Files
Jérôme Bousquié ab3f056dbb primitive meshes
2026-09-24 14:25:44 +02:00

85 lines
3.3 KiB
Rust

//! Test dedicated to **spot lights**.
//!
//! In this example, **only** a spot light is on (the default directional light is
//! removed via `clear_lights()`) and the ambient is deliberately **very low**. The cube therefore
//! appears nearly black except where the spot's cone reaches it: you clearly see
//!
//! 1. a **directed beam** (not an omni halo like the point light),
//! 2. a **smoothed edge** (penumbra) at the cone's limit,
//! 3. the lighting that **follows the cube** as it rotates (the cone is fixed in world space).
//!
//! Run with: `cargo run -p wsg-lib --example spot_test`
use glam::{Quat, Vec3};
use wsg_lib::AppHandler;
use wsg_lib::app::AppBuilder;
use wsg_lib::mesh::cube;
use wsg_lib::utils::WsgError;
/// Test handler: cube rotating slowly on two axes, lit **only** by a spot.
struct SpotTest {
angle_x: f32,
angle_y: f32,
}
impl AppHandler for SpotTest {
fn setup(&mut self, app: &mut wsg_lib::App) {
app.scene
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
.unwrap();
app.scene.add_material_shader("mat", "standard").unwrap();
app.scene
.create_mesh("cube_mesh", cube(1.0), Some("mat"))
.unwrap();
app.scene.add_entity("cube", "cube_mesh").unwrap();
// Remove the default directional light to isolate the spot.
app.scene.clear_lights();
// Near-zero ambient: the cube is black outside the beam, the cone stands out.
app.scene.set_ambient([0.03, 0.03, 0.03]);
// The spot is above/behind the camera, aimed at the origin (the cube).
// World position (0, 2, 3), cone axis toward (0,0,0).
let spot_pos = Vec3::new(0.0, 2.0, 3.0);
let spot_dir = (Vec3::ZERO - spot_pos).normalize(); // points at the cube
app.scene
.add_spot_light(
spot_pos,
spot_dir,
[1.0, 0.9, 0.6], // warm tint
2.0, // intensity
10.0, // attenuation radius (wide, the cube is at ~3.6)
0.45, // half-angle (~26°) — wide enough to cover the cube
)
.unwrap();
}
fn update(&mut self, app: &mut wsg_lib::App) {
// Slow rotation on two axes (X and Y): the cone is fixed in world space,
// so a fixed region of the cube stays lit while the cube rotates.
// The two axes let you see the beam's effect on the 6 faces without
// a favored orientation (a Y rotation alone would leave the +Y/-Y faces fixed).
self.angle_x += 0.007;
self.angle_y += 0.011;
let base = *app
.scene
.entity_transform("cube")
.expect("cube entity present");
let mut transform = base;
// Y * X composition: the X axis rotates in the frame already oriented by Y,
// which gives a precession motion (all vertices pass in front of
// the cone in turn).
transform.rotation =
Quat::from_rotation_y(self.angle_y) * Quat::from_rotation_x(self.angle_x);
app.scene.set_entity_transform("cube", transform);
}
}
#[pollster::main]
async fn main() -> Result<(), WsgError> {
let app = AppBuilder::new().title("WSG Spot Test").build().await?;
app.run(SpotTest {
angle_x: 0.0,
angle_y: 0.0,
})
}