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)
This commit is contained in:
Jérôme Bousquié
2026-09-26 10:49:13 +02:00
parent fecfdcd2d2
commit e5f3636b42
32 changed files with 341 additions and 104 deletions
+10 -4
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@@ -19,7 +19,8 @@ the full showcase that combines everything.
## `demo` — Full Showcase
Combines **all** effects: LOD primitives, procedural textures, lights
Combines **all** effects: LOD primitives, file + procedural textures
(`ground.jpeg` floor, `uv_texture.jpg` cube, checker/stripe grids), lights
(directional + point + spot), shadows, HDR/ACES, exposure, emissive, bloom, culling.
```sh
@@ -144,8 +145,11 @@ identical, only the edges differ (stair-stepped vs smooth).
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.
spheres on a large floor plane. The floor is textured with `ground.jpeg`
(tiled across 80×80 units via the `Repeat` sampler) and the cubes with
`stonewall.jpg` — the fog falloff reads clearly on the textured surfaces.
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"
@@ -165,7 +169,9 @@ 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.
the sides, on a floor plane. The floor is textured with `ground.jpeg` (tiled)
and the cubes with the `uv_texture.jpg` atlas — bokeh blur reads much better
on textured surfaces. Focus presets at 3 m / 8 m / 15 m.
```sh
cargo run -p wsg-lib --example dof --features "all-prims"
+33 -6
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@@ -4,7 +4,8 @@
//!
//! * a **ground plane** plus one of each procedural primitive from `math::primitives`
//! (`cube`, `uv_sphere`, `icosphere`, `cylinder`, `cone`, `torus`) placed around it,
//! * a **procedural texture** per mesh (checker / stripe grids, no assets on disk),
//! * **textures per mesh**: the ground is a **file asset** (`ground.jpeg`) and the cube a
//! **UV atlas asset** (`uv_texture.jpg`), the rest stay procedural (checker / stripe grids),
//! * the **standard** Phong material wired to those textures,
//! * an **orbital camera** driven live by the unified input state:
//! hold the **left mouse button** and drag to orbit (yaw/pitch), the wheel zooms (distance),
@@ -43,6 +44,9 @@ use wsg_lib::camera::CameraController;
use wsg_lib::resources::Texture;
use wsg_lib::utils::WsgError;
/// Texture asset directory, resolved against the crate root so the example works from any CWD.
const TEXTURES: &str = concat!(env!("CARGO_MANIFEST_DIR"), "/examples/assets/textures");
/// Generates an 8×8 RGBA checkerboard (white / brick) as raw bytes for `Texture::from_rgba8`.
fn checkerboard_rgba() -> Vec<u8> {
const SIZE: u32 = 8;
@@ -109,13 +113,36 @@ impl AppHandler for Demo {
(ctx.device.clone(), ctx.queue.clone())
};
// 2. Procedural textures, one material per pattern.
// 2. Textures: two **file assets** (ground + UV atlas) plus two procedural patterns.
// File paths are resolved against the crate root (`CARGO_MANIFEST_DIR`) so the
// example works from any CWD.
let ground_tex = Texture::from_file(
&device,
&queue,
"ground",
&format!("{TEXTURES}/ground.jpeg"),
)
.unwrap();
app.scene.add_texture("ground_texture", ground_tex).unwrap();
app.scene
.add_material_texture("ground_mat", "standard", "ground_texture")
.unwrap();
let uv_tex = Texture::from_file(
&device,
&queue,
"uv_atlas",
&format!("{TEXTURES}/uv_texture.jpg"),
)
.unwrap();
app.scene.add_texture("uv_texture", uv_tex).unwrap();
app.scene
.add_material_texture("uv_mat", "standard", "uv_texture")
.unwrap();
let checker =
Texture::from_rgba8(&device, &queue, 8, 8, &checkerboard_rgba(), "checker").unwrap();
app.scene.add_texture("checker_texture", checker).unwrap();
app.scene
.add_material_texture("ground_mat", "standard", "checker_texture")
.unwrap();
app.scene
.add_material_texture("solid_mat", "standard", "checker_texture")
.unwrap();
@@ -140,7 +167,7 @@ impl AppHandler for Demo {
// packed into the mesh's single vertex/index buffers (D7). Zooming with the wheel
// switches levels on the fly (asymmetric hysteresis, D4).
app.scene
.create_mesh("cube_mesh", cube(0.8), Some("solid_mat"))
.create_mesh("cube_mesh", cube(0.8), Some("uv_mat"))
.unwrap();
app.scene
.create_mesh_with_lod(
+30 -2
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@@ -35,9 +35,13 @@ use wsg_lib::app::AppBuilder;
use wsg_lib::camera::CameraController;
use wsg_lib::core::{DoFConfig, ToneMapper, Transform};
use wsg_lib::mesh::{cube, icosphere, plane};
use wsg_lib::resources::Texture;
use wsg_lib::AppHandler;
use wsg_lib::utils::WsgError;
/// Texture asset directory, resolved against the crate root so the example works from any CWD.
const TEXTURES: &str = concat!(env!("CARGO_MANIFEST_DIR"), "/examples/assets/textures");
struct DoFDemo {
camera: CameraController,
}
@@ -48,9 +52,33 @@ impl AppHandler for DoFDemo {
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
.unwrap();
// Textured ground + cubes: bokeh blur reads much better on textured surfaces.
// ground.jpeg tiles across the 80×80 floor (Repeat sampler); uv_texture.jpg on the cubes.
let (device, queue) = {
let ctx = app.context();
(ctx.device.clone(), ctx.queue.clone())
};
let ground_tex =
Texture::from_file(&device, &queue, "ground", &format!("{TEXTURES}/ground.jpeg")).unwrap();
app.scene.add_texture("ground_texture", ground_tex).unwrap();
app.scene
.add_material_texture("ground_mat", "standard", "ground_texture")
.unwrap();
let uv_tex = Texture::from_file(
&device,
&queue,
"uv_atlas",
&format!("{TEXTURES}/uv_texture.jpg"),
)
.unwrap();
app.scene.add_texture("uv_texture", uv_tex).unwrap();
app.scene
.add_material_texture("cube_mat", "standard", "uv_texture")
.unwrap();
// Ground plane.
app.scene
.create_mesh("ground_mesh", plane(80.0, 80.0, 1, 1), None)
.create_mesh("ground_mesh", plane(80.0, 80.0, 1, 1), Some("ground_mat"))
.unwrap();
app.scene
.add_entity_with_transform(
@@ -62,7 +90,7 @@ impl AppHandler for DoFDemo {
// Row of cubes receding along -Z (distance ≈ 2 to 25 from camera at dist=8).
app.scene
.create_mesh("cube_mesh", cube(1.0), None)
.create_mesh("cube_mesh", cube(1.0), Some("cube_mat"))
.unwrap();
for i in 0..20 {
+25 -2
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@@ -35,9 +35,13 @@ use wsg_lib::app::AppBuilder;
use wsg_lib::camera::CameraController;
use wsg_lib::core::{FogConfig, ToneMapper, Transform};
use wsg_lib::mesh::{cube, icosphere, plane};
use wsg_lib::resources::Texture;
use wsg_lib::AppHandler;
use wsg_lib::utils::WsgError;
/// Texture asset directory, resolved against the crate root so the example works from any CWD.
const TEXTURES: &str = concat!(env!("CARGO_MANIFEST_DIR"), "/examples/assets/textures");
struct FogDemo {
camera: CameraController,
}
@@ -48,15 +52,34 @@ impl AppHandler for FogDemo {
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
.unwrap();
// Textured ground + cubes: the fog falloff reads much better on textured surfaces.
// ground.jpeg tiles across the 80×80 floor (Repeat sampler); stonewall.jpg on the cubes.
let (device, queue) = {
let ctx = app.context();
(ctx.device.clone(), ctx.queue.clone())
};
let ground_tex =
Texture::from_file(&device, &queue, "ground", &format!("{TEXTURES}/ground.jpeg")).unwrap();
app.scene.add_texture("ground_texture", ground_tex).unwrap();
app.scene
.add_material_texture("ground_mat", "standard", "ground_texture")
.unwrap();
let wall_tex =
Texture::from_file(&device, &queue, "wall", &format!("{TEXTURES}/stonewall.jpg")).unwrap();
app.scene.add_texture("wall_texture", wall_tex).unwrap();
app.scene
.add_material_texture("wall_mat", "standard", "wall_texture")
.unwrap();
// Large ground plane — will fade into fog at distance.
app.scene
.create_mesh("ground_mesh", plane(80.0, 80.0, 1, 1), None)
.create_mesh("ground_mesh", plane(80.0, 80.0, 1, 1), Some("ground_mat"))
.unwrap();
app.scene.add_entity("ground", "ground_mesh").unwrap();
// Row of cubes receding into the distance.
app.scene
.create_mesh("cube_mesh", cube(1.0), None)
.create_mesh("cube_mesh", cube(1.0), Some("wall_mat"))
.unwrap();
for i in 0..15 {
let z = -2.0 - i as f32 * 2.5;