webgpu sponza
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examples/Sponza/README.md
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examples/Sponza/README.md
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# Sponza example
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Loads the Sponza atrium as a `.cmesh` + one albedo `.ctex` and renders
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it via ray tracing on both Vulkan (native) and WebGPU (wasm). Same
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`main.cpp`, `#ifdef CRAFTER_GRAPHICS_WINDOW_DOM` selects the backend.
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## What this example proves
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- `.cmesh` and `.ctex` decompression round-trip on both backends
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(GPU via `VK_EXT_memory_decompression` on Vulkan, CPU via
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`Compression::DecompressCPU` on WebGPU).
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- A single texture binding flowing from `Image2D<RGBA8>` through the
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RT pipeline's closest-hit on both backends. The closest-hit samples
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at the barycentric attribs as UVs — proof-of-binding, not visually
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accurate. Per-vertex UV interpolation is the next step.
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## Asset fetch
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`project.cpp` calls `Crafter::GitFetch(...)` on
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[https://github.com/jimmiebergmann/Sponza](https://github.com/jimmiebergmann/Sponza)
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(pinned to commit `222338979d32f4f4818466291bdbc29f192b86ba`). The
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clone lands in the per-user crafter-build cache; first build pulls
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~280 MB once, subsequent builds reuse it.
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`cfg.assets` then picks two files out of that clone:
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| Source | Compressed output |
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|-----------------------------------------|-------------------------|
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| `sponza.obj` | `sponza.cmesh` |
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| `textures/sponza_arch_diff.tga` | `sponza_arch_diff.ctex` |
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Both land flat in the example's bin directory.
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## Building
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```
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crafter build # native Vulkan
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crafter build --target=wasm32-wasip1 # WebGPU / wasm
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```
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## License & attribution
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Sponza geometry, materials, and textures are licensed under
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[CC BY 3.0](https://creativecommons.org/licenses/by/3.0/).
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- **Original model:** Frank Meinl, Crytek (2010).
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- **OBJ packaging / cleanup:** Morgan McGuire, McGuire Computer
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Graphics Archive — https://casual-effects.com/data.
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- **GitHub mirror used here:** Jimmie Bergmann's roof-material fixup —
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https://github.com/jimmiebergmann/Sponza.
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When redistributing builds of this example that bundle the compressed
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Sponza outputs (`*.cmesh`, `*.ctex`), the CC BY 3.0 attribution
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requirement applies. Quoting the original credit somewhere visible to
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end users (about-screen, credits page, etc.) is enough.
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The Crafter.Graphics library code itself is LGPL-3.0; the two
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licenses are compatible for data + code distribution.
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