e5f3636b42
- 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)
204 lines
7.2 KiB
Rust
204 lines
7.2 KiB
Rust
//! # Depth of Field Example (Étape 26)
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//!
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//! Demonstrates cinematic DoF: a row of cubes receding into the distance,
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//! with the focus plane at a configurable depth. Cubes at the focus distance
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//! stay sharp; those closer or farther blur proportionally.
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//!
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//! ## Pipeline
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//! DoF operates in linear HDR space **after** bloom and **before** tone mapping:
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//! 1. CoC pass: reads the depth buffer, linearizes to world distance, computes
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//! per-pixel blur radius.
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//! 2. Blur pass: 12-tap disc blur with variable radius (from CoC), producing
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//! natural circular bokeh.
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//!
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//! ## Controls
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//! | Key | Action |
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//! |-----|--------|
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//! | Drag (LMB) | Orbit camera |
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//! | Wheel | Zoom |
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//! | `1` | Cinematic preset (focus=8m, strong blur) |
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//! | `2` | Subtle preset (focus=8m, gentle blur) |
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//! | `3` | Focus at 3m (near cubes sharp, far blurred) |
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//! | `4` | Focus at 15m (far cubes sharp, near blurred) |
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//! | `5` | DoF OFF |
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//! | `R` | Reset camera |
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//!
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//! ## Build & Run
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//! ```sh
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//! cargo run -p wsg-lib --example dof --features "all-prims"
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//! ```
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use glam::Vec3;
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use winit::event::MouseButton;
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use winit::keyboard::KeyCode;
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use wsg_lib::app::AppBuilder;
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use wsg_lib::camera::CameraController;
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use wsg_lib::core::{DoFConfig, ToneMapper, Transform};
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use wsg_lib::mesh::{cube, icosphere, plane};
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use wsg_lib::resources::Texture;
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use wsg_lib::AppHandler;
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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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struct DoFDemo {
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camera: CameraController,
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}
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impl AppHandler for DoFDemo {
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fn setup(&mut self, app: &mut wsg_lib::App) {
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app.scene
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.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
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.unwrap();
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// Textured ground + cubes: bokeh blur reads much better on textured surfaces.
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// ground.jpeg tiles across the 80×80 floor (Repeat sampler); uv_texture.jpg on the cubes.
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let (device, queue) = {
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let ctx = app.context();
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(ctx.device.clone(), ctx.queue.clone())
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};
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let ground_tex =
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Texture::from_file(&device, &queue, "ground", &format!("{TEXTURES}/ground.jpeg")).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("cube_mat", "standard", "uv_texture")
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.unwrap();
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// Ground plane.
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app.scene
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.create_mesh("ground_mesh", plane(80.0, 80.0, 1, 1), Some("ground_mat"))
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.unwrap();
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app.scene
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.add_entity_with_transform(
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"ground",
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"ground_mesh",
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Transform::identity(),
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)
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.unwrap();
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// Row of cubes receding along -Z (distance ≈ 2 to 25 from camera at dist=8).
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app.scene
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.create_mesh("cube_mesh", cube(1.0), Some("cube_mat"))
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.unwrap();
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for i in 0..20 {
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let z = 3.0 - i as f32 * 1.5; // from z=3 (close) to z=-25.5 (far)
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let mut tf = Transform::identity();
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tf.translation = Vec3::new(0.0, 0.5, z);
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app.scene
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.add_entity_with_transform(&format!("cube_{i}"), "cube_mesh", tf)
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.unwrap();
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}
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// A few spheres scattered to the sides for visual interest.
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app.scene
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.create_mesh("sphere_mesh", icosphere(0.7, 3), None)
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.unwrap();
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let sphere_positions = [
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Vec3::new(2.5, 0.7, -2.0),
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Vec3::new(-3.0, 0.7, -6.0),
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Vec3::new(3.5, 0.7, -10.0),
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Vec3::new(-2.0, 0.7, -14.0),
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Vec3::new(2.0, 0.7, -18.0),
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];
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for (i, pos) in sphere_positions.iter().enumerate() {
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let mut tf = Transform::identity();
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tf.translation = *pos;
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app.scene
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.add_entity_with_transform(&format!("sphere_{i}"), "sphere_mesh", tf)
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.unwrap();
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}
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// Directional light.
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let light_dir = Vec3::new(-0.4, -1.0, -0.3).normalize();
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app.scene
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.add_directional_light(light_dir, [1.0, 0.95, 0.85], 1.2)
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.unwrap();
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app.scene.set_ambient([0.08, 0.08, 0.1]);
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// Camera — positioned to look down the row of cubes.
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self.camera.yaw = 0.0;
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self.camera.pitch = 0.1;
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self.camera.distance = 8.0;
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self.camera.target = Vec3::new(0.0, 0.5, -8.0);
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self.camera.apply_to(app.scene.camera_mut());
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eprintln!("[DoF] Initial: Cinematic (focus=8m, aperture=0.3, max_blur=12)");
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eprintln!("[DoF] Keys: 1=cinematic 2=subtle 3=focus 3m 4=focus 15m 5=off R=reset");
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}
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fn update(&mut self, app: &mut wsg_lib::App) {
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// Orbit camera.
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let (dx, dy) = app.input.mouse_delta();
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if app.input.mouse_button_held(MouseButton::Left) {
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self.camera.orbit(dx, dy);
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}
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let (_, sy) = app.input.scroll_delta();
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self.camera.zoom(sy);
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// DoF presets.
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if app.input.key_pressed(KeyCode::Digit1) {
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app.renderer_mut()
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.set_dof(Some(DoFConfig::cinematic(8.0)));
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eprintln!("[DoF] → Cinematic (focus=8m, aperture=0.3, max_blur=12)");
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}
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if app.input.key_pressed(KeyCode::Digit2) {
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app.renderer_mut()
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.set_dof(Some(DoFConfig::subtle(8.0)));
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eprintln!("[DoF] → Subtle (focus=8m, aperture=0.1, max_blur=8)");
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}
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if app.input.key_pressed(KeyCode::Digit3) {
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app.renderer_mut()
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.set_dof(Some(DoFConfig::new(3.0, 0.3, 12.0)));
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eprintln!("[DoF] → Focus 3m (near sharp, far blurred)");
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}
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if app.input.key_pressed(KeyCode::Digit4) {
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app.renderer_mut()
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.set_dof(Some(DoFConfig::new(15.0, 0.3, 12.0)));
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eprintln!("[DoF] → Focus 15m (far sharp, near blurred)");
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}
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if app.input.key_pressed(KeyCode::Digit5) {
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app.renderer_mut().set_dof(None);
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eprintln!("[DoF] → OFF");
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}
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if app.input.key_pressed(KeyCode::KeyR) {
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self.camera.yaw = 0.0;
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self.camera.pitch = 0.1;
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self.camera.distance = 8.0;
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self.camera.target = Vec3::new(0.0, 0.5, -8.0);
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}
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self.camera.apply_to(app.scene.camera_mut());
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}
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fn render(&mut self, app: &mut wsg_lib::App, frame: &wsg_lib::core::Frame) {
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app.render_scene(frame.view());
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}
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}
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#[pollster::main]
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async fn main() -> Result<(), WsgError> {
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let app = AppBuilder::new()
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.title("WSG — Depth of Field (Étape 26)")
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.size(1280, 720)
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.with_hdr(ToneMapper::Aces)
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.with_dof(DoFConfig::cinematic(8.0))
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.build()
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.await?;
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app.run(DoFDemo {
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camera: CameraController::default(),
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})
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}
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