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
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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"