# Effects: HDR, Post-process & Showcase Examples covering **HDR / tone mapping** and **post-process effects**, plus the full showcase that combines everything. | Example | Run command | What it shows | |---------|-------------|---------------| | `demo` | `cargo run -p wsg-lib --example demo` | **Full showcase**: 6 LOD primitives, 3 lights, shadows, HDR/ACES, bloom, culling, orbital camera | | `bloom` | `cargo run -p wsg-lib --example bloom` | Post-process bloom (glow around bright areas) | | `hdr` | `cargo run -p wsg-lib --example hdr` | HDR + tone mapping (ACES) + runtime exposure control | | `msaa` | `cargo run -p wsg-lib --example msaa` | MSAA 4× (multisample anti-aliasing, smooth edges) | | `fog` | `cargo run -p wsg-lib --example fog --features "all-prims"` | Distance fog (3 modes: linear, exp, exp²) | | `dof` | `cargo run -p wsg-lib --example dof --features "all-prims"` | Depth of field (cinematic bokeh, focus presets) | > All commands run from the repo root. All effects are **opt-in** — a disabled > effect allocates nothing and executes nothing. --- ## `demo` — Full Showcase Combines **all** effects: LOD primitives, procedural textures, lights (directional + point + spot), shadows, HDR/ACES, exposure, emissive, bloom, culling. ```sh cargo run -p wsg-lib --example demo ``` ### Keys | Key | Action | |-----|--------| | Drag (LMB) | Orbit camera | | Wheel | Zoom | | `R` | Reset camera | | `1` / `2` / `3` | Presets: front / side / top | | `+` / `-` | Exposure ×1.3 / ÷1.3 | | `0` | Reset exposure | --- ## `bloom` — Post-process Bloom Two emissive spheres (orange intensity 2.0, blue intensity 3.0) produce a visible halo. The cube and floor serve as reference (non-emissive). Bloom is a 4-pass GPU pipeline: threshold → blur H → blur V → composite. ```sh cargo run -p wsg-lib --example bloom ``` ### Keys | Key | Action | |-----|--------| | Drag (LMB) | Orbit camera | | Wheel | Zoom | | `R` | Reset camera | | `+` / `-` | **Bloom threshold** +0.1 / −0.1 | | `[` / `]` | **Bloom intensity** +0.1 / −0.1 | | `I` / `O` | **Bloom radius** +0.5 / −0.5 | | `E` / `Q` | Exposure ×1.3 / ÷1.3 | | `0` | Reset exposure | ### What to observe - **Low threshold** (0.0): the entire image "blooms" (very diffuse effect). - **High threshold** (2.0+): only the bright emissive spheres produce glow. - **Intensity 0.0**: no visible glow (even though the threshold extracts pixels). - **Large radius** (10+): the glow spreads over a large area. --- ## `hdr` — HDR + Tone Mapping Demonstrates HDR rendering with the ACES Filmic curve. Three objects: - **Cube**: normal lighting (no emissive) — LDR reference. - **Bright sphere** (emissive 3.0): without HDR, it would be clamped to white. With ACES, highlights "roll off" smoothly toward white. - **Dark sphere** (emissive 0.3): stays dark even at high exposure. ```sh cargo run -p wsg-lib --example hdr ``` ### Keys | Key | Action | |-----|--------| | Drag (LMB) | Orbit camera | | Wheel | Zoom | | `R` | Reset camera | | `E` | **Exposure ×1.3** (brighter) | | `Q` | **Exposure ÷1.3** (darker) | | `0` | Reset exposure to 1.0 | ### What to observe - At exposure 1.0: the bright sphere is white but with detail (ACES rolloff). - At high exposure (E×E×E): the scene brightens, the bright sphere stays white (saturated), but the cube gains detail. - At low exposure (Q×Q): everything darkens, the bright sphere becomes orange (HDR values > 1.0 are compressed). > **Note**: the tone mapper is compiled into the pipeline at build time. To > compare ACES vs Reinhard, change `ToneMapper::Aces` → `ToneMapper::Reinhard` > in the source. --- ## `msaa` — MSAA 4× (Anti-aliasing) Demonstrates multisample anti-aliasing: object edges (cube, sphere) are smooth instead of "stair-stepped". The scene contains a cube (sharp edges), a sphere (curved silhouette), and a small cube near the camera (maximum aliasing). ```sh cargo run -p wsg-lib --example msaa ``` ### Keys | Key | Action | |-----|--------| | Drag (LMB) | Orbit camera | | Wheel | Zoom | | `R` | Reset camera | | `M` | Show sample count | ### To compare with/without MSAA Remove the `.with_msaa(4)` line in the source and recompile: the scene is identical, only the edges differ (stair-stepped vs smooth). > **Note**: MSAA is a build-time setting (multisample texture allocation). It > works independently of HDR: with HDR, the MSAA texture is `Rgba16Float` and > resolves into the HDR texture before bloom/TM. --- ## `fog` — Distance Fog 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. ```sh cargo run -p wsg-lib --example fog --features "all-prims" ``` **Keys**: `1` = linear, `2` = exp, `3` = exp², `4` = off, `R` = reset. > Fog is applied in the main fragment shader (after lighting, before tone > mapping). It uses the Euclidean distance from the fragment to the camera. --- ## `dof` — Depth of Field (Cinematic Bokeh) Demonstrates depth of field blur: an object at the focus plane stays sharp 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. ```sh cargo run -p wsg-lib --example dof --features "all-prims" ``` **Keys**: `1` = cinematic, `2` = subtle, `3` = focus 3 m, `4` = focus 15 m, `5` = off, `R` = reset. > DoF operates in linear HDR (after bloom, before tone mapping). Two passes: > CoC (depth → per-pixel blur radius) then 12-tap disc blur with variable radius.