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 +4,8 @@
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//!
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//! * a **ground plane** plus one of each procedural primitive from `math::primitives`
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//! (`cube`, `uv_sphere`, `icosphere`, `cylinder`, `cone`, `torus`) placed around it,
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//! * a **procedural texture** per mesh (checker / stripe grids, no assets on disk),
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//! * **textures per mesh**: the ground is a **file asset** (`ground.jpeg`) and the cube a
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//! **UV atlas asset** (`uv_texture.jpg`), the rest stay procedural (checker / stripe grids),
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//! * the **standard** Phong material wired to those textures,
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//! * an **orbital camera** driven live by the unified input state:
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//! hold the **left mouse button** and drag to orbit (yaw/pitch), the wheel zooms (distance),
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@@ -43,6 +44,9 @@ use wsg_lib::camera::CameraController;
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use wsg_lib::resources::Texture;
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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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/// Generates an 8×8 RGBA checkerboard (white / brick) as raw bytes for `Texture::from_rgba8`.
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fn checkerboard_rgba() -> Vec<u8> {
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const SIZE: u32 = 8;
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@@ -109,13 +113,36 @@ impl AppHandler for Demo {
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(ctx.device.clone(), ctx.queue.clone())
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};
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// 2. Procedural textures, one material per pattern.
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// 2. Textures: two **file assets** (ground + UV atlas) plus two procedural patterns.
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// File paths are resolved against the crate root (`CARGO_MANIFEST_DIR`) so the
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// example works from any CWD.
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let ground_tex = Texture::from_file(
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&device,
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&queue,
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"ground",
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&format!("{TEXTURES}/ground.jpeg"),
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)
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.unwrap();
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app.scene.add_texture("ground_texture", ground_tex).unwrap();
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app.scene
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.add_material_texture("ground_mat", "standard", "ground_texture")
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.unwrap();
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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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.add_material_texture("uv_mat", "standard", "uv_texture")
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.unwrap();
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let checker =
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Texture::from_rgba8(&device, &queue, 8, 8, &checkerboard_rgba(), "checker").unwrap();
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app.scene.add_texture("checker_texture", checker).unwrap();
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app.scene
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.add_material_texture("ground_mat", "standard", "checker_texture")
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.unwrap();
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app.scene
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.add_material_texture("solid_mat", "standard", "checker_texture")
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.unwrap();
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@@ -140,7 +167,7 @@ impl AppHandler for Demo {
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// packed into the mesh's single vertex/index buffers (D7). Zooming with the wheel
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// switches levels on the fly (asymmetric hysteresis, D4).
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app.scene
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.create_mesh("cube_mesh", cube(0.8), Some("solid_mat"))
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.create_mesh("cube_mesh", cube(0.8), Some("uv_mat"))
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.unwrap();
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app.scene
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.create_mesh_with_lod(
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