feat(renderer): add RT shadow resources and compute shader

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-25 13:14:22 +09:00
parent e2424bf8c9
commit 3a311e14af
2 changed files with 168 additions and 0 deletions

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use bytemuck::{Pod, Zeroable};
/// Texture format used for the RT shadow output (single-channel float).
pub const RT_SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R32Float;
/// Uniform buffer for the RT shadow compute pass.
///
/// Layout (32 bytes, 16-byte aligned):
/// light_direction [f32; 3] + _pad0: f32 → 16 bytes
/// width: u32, height: u32, _pad1: [u32; 2] → 16 bytes
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
pub struct RtShadowUniform {
pub light_direction: [f32; 3],
pub _pad0: f32,
pub width: u32,
pub height: u32,
pub _pad1: [u32; 2],
}
/// GPU resources for the RT shadow compute pass.
pub struct RtShadowResources {
pub shadow_texture: wgpu::Texture,
pub shadow_view: wgpu::TextureView,
pub uniform_buffer: wgpu::Buffer,
pub width: u32,
pub height: u32,
}
impl RtShadowResources {
pub fn new(device: &wgpu::Device, width: u32, height: u32) -> Self {
let (shadow_texture, shadow_view) = create_shadow_texture(device, width, height);
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("RT Shadow Uniform Buffer"),
size: std::mem::size_of::<RtShadowUniform>() as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
Self { shadow_texture, shadow_view, uniform_buffer, width, height }
}
/// Recreate the shadow texture when the window is resized.
pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) {
let (shadow_texture, shadow_view) = create_shadow_texture(device, width, height);
self.shadow_texture = shadow_texture;
self.shadow_view = shadow_view;
self.width = width;
self.height = height;
}
}
// ── Helpers ──────────────────────────────────────────────────────────────────
fn create_shadow_texture(
device: &wgpu::Device,
width: u32,
height: u32,
) -> (wgpu::Texture, wgpu::TextureView) {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("RT Shadow Texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: RT_SHADOW_FORMAT,
usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
(texture, view)
}
// ── Tests ─────────────────────────────────────────────────────────────────────
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_rt_shadow_uniform_size() {
assert_eq!(std::mem::size_of::<RtShadowUniform>(), 32);
}
}