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wsg/lib/examples/cameras/README.md
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Jérôme Bousquié e5f3636b42 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)
2026-09-26 10:49:13 +02:00

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# Cameras & Camera-Driven Rendering
Examples where the **camera** drives what gets rendered.
| Example | Run command | What it shows |
|---------|-------------|---------------|
| `culling` | `cargo run -p wsg-lib --example culling` | GPU-driven frustum culling: a 15×15 grid of UV-atlas cubes, off-frustum objects skipped |
> All commands run from the repo root.
The frustum is defined by the camera's view-projection matrix, so frustum
culling is inherently a camera concept: move the camera and the set of drawn
objects changes — with **zero CPU cost** (the GPU decides in a compute pass).
---
## `culling` — GPU Frustum Culling
A grid of **15×15 = 225 cubes** is placed on a large floor. The shared cube
mesh is textured with the `uv_texture.jpg` atlas — the colourful labelled
cells make it obvious exactly which cubes the GPU draws and which it culls.
The GPU-driven culling (compute shader) determines which cubes are visible in
the camera frustum and zeros their indirect draw args — **zero CPU cost**.
```sh
cargo run -p wsg-lib --example culling
```
### Keys
| Key | Action |
|-----|--------|
| Drag (LMB) | Orbit camera (look around) |
| Wheel | Zoom in/out |
| `R` | Reset (top view) |
| `1` | Front view (cubes behind are culled) |
| `2` | Side view |
| `3` | **Top view** (see the full grid) |
### What to observe
- In top view (`3`): the entire grid is visible.
- Orbit to 90°: cubes behind the camera **are not drawn** (culled).
- Zoom very close: only cubes near the near plane are rendered.
- Cubes rotate slowly (staggered phases) → culling is dynamic (a cube can
enter/leave the frustum during a frame).
> **Note**: culling is enabled via `AppBuilder::with_culling(true)`. Changing
> it to `false` in the source disables culling (all cubes are always drawn,
> even off-screen).
>
> The GPU-driven pipeline (compute matrices → culling → indirect draws) is
> documented in [`docs/tech/ARCHI_CPU_GPU.md`](../../../docs/tech/ARCHI_CPU_GPU.md)
> and [`docs/user/cameras/gpu-driven.md`](../../../docs/user/cameras/gpu-driven.md).