feat(renderer): add GBuffer and fullscreen triangle for deferred rendering

Introduces GBuffer struct with 4 render target TextureViews (position/
normal/albedo/material) plus depth, and a fullscreen oversized triangle
for screen-space passes. Exports format constants and create helpers.
Updates lib.rs with new module declarations and re-exports.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-25 11:49:27 +09:00
parent 2b3e3a6a5e
commit 03b1419b17
3 changed files with 118 additions and 0 deletions

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@@ -0,0 +1,38 @@
use bytemuck::{Pod, Zeroable};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
pub struct FullscreenVertex {
pub position: [f32; 2],
}
impl FullscreenVertex {
pub const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<FullscreenVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
],
};
}
/// Oversized triangle covering the entire screen (clip-space).
/// Three vertices: (-1,-1), (3,-1), (-1,3)
pub const FULLSCREEN_VERTICES: [FullscreenVertex; 3] = [
FullscreenVertex { position: [-1.0, -1.0] },
FullscreenVertex { position: [ 3.0, -1.0] },
FullscreenVertex { position: [-1.0, 3.0] },
];
pub fn create_fullscreen_vertex_buffer(device: &wgpu::Device) -> wgpu::Buffer {
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Fullscreen Triangle Vertex Buffer"),
contents: bytemuck::cast_slice(&FULLSCREEN_VERTICES),
usage: wgpu::BufferUsages::VERTEX,
})
}

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@@ -0,0 +1,70 @@
use crate::gpu::DEPTH_FORMAT;
pub const GBUFFER_POSITION_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba32Float;
pub const GBUFFER_NORMAL_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
pub const GBUFFER_ALBEDO_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb;
pub const GBUFFER_MATERIAL_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
fn create_rt(
device: &wgpu::Device,
w: u32,
h: u32,
format: wgpu::TextureFormat,
label: &str,
) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
texture.create_view(&wgpu::TextureViewDescriptor::default())
}
fn create_depth(device: &wgpu::Device, w: u32, h: u32) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("GBuffer Depth Texture"),
size: wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
texture.create_view(&wgpu::TextureViewDescriptor::default())
}
pub struct GBuffer {
pub position_view: wgpu::TextureView,
pub normal_view: wgpu::TextureView,
pub albedo_view: wgpu::TextureView,
pub material_view: wgpu::TextureView,
pub depth_view: wgpu::TextureView,
}
impl GBuffer {
pub fn new(device: &wgpu::Device, width: u32, height: u32) -> Self {
let position_view = create_rt(device, width, height, GBUFFER_POSITION_FORMAT, "GBuffer Position");
let normal_view = create_rt(device, width, height, GBUFFER_NORMAL_FORMAT, "GBuffer Normal");
let albedo_view = create_rt(device, width, height, GBUFFER_ALBEDO_FORMAT, "GBuffer Albedo");
let material_view = create_rt(device, width, height, GBUFFER_MATERIAL_FORMAT, "GBuffer Material");
let depth_view = create_depth(device, width, height);
Self {
position_view,
normal_view,
albedo_view,
material_view,
depth_view,
}
}
pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) {
*self = Self::new(device, width, height);
}
}

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@@ -13,6 +13,9 @@ pub mod shadow;
pub mod shadow_pipeline;
pub mod brdf_lut;
pub mod ibl;
pub mod gbuffer;
pub mod fullscreen_quad;
pub mod deferred_pipeline;
pub use gpu::{GpuContext, DEPTH_FORMAT};
pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
@@ -25,3 +28,10 @@ pub use pbr_pipeline::create_pbr_pipeline;
pub use shadow::{ShadowMap, ShadowUniform, ShadowPassUniform, SHADOW_MAP_SIZE, SHADOW_FORMAT};
pub use shadow_pipeline::{create_shadow_pipeline, shadow_pass_bind_group_layout};
pub use ibl::IblResources;
pub use gbuffer::GBuffer;
pub use fullscreen_quad::{create_fullscreen_vertex_buffer, FullscreenVertex};
pub use deferred_pipeline::{
create_gbuffer_pipeline, create_lighting_pipeline,
gbuffer_camera_bind_group_layout,
lighting_gbuffer_bind_group_layout, lighting_lights_bind_group_layout, lighting_shadow_bind_group_layout,
};