examples: apply real texture assets to multi-mesh examples
- meshes/cube: procedural checkerboard -> uv_texture.jpg (8x8 UV grid) - meshes/pbr: floor -> ground.jpeg, bump cube -> cave.jpg + caveNormal.jpg (normal map pre-encoded via sRGB OETF to cancel the GPU sRGB decode) - lights/shadow: ground -> ground.jpeg, cube -> uv_texture.jpg - effects/demo: ground -> ground.jpeg, cube -> uv_texture.jpg - effects/fog: ground -> ground.jpeg (tiled 80x80), cubes -> stonewall.jpg - effects/dof: ground -> ground.jpeg, cubes -> uv_texture.jpg - cameras/culling: shared cube mesh -> uv_texture.jpg - add lib/examples/assets/textures/ (19 assets, 6.5 MB) - document assets + usage in examples READMEs, docs/user/examples.md, docs/user/meshes/materials.md (CARGO_MANIFEST_DIR pattern, sRGB caveat)
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@@ -4,7 +4,7 @@ Examples where the **camera** drives what gets rendered.
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| Example | Run command | What it shows |
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|---------|-------------|---------------|
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| `culling` | `cargo run -p wsg-lib --example culling` | GPU-driven frustum culling: a 15×15 grid of cubes, off-frustum objects skipped |
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| `culling` | `cargo run -p wsg-lib --example culling` | GPU-driven frustum culling: a 15×15 grid of UV-atlas cubes, off-frustum objects skipped |
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> All commands run from the repo root.
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@@ -16,9 +16,11 @@ objects changes — with **zero CPU cost** (the GPU decides in a compute pass).
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## `culling` — GPU Frustum Culling
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A grid of **15×15 = 225 cubes** is placed on a large floor. The GPU-driven
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culling (compute shader) determines which cubes are visible in the camera
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frustum and zeros their indirect draw args — **zero CPU cost**.
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A grid of **15×15 = 225 cubes** is placed on a large floor. The shared cube
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mesh is textured with the `uv_texture.jpg` atlas — the colourful labelled
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cells make it obvious exactly which cubes the GPU draws and which it culls.
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The GPU-driven culling (compute shader) determines which cubes are visible in
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the camera frustum and zeros their indirect draw args — **zero CPU cost**.
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```sh
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cargo run -p wsg-lib --example culling
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@@ -39,9 +39,13 @@ use wsg_lib::app::AppBuilder;
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use wsg_lib::camera::CameraController;
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use wsg_lib::core::Transform;
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use wsg_lib::mesh::{cube, plane};
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use wsg_lib::resources::Texture;
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use wsg_lib::AppHandler;
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use wsg_lib::utils::WsgError;
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/// Texture asset directory, resolved against the crate root so the example works from any CWD.
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const TEXTURES: &str = concat!(env!("CARGO_MANIFEST_DIR"), "/examples/assets/textures");
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/// Grid dimensions (15×15 = 225 cubes, fits within MAX_ENTITIES=256).
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const GRID: usize = 15;
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/// Spacing between cubes (world units).
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@@ -67,9 +71,26 @@ impl AppHandler for CullingDemo {
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.unwrap();
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app.scene.add_entity("ground", "ground_mesh").unwrap();
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// One shared cube mesh (all entities reference the same GPU buffers).
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// One shared cube mesh (all entities reference the same GPU buffers), textured with
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// the uv_texture.jpg atlas — the colourful labelled cells make it obvious exactly
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// which cubes the GPU draws and which it culls.
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let (device, queue) = {
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let ctx = app.context();
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(ctx.device.clone(), ctx.queue.clone())
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};
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let uv_tex = Texture::from_file(
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&device,
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&queue,
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"uv_atlas",
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&format!("{TEXTURES}/uv_texture.jpg"),
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)
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.unwrap();
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app.scene.add_texture("uv_texture", uv_tex).unwrap();
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app.scene
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.create_mesh("cube_mesh", cube(0.5), None)
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.add_material_texture("cube_mat", "standard", "uv_texture")
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.unwrap();
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app.scene
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.create_mesh("cube_mesh", cube(0.5), Some("cube_mat"))
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.unwrap();
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// Place the grid of cubes.
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