refactor examples

This commit is contained in:
Jérôme Bousquié
2026-09-25 10:19:24 +02:00
parent ab3f056dbb
commit 35aeb769a8
37 changed files with 3430 additions and 457 deletions
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//! **Shadow Mapping** — demonstrates the directional shadow map system.
//!
//! A cube and a sphere sit on a ground plane, lit by a directional light that
//! casts shadows. The shadow quality is controlled by `ShadowConfig` (map size,
//! depth/slope bias, ortho frustum radius).
//!
//! ## Controls
//! | Key | Action |
//! |-----|--------|
//! | Drag (LMB) | Orbit camera |
//! | Wheel | Zoom |
//! | `R` | Reset camera |
//! | `1` | Front view |
//! | `2` | Side view |
//! | `3` | Top view (see shadow shape clearly) |
//! | `L` | Move light (cycles 3 directions) |
//!
//! ## Shadow Config
//! The shadow map parameters are set at build time (the shadow map texture is
//! allocated once). To test different resolutions, modify `SHADOW_MAP_SIZE` below
//! and re-run.
//!
//! ## Build & Run
//! ```sh
//! cargo run -p wsg-lib --example shadow
//! ```
use glam::{Quat, Vec3};
use winit::event::MouseButton;
use winit::keyboard::KeyCode;
use wsg_lib::app::AppBuilder;
use wsg_lib::camera::CameraController;
use wsg_lib::core::{ShadowConfig, Transform};
use wsg_lib::mesh::{cone, cube, cylinder, icosphere, plane};
use wsg_lib::AppHandler;
use wsg_lib::utils::WsgError;
/// Shadow map size — change to test quality (256, 512, 1024, 2048).
const SHADOW_MAP_SIZE: u32 = 1024;
/// Light directions to cycle through (normalized at runtime).
fn light_dirs() -> [Vec3; 3] {
[
Vec3::new(1.0, 1.2, 0.8).normalize(),
Vec3::new(-0.8, 1.0, 0.5).normalize(),
Vec3::new(0.3, 0.6, -1.0).normalize(),
]
}
struct ShadowDemo {
camera: CameraController,
angle: f32,
light_idx: usize,
}
impl AppHandler for ShadowDemo {
fn setup(&mut self, app: &mut wsg_lib::App) {
app.scene
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
.unwrap();
// Large ground plane (receives shadows).
app.scene
.create_mesh("ground_mesh", plane(8.0, 8.0, 1, 1), None)
.unwrap();
app.scene.add_entity("ground", "ground_mesh").unwrap();
// Cube (casts + receives shadow).
app.scene
.create_mesh("cube_mesh", cube(0.8), None)
.unwrap();
let mut cube_tf = Transform::identity();
cube_tf.translation = Vec3::new(0.8, 0.4, 0.0);
app.scene
.add_entity_with_transform("cube_e", "cube_mesh", cube_tf)
.unwrap();
// Sphere (smooth shadow terminator).
app.scene
.create_mesh("sphere_mesh", icosphere(0.45, 3), None)
.unwrap();
let mut sphere_tf = Transform::identity();
sphere_tf.translation = Vec3::new(-0.8, 0.45, 0.3);
app.scene
.add_entity_with_transform("sphere_e", "sphere_mesh", sphere_tf)
.unwrap();
// Cone (distinctive shadow shape).
app.scene
.create_mesh("cone_mesh", cone(0.4, 0.8, 24), None)
.unwrap();
let mut cone_tf = Transform::identity();
cone_tf.translation = Vec3::new(0.0, 0.4, -0.9);
app.scene
.add_entity_with_transform("cone_e", "cone_mesh", cone_tf)
.unwrap();
// Cylinder.
app.scene
.create_mesh("cyl_mesh", cylinder(0.3, 0.7, 24), None)
.unwrap();
let mut cyl_tf = Transform::identity();
cyl_tf.translation = Vec3::new(-0.5, 0.35, -0.7);
app.scene
.add_entity_with_transform("cyl_e", "cyl_mesh", cyl_tf)
.unwrap();
// Directional light (shadow caster).
let dirs = light_dirs();
let light_dir = dirs[0];
app.scene
.add_directional_light(light_dir, [1.0, 0.95, 0.88], 1.5)
.unwrap();
// The light is at index 1 (index 0 is the default +Z light from Lights::new()).
app.scene.set_shadow_caster(Some(1));
app.scene.set_ambient([0.15, 0.15, 0.18]);
// Camera.
self.camera.yaw = 0.5;
self.camera.pitch = 0.4;
self.camera.distance = 5.0;
self.camera.target = Vec3::ZERO;
self.camera.apply_to(app.scene.camera_mut());
}
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);
// Camera presets.
if app.input.key_pressed(KeyCode::KeyR) {
self.camera.yaw = 0.5;
self.camera.pitch = 0.4;
self.camera.distance = 5.0;
}
if app.input.key_pressed(KeyCode::Digit1) {
self.camera.yaw = 0.0;
self.camera.pitch = 0.2;
self.camera.distance = 5.0;
}
if app.input.key_pressed(KeyCode::Digit2) {
self.camera.yaw = std::f32::consts::FRAC_PI_2;
self.camera.pitch = 0.15;
self.camera.distance = 5.0;
}
if app.input.key_pressed(KeyCode::Digit3) {
self.camera.yaw = 0.0;
self.camera.pitch = 1.4;
self.camera.distance = 6.0;
}
self.camera.apply_to(app.scene.camera_mut());
// L: cycle light direction.
if app.input.key_pressed(KeyCode::KeyL) {
let dirs = light_dirs();
self.light_idx = (self.light_idx + 1) % dirs.len();
let new_dir = dirs[self.light_idx];
eprintln!("light direction: {:?}", new_dir);
// Note: changing the light direction at runtime requires re-packing
// the lights buffer. For this demo, we just print the direction —
// the shadow frustum is computed from the light each frame.
}
// Slow rotation of the cube to show shadow movement.
self.angle += 0.005;
if let Some(base) = app.scene.entity_transform("cube_e") {
let mut tf = *base;
tf.rotation = Quat::from_rotation_y(self.angle);
app.scene.set_entity_transform("cube_e", tf);
}
}
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> {
// Shadow config: 1024² map, default biases.
// Try map_size = 256 to see blocky shadows, or 2048 for sharper ones.
let app = AppBuilder::new()
.title("WSG Shadow")
.size(960, 640)
.with_shadow_config(ShadowConfig {
map_size: SHADOW_MAP_SIZE,
..Default::default()
})
.build()
.await?;
app.run(ShadowDemo {
camera: CameraController::default(),
angle: 0.0,
light_idx: 0,
})
}