Files
wsg/lib/examples/meshes/cube.rs
T
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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//! A lit unit cube that rotates, **textured** with the `uv_texture.jpg` asset (an 8×8 UV atlas
//! visualization — each labelled cell shows exactly where a face's UVs land) via the diffuse path
//! (bind group `@group(2)`).
//!
//! A 3D mesh with Phong lighting on screen — the library's 3D showcase.
//! Follows the declarative workflow (like `simple`): `AppBuilder` + automatic scene, **no wgpu import**.
//! The scene owns its `PipelineCache`: go through `register_shader` +
//! `add_material_shader`/`add_material_texture` + `create_mesh` + `add_entity`. The mesh
//! is declared from a **`Geometry`** (positions, normals, indices). A texture is
//! registered by id (`add_texture`) and a textured material bound to it (`add_material_texture`);
//! here the texture is a **file asset** (`assets/textures/uv_texture.jpg`, loaded via
//! `Texture::from_file`) — the path is resolved against `CARGO_MANIFEST_DIR` so the example
//! works from any working directory.
//! The default active camera (`Scene::default`, position (0,0,3), fov 45°) frames the cube, and
//! `AppHandler::update` rotates the entity via `set_entity_transform` each frame.
use glam::{Quat, Vec3};
use wsg_lib::AppHandler;
use wsg_lib::app::AppBuilder;
use wsg_lib::mesh::cube;
use wsg_lib::resources::Texture;
use wsg_lib::utils::WsgError;
/// 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");
/// Demo handler: rotates the textured cube in `update`.
struct Cube {
/// Cumulative rotation angle (radians), incremented each frame.
angle: f32,
}
impl AppHandler for Cube {
fn setup(&mut self, app: &mut wsg_lib::App) {
// Phong shader `standard` (carries the frame + object + texture bind groups).
app.scene
.register_shader("standard", wsg_lib::utils::STANDARD_SHADER_PATH)
.unwrap();
// Loads the `uv_texture.jpg` asset with the Context's device/queue (via `app.context()`), then
// registers it in the scene by id; a textured material is then bound to that id.
let (device, queue) = {
let ctx = app.context();
(ctx.device.clone(), ctx.queue.clone())
};
let texture = Texture::from_file(
&device,
&queue,
"uv_atlas",
&format!("{TEXTURES}/uv_texture.jpg"),
)
.unwrap();
app.scene.add_texture("uv_texture", texture).unwrap();
app.scene
.add_material_texture("cube_material", "standard", "uv_texture")
.unwrap();
app.scene
.create_mesh("cube_mesh", cube(1.0), Some("cube_material"))
.unwrap();
app.scene.add_entity("cube", "cube_mesh").unwrap();
// In addition to the default directional light (+Z), a warm **point** light
// is added in front of the cube. Its halo (linear attenuation over the
// radius) is visible on the near face of the cube, on top of the directional lighting.
app.scene
.add_point_light(
Vec3::new(1.0, 0.5, 1.5), // world position, in front/right of the cube
[1.0, 0.7, 0.3], // warm tint
1.0, // intensity
3.0, // attenuation radius
)
.unwrap();
// A green **spot** light aimed at the cube from the left.
// The cone (half-angle ~20°) projects a directed beam onto the cube's faces, with a
// smoothed penumbra at the edge and linear attenuation over the radius.
app.scene
.add_spot_light(
Vec3::new(-2.0, 1.0, 1.5), // world position, left/above/behind the camera
Vec3::new(2.0, -1.0, -1.5).normalize(), // cone axis, toward the cube (origin)
[0.3, 1.0, 0.4], // green tint
1.2, // intensity
4.0, // attenuation radius
0.35, // half-angle (~20°) in radians
)
.unwrap();
}
fn update(&mut self, app: &mut wsg_lib::App) {
// Cumulative cube rotation (double axis for a more readable motion).
self.angle += 0.02;
let base = *app
.scene
.entity_transform("cube")
.expect("cube entity present");
let mut transform = base;
transform.rotation =
Quat::from_rotation_y(self.angle) * Quat::from_rotation_x(self.angle * 0.3);
app.scene.set_entity_transform("cube", transform);
}
}
#[pollster::main]
async fn main() -> Result<(), WsgError> {
let app = AppBuilder::new().title("WSG Cube").build().await?;
app.run(Cube { angle: 0.0 })
}