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)
234 lines
8.1 KiB
Rust
234 lines
8.1 KiB
Rust
//! **Shadow Mapping** — demonstrates the directional shadow map system.
|
|
//!
|
|
//! A cube and a sphere sit on a ground plane, lit by a directional light that
|
|
//! casts shadows. The shadow quality is controlled by `ShadowConfig` (map size,
|
|
//! depth/slope bias, ortho frustum radius).
|
|
//!
|
|
//! The ground is textured (`ground.jpeg`, tiled via the Repeat sampler) and the
|
|
//! cube uses the `uv_texture.jpg` UV atlas — textured surfaces make the shadow
|
|
//! shapes and their movement clearly readable.
|
|
//!
|
|
//! ## Controls
|
|
//! | Key | Action |
|
|
//! |-----|--------|
|
|
//! | Drag (LMB) | Orbit camera |
|
|
//! | Wheel | Zoom |
|
|
//! | `R` | Reset camera |
|
|
//! | `1` | Front view |
|
|
//! | `2` | Side view |
|
|
//! | `3` | Top view (see shadow shape clearly) |
|
|
//! | `L` | Move light (cycles 3 directions) |
|
|
//!
|
|
//! ## Shadow Config
|
|
//! The shadow map parameters are set at build time (the shadow map texture is
|
|
//! allocated once). To test different resolutions, modify `SHADOW_MAP_SIZE` below
|
|
//! and re-run.
|
|
//!
|
|
//! ## Build & Run
|
|
//! ```sh
|
|
//! cargo run -p wsg-lib --example shadow
|
|
//! ```
|
|
|
|
use glam::{Quat, Vec3};
|
|
use winit::event::MouseButton;
|
|
use winit::keyboard::KeyCode;
|
|
use wsg_lib::app::AppBuilder;
|
|
use wsg_lib::camera::CameraController;
|
|
use wsg_lib::core::{ShadowConfig, Transform};
|
|
use wsg_lib::mesh::{cone, cube, cylinder, icosphere, plane};
|
|
use wsg_lib::resources::Texture;
|
|
use wsg_lib::AppHandler;
|
|
use wsg_lib::utils::WsgError;
|
|
|
|
/// Shadow map size — change to test quality (256, 512, 1024, 2048).
|
|
const SHADOW_MAP_SIZE: u32 = 1024;
|
|
|
|
/// Texture asset directory, resolved against the crate root so the example works from any CWD.
|
|
const TEXTURES: &str = concat!(env!("CARGO_MANIFEST_DIR"), "/examples/assets/textures");
|
|
|
|
/// Light directions to cycle through (normalized at runtime).
|
|
fn light_dirs() -> [Vec3; 3] {
|
|
[
|
|
Vec3::new(1.0, 1.2, 0.8).normalize(),
|
|
Vec3::new(-0.8, 1.0, 0.5).normalize(),
|
|
Vec3::new(0.3, 0.6, -1.0).normalize(),
|
|
]
|
|
}
|
|
|
|
struct ShadowDemo {
|
|
camera: CameraController,
|
|
angle: f32,
|
|
light_idx: usize,
|
|
}
|
|
|
|
impl AppHandler for ShadowDemo {
|
|
fn setup(&mut self, app: &mut wsg_lib::App) {
|
|
app.scene
|
|
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
|
|
.unwrap();
|
|
|
|
// Textured ground + cube (assets make the shadows readable): ground.jpeg on the
|
|
// floor, uv_texture.jpg on the rotating cube. Paths resolve against CARGO_MANIFEST_DIR.
|
|
let (device, queue) = {
|
|
let ctx = app.context();
|
|
(ctx.device.clone(), ctx.queue.clone())
|
|
};
|
|
let ground_tex =
|
|
Texture::from_file(&device, &queue, "ground", &format!("{TEXTURES}/ground.jpeg")).unwrap();
|
|
app.scene.add_texture("ground_texture", ground_tex).unwrap();
|
|
app.scene
|
|
.add_material_texture("ground_mat", "standard", "ground_texture")
|
|
.unwrap();
|
|
let uv_tex = Texture::from_file(
|
|
&device,
|
|
&queue,
|
|
"uv_atlas",
|
|
&format!("{TEXTURES}/uv_texture.jpg"),
|
|
)
|
|
.unwrap();
|
|
app.scene.add_texture("uv_texture", uv_tex).unwrap();
|
|
app.scene
|
|
.add_material_texture("cube_mat", "standard", "uv_texture")
|
|
.unwrap();
|
|
|
|
// Large ground plane (receives shadows).
|
|
app.scene
|
|
.create_mesh("ground_mesh", plane(8.0, 8.0, 1, 1), Some("ground_mat"))
|
|
.unwrap();
|
|
app.scene.add_entity("ground", "ground_mesh").unwrap();
|
|
|
|
// Cube (casts + receives shadow).
|
|
app.scene
|
|
.create_mesh("cube_mesh", cube(0.8), Some("cube_mat"))
|
|
.unwrap();
|
|
let mut cube_tf = Transform::identity();
|
|
cube_tf.translation = Vec3::new(0.8, 0.4, 0.0);
|
|
app.scene
|
|
.add_entity_with_transform("cube_e", "cube_mesh", cube_tf)
|
|
.unwrap();
|
|
|
|
// Sphere (smooth shadow terminator).
|
|
app.scene
|
|
.create_mesh("sphere_mesh", icosphere(0.45, 3), None)
|
|
.unwrap();
|
|
let mut sphere_tf = Transform::identity();
|
|
sphere_tf.translation = Vec3::new(-0.8, 0.45, 0.3);
|
|
app.scene
|
|
.add_entity_with_transform("sphere_e", "sphere_mesh", sphere_tf)
|
|
.unwrap();
|
|
|
|
// Cone (distinctive shadow shape).
|
|
app.scene
|
|
.create_mesh("cone_mesh", cone(0.4, 0.8, 24), None)
|
|
.unwrap();
|
|
let mut cone_tf = Transform::identity();
|
|
cone_tf.translation = Vec3::new(0.0, 0.4, -0.9);
|
|
app.scene
|
|
.add_entity_with_transform("cone_e", "cone_mesh", cone_tf)
|
|
.unwrap();
|
|
|
|
// Cylinder.
|
|
app.scene
|
|
.create_mesh("cyl_mesh", cylinder(0.3, 0.7, 24), None)
|
|
.unwrap();
|
|
let mut cyl_tf = Transform::identity();
|
|
cyl_tf.translation = Vec3::new(-0.5, 0.35, -0.7);
|
|
app.scene
|
|
.add_entity_with_transform("cyl_e", "cyl_mesh", cyl_tf)
|
|
.unwrap();
|
|
|
|
// Directional light (shadow caster).
|
|
let dirs = light_dirs();
|
|
let light_dir = dirs[0];
|
|
app.scene
|
|
.add_directional_light(light_dir, [1.0, 0.95, 0.88], 1.5)
|
|
.unwrap();
|
|
// The light is at index 1 (index 0 is the default +Z light from Lights::new()).
|
|
app.scene.set_shadow_caster(Some(1));
|
|
app.scene.set_ambient([0.15, 0.15, 0.18]);
|
|
|
|
// Camera.
|
|
self.camera.yaw = 0.5;
|
|
self.camera.pitch = 0.4;
|
|
self.camera.distance = 5.0;
|
|
self.camera.target = Vec3::ZERO;
|
|
self.camera.apply_to(app.scene.camera_mut());
|
|
}
|
|
|
|
fn update(&mut self, app: &mut wsg_lib::App) {
|
|
// Orbit camera.
|
|
let (dx, dy) = app.input.mouse_delta();
|
|
if app.input.mouse_button_held(MouseButton::Left) {
|
|
self.camera.orbit(dx, dy);
|
|
}
|
|
let (_, sy) = app.input.scroll_delta();
|
|
self.camera.zoom(sy);
|
|
|
|
// Camera presets.
|
|
if app.input.key_pressed(KeyCode::KeyR) {
|
|
self.camera.yaw = 0.5;
|
|
self.camera.pitch = 0.4;
|
|
self.camera.distance = 5.0;
|
|
}
|
|
if app.input.key_pressed(KeyCode::Digit1) {
|
|
self.camera.yaw = 0.0;
|
|
self.camera.pitch = 0.2;
|
|
self.camera.distance = 5.0;
|
|
}
|
|
if app.input.key_pressed(KeyCode::Digit2) {
|
|
self.camera.yaw = std::f32::consts::FRAC_PI_2;
|
|
self.camera.pitch = 0.15;
|
|
self.camera.distance = 5.0;
|
|
}
|
|
if app.input.key_pressed(KeyCode::Digit3) {
|
|
self.camera.yaw = 0.0;
|
|
self.camera.pitch = 1.4;
|
|
self.camera.distance = 6.0;
|
|
}
|
|
self.camera.apply_to(app.scene.camera_mut());
|
|
|
|
// L: cycle light direction.
|
|
if app.input.key_pressed(KeyCode::KeyL) {
|
|
let dirs = light_dirs();
|
|
self.light_idx = (self.light_idx + 1) % dirs.len();
|
|
let new_dir = dirs[self.light_idx];
|
|
eprintln!("light direction: {:?}", new_dir);
|
|
// Note: changing the light direction at runtime requires re-packing
|
|
// the lights buffer. For this demo, we just print the direction —
|
|
// the shadow frustum is computed from the light each frame.
|
|
}
|
|
|
|
// Slow rotation of the cube to show shadow movement.
|
|
self.angle += 0.005;
|
|
if let Some(base) = app.scene.entity_transform("cube_e") {
|
|
let mut tf = *base;
|
|
tf.rotation = Quat::from_rotation_y(self.angle);
|
|
app.scene.set_entity_transform("cube_e", tf);
|
|
}
|
|
}
|
|
|
|
fn render(&mut self, app: &mut wsg_lib::App, frame: &wsg_lib::core::Frame) {
|
|
app.render_scene(frame.view());
|
|
}
|
|
}
|
|
|
|
#[pollster::main]
|
|
async fn main() -> Result<(), WsgError> {
|
|
// Shadow config: 1024² map, default biases.
|
|
// Try map_size = 256 to see blocky shadows, or 2048 for sharper ones.
|
|
let app = AppBuilder::new()
|
|
.title("WSG Shadow")
|
|
.size(960, 640)
|
|
.with_shadow_config(ShadowConfig {
|
|
map_size: SHADOW_MAP_SIZE,
|
|
..Default::default()
|
|
})
|
|
.build()
|
|
.await?;
|
|
app.run(ShadowDemo {
|
|
camera: CameraController::default(),
|
|
angle: 0.0,
|
|
light_idx: 0,
|
|
})
|
|
}
|