesh", cube(0.3), None)
.unwrap();
let mut small_tf = Transform::identity();
small_tf.translation = Vec3::new(0.0, 0.15, 1.5);
app.scene
.add_entity_with_transform("small_cube", "small_cube_mesh", small_tf)
.unwrap();
// Directional light (strong, creates high-contrast edges).
let light_dir = Vec3::new(0.5, 1.0, 0.3).normalize();
app.scene
.add_directional_light(light_dir, [1.0, 0.95, 0.85], 1.5)
.unwrap();
app.scene.set_ambient([0.08, 0.08, 0.1]);
// Camera.
self.camera.yaw = 0.4;
self.camera.pitch = 0.2;
self.camera.distance = 4.0;
self.camera.target = Vec3::new(0.0, 0.4, 0.0);
self.camera.apply_to(app.scene.camera_mut());
// Print MSAA status.
let sc = app.renderer().msaa_sample_count();
eprintln!("[MSAA] sample_count = {} ({})", sc, if sc > 1 { "active" } else { "disabled" });
}
fn update(&mut self, app: &mut wsg_lib::App) {
// Orbit camera.
let (dx, dy) = app.input.mouse_delta();
if app.input.mouse_button_held(MouseButton::Left) {
self.camera.orbit(dx, dy);
}
let (_, sy) = app.input.scroll_delta();
self.camera.zoom(sy);
if app.input.key_pressed(KeyCode::KeyR) {
self.camera.yaw = 0.4;
self.camera.pitch = 0.2;
self.camera.distance = 4.0;
}
self.camera.apply_to(app.scene.camera_mut());
// Toggle info display.
if app.input.key_pressed(KeyCode::KeyM) {
self.show_info = !self.show_info;
let sc = app.renderer().msaa_sample_count();
eprintln!("[MSAA] {}× {}", sc, if sc > 1 { "enabled" } else { "disabled (single sample)" });
}
}
fn render(&mut self, app: &mut wsg_lib::App, frame: &wsg_lib::core::Frame) {
app.render_scene(frame.view());
}
}
#[pollster::main]
async fn main() -> Result<(), WsgError> {
let app = AppBuilder::new()
.title("WSG MSAA 4×")
.size(960, 640)
.with_msaa(4) // ← Enable 4× MSAA (remove for comparison)
.with_hdr(ToneMapper::Aces) // MSAA works with or without HDR
.build()
.await?;
app.run(MsaaDemo {
camera: CameraController::default(),
show_info: false,
})
}