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$ show sotrh/learn-wgpu

[account ↗] [repo ↗] APPLICATION ★ 1963 320 ● active (last update 2 months ago)
reviewed by: deepseek/deepseek-v4-flash

This repository is a comprehensive, step-by-step tutorial series for learning wgpu, the Rust implementation of WebGPU. It contains over 30 example crates organized into beginner, intermediate, compute, and showcase categories, each demonstrating a specific GPU concept (window creation, pipelines, buffers, textures, uniforms, instancing, depth, lighting, normal mapping, HDR, compute shaders, etc.). The code is production-quality Rust with extensive use of wgpu, winit, cgmath, and bytemuck. A reusable framework crate (`code/showcase/framework`) provides a `Demo` trait, camera, model/texture loading, and pipeline builders, which many showcases implement. The repository also includes a VuePress documentation site with embedded WebAssembly demos, build scripts for WASM deployment, and a demo server. While the tutorials are well-structured and educational, there is significant code duplication across crates (e.g., identical `build.rs` files, repeated initialization boilerplate), and some showcases are stale or excluded from builds. The codebase tracks wgpu API changes closely (news files document migrations from 0.12 to 30.0), but some patterns use deprecated APIs (e.g., `wgpu::Backends::PRIMARY`, `immediate_size` in pipeline layouts). Overall, it is a valuable learning resource with solid engineering practices, though not a production library.

RATING7.7/10
QUALITY7.2/10
MAINTENANCEactive
DRIFTmedium
CONTRIBUTORS177
VELOCITY0.77
OPEN ISSUES34
CLOSED ISSUES241
LAST COMMIT2 months ago
@vitejs/plugin-vue (npm) ^6.0.4
@vuepress/bundler-vite (npm) ^2.0.0-rc.26
@vuepress/theme-default (npm) ^2.0.0-rc.123
sass-embedded (npm) ^1.97.3
vite-plugin-top-level-await (npm) ^1.6.0
vite-plugin-wasm (npm) ^3.5.0
vuepress (npm) ^2.0.0-rc.26
Files by Type (count)
Rust
133
Other (.png)
112
Other (.wgsl)
52
Markdown
50
Other (.ttf)
40
TOML
36
Other (.spv)
36
Other (.vert)
26
Other (.frag)
25
Other (.jpg)
17
Other (.mtl)
14
Other (.obj)
14
Files by Type (size)
Other (.png)
70MB
Other (.hdr)
8MB
Other (.ttf)
5MB
Other (.xcf)
2MB
Other (.zip)
1MB
Rust
1MB
Other (.jpg)
845KB
Markdown
432KB
Other (.obj)
412KB
Lock File
273KB
Other (.wgsl)
88KB
Other (.svg)
66KB

The LLM identified 7 files worth highlighting for reuse:

Provides the `Demo` trait and `run` function that standardizes showcase initialization, update, render, and input handling. Also includes `Display` struct for wgpu device/surface setup. This is a reusable scaffold for any wgpu application, reducing boilerplate across multiple examples.

file: code/showcase/framework/src/lib.rs ↗ | tags: #demo-trait #framework #event-loop

Implements `Texture::from_bytes` and `Texture::from_image` with support for sRGB, depth, and cube textures. Handles format conversion and mipmap generation. This pattern is reused across many tutorials and can be extracted as a standalone texture utility for wgpu projects.

file: code/showcase/framework/src/resources/texture.rs ↗ | tags: #texture-loading #resource-management

Defines `ModelVertex`, `Material`, `Mesh`, and the `DrawModel`/`DrawLight` traits for rendering 3D models. Uses `tobj` for OBJ loading and computes tangents/bitangents. The trait-based approach decouples model data from rendering logic, making it reusable for any wgpu renderer.

file: code/showcase/framework/src/resources/model.rs ↗ | tags: #model-loading #vertex-layout #draw-traits

Contains `Camera`, `Projection`, `CameraUniform`, and `CameraController` structs. Provides a first-person camera with keyboard/mouse controls and a uniform buffer for GPU upload. This is a self-contained, reusable camera system that can be dropped into any wgpu project.

file: code/showcase/framework/src/camera.rs ↗ | tags: #camera #uniform-buffer #input-handling

Implements mipmap generation using both a blit render pipeline and a compute shader approach. Demonstrates advanced GPU techniques (storage textures, workgroup dispatch) and is a reusable utility for any wgpu application needing mipmaps.

file: code/showcase/mipmaps/src/mipmapper.rs ↗ | tags: #mipmap-generation #compute-shader #render-pipeline

Implements an HDR pipeline with an offscreen render target and a tonemapping pass (ACES curve). Includes a full-screen quad shader and separate bind groups for HDR textures. This is a self-contained module that can be reused for HDR rendering in any wgpu project.

file: code/intermediate/tutorial13-hdr/src/hdr.rs ↗ | tags: #hdr-rendering #tonemapping #offscreen-rendering

Provides `BitmapFont`, `FontBinder`, `TextPipeline`, and `TextBuffer` for rendering text using TrueType fonts. Generates a bitmap atlas via `fontdue` and renders with a custom WGSL shader. This is a reusable text rendering solution for wgpu applications.

file: code/showcase/text/src/font.rs ↗ | tags: #font-rendering #bitmap-atlas #text-pipeline
Last analyzed: 2026-09-08 19:34:22.694650
Next check: 2026-09-15 19:34:22.689059
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