feat(renderer): add ORM and emissive texture map support to PBR pipeline

- Extended bind group 1: albedo + normal + ORM + emissive (8 bindings)
- pbr_shader.wgsl: ORM sampling (R=AO, G=roughness, B=metallic) + emissive
- deferred_gbuffer.wgsl: ORM + emissive luminance in material_data.w
- deferred_lighting.wgsl: emissive contribution from G-Buffer
- All 5 PBR examples updated with default ORM/emissive textures
- Backward compatible: old 4-binding layout preserved

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-25 20:41:30 +09:00
parent 164eead5ec
commit 6bc77cb777
10 changed files with 248 additions and 27 deletions

View File

@@ -20,6 +20,10 @@ struct MaterialUniform {
@group(1) @binding(1) var s_albedo: sampler;
@group(1) @binding(2) var t_normal: texture_2d<f32>;
@group(1) @binding(3) var s_normal: sampler;
@group(1) @binding(4) var t_orm: texture_2d<f32>;
@group(1) @binding(5) var s_orm: sampler;
@group(1) @binding(6) var t_emissive: texture_2d<f32>;
@group(1) @binding(7) var s_emissive: sampler;
@group(2) @binding(0) var<uniform> material: MaterialUniform;
@@ -84,11 +88,21 @@ fn fs_main(in: VertexOutput) -> GBufferOutput {
let TBN = mat3x3<f32>(T, B, N_geom);
let N = normalize(TBN * tangent_normal);
// Sample ORM texture: R=AO, G=Roughness, B=Metallic; multiply with material params
let orm_sample = textureSample(t_orm, s_orm, in.uv);
let ao = orm_sample.r * material.ao;
let roughness = orm_sample.g * material.roughness;
let metallic = orm_sample.b * material.metallic;
// Sample emissive texture and compute luminance
let emissive = textureSample(t_emissive, s_emissive, in.uv).rgb;
let emissive_lum = dot(emissive, vec3<f32>(0.299, 0.587, 0.114));
var out: GBufferOutput;
out.position = vec4<f32>(in.world_pos, 1.0);
out.normal = vec4<f32>(N * 0.5 + 0.5, 1.0);
out.albedo = vec4<f32>(albedo, material.base_color.a * tex_color.a);
out.material_data = vec4<f32>(material.metallic, material.roughness, material.ao, 1.0);
out.material_data = vec4<f32>(metallic, roughness, ao, emissive_lum);
return out;
}

View File

@@ -260,6 +260,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let metallic = mat_sample.r;
let roughness = mat_sample.g;
let ao = mat_sample.b;
let emissive_lum = mat_sample.w;
let V = normalize(camera_uniform.camera_pos - world_pos);
@@ -306,7 +307,10 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let ambient = (diffuse_ibl + specular_ibl) * ao * ssgi_ao + ssgi_indirect;
// Output raw HDR linear colour; tonemap is applied in a separate tonemap pass.
let color = ambient + Lo;
var color = ambient + Lo;
// Add emissive contribution (luminance stored in G-Buffer, modulated by albedo)
color += albedo * emissive_lum;
return vec4<f32>(color, alpha);
}

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@@ -32,7 +32,7 @@ pub use gpu::{GpuContext, DEPTH_FORMAT};
pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
pub use mesh::Mesh;
pub use camera::{Camera, FpsController};
pub use texture::{GpuTexture, pbr_texture_bind_group_layout, create_pbr_texture_bind_group};
pub use texture::{GpuTexture, pbr_texture_bind_group_layout, create_pbr_texture_bind_group, pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group};
pub use material::MaterialUniform;
pub use sphere::generate_sphere;
pub use pbr_pipeline::create_pbr_pipeline;

View File

@@ -36,6 +36,10 @@ struct MaterialUniform {
@group(1) @binding(1) var s_diffuse: sampler;
@group(1) @binding(2) var t_normal: texture_2d<f32>;
@group(1) @binding(3) var s_normal: sampler;
@group(1) @binding(4) var t_orm: texture_2d<f32>;
@group(1) @binding(5) var s_orm: sampler;
@group(1) @binding(6) var t_emissive: texture_2d<f32>;
@group(1) @binding(7) var s_emissive: sampler;
@group(2) @binding(0) var<uniform> material: MaterialUniform;
@@ -250,9 +254,15 @@ fn sample_environment(direction: vec3<f32>, roughness: f32) -> vec3<f32> {
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let tex_color = textureSample(t_diffuse, s_diffuse, in.uv);
let albedo = material.base_color.rgb * tex_color.rgb;
let metallic = material.metallic;
let roughness = material.roughness;
let ao = material.ao;
// Sample ORM texture: R=AO, G=Roughness, B=Metallic; multiply with material params
let orm_sample = textureSample(t_orm, s_orm, in.uv);
let ao = orm_sample.r * material.ao;
let roughness = orm_sample.g * material.roughness;
let metallic = orm_sample.b * material.metallic;
// Sample emissive texture
let emissive = textureSample(t_emissive, s_emissive, in.uv).rgb;
// Normal mapping via TBN matrix
let T = normalize(in.world_tangent);
@@ -304,7 +314,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let ambient = (diffuse_ibl + specular_ibl) * ao;
var color = ambient + Lo;
var color = ambient + Lo + emissive;
// Reinhard tone mapping
color = color / (color + vec3<f32>(1.0));

View File

@@ -155,6 +155,15 @@ impl GpuTexture {
Self::from_rgba(device, queue, 1, 1, &[255, 255, 255, 255], layout)
}
/// Create a 1x1 black texture (RGBA 0,0,0,255). Used as default emissive (no emission).
pub fn black_1x1(
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
) -> Self {
Self::from_rgba(device, queue, 1, 1, &[0, 0, 0, 255], layout)
}
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("TextureBindGroupLayout"),
@@ -316,6 +325,140 @@ pub fn create_pbr_texture_bind_group(
})
}
/// Bind group layout for full PBR textures: albedo (0-1) + normal (2-3) + ORM (4-5) + emissive (6-7).
pub fn pbr_full_texture_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("PBR Full Texture Bind Group Layout"),
entries: &[
// binding 0: albedo texture
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
// binding 1: albedo sampler
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// binding 2: normal map texture
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
// binding 3: normal map sampler
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// binding 4: ORM texture (AO/Roughness/Metallic)
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
// binding 5: ORM sampler
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// binding 6: emissive texture
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
// binding 7: emissive sampler
wgpu::BindGroupLayoutEntry {
binding: 7,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
})
}
/// Create a bind group for full PBR textures (albedo + normal + ORM + emissive).
pub fn create_pbr_full_texture_bind_group(
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
albedo_view: &wgpu::TextureView,
albedo_sampler: &wgpu::Sampler,
normal_view: &wgpu::TextureView,
normal_sampler: &wgpu::Sampler,
orm_view: &wgpu::TextureView,
orm_sampler: &wgpu::Sampler,
emissive_view: &wgpu::TextureView,
emissive_sampler: &wgpu::Sampler,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("PBR Full Texture Bind Group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(albedo_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(albedo_sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(normal_view),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(normal_sampler),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::TextureView(orm_view),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::Sampler(orm_sampler),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::TextureView(emissive_view),
},
wgpu::BindGroupEntry {
binding: 7,
resource: wgpu::BindingResource::Sampler(emissive_sampler),
},
],
})
}
#[cfg(test)]
mod tests {
use super::*;

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@@ -16,7 +16,7 @@ use voltex_renderer::{
gbuffer_camera_bind_group_layout,
lighting_gbuffer_bind_group_layout, lighting_lights_bind_group_layout,
lighting_shadow_bind_group_layout,
pbr_texture_bind_group_layout, create_pbr_texture_bind_group,
pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group,
SsgiResources, SsgiUniform,
ssgi_gbuffer_bind_group_layout, ssgi_data_bind_group_layout, create_ssgi_pipeline,
RtAccel, RtInstance, BlasMeshData, RtShadowResources, RtShadowUniform,
@@ -119,6 +119,8 @@ struct AppState {
// Keep textures alive
_albedo_tex: GpuTexture,
_normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler),
_orm_tex: GpuTexture,
_emissive_tex: GpuTexture,
_shadow_map: ShadowMap,
_ibl: IblResources,
_shadow_uniform_buffer: wgpu::Buffer,
@@ -171,7 +173,7 @@ impl ApplicationHandler for DeferredDemoApp {
// G-Buffer pass bind group layouts
// ---------------------------------------------------------------
let gbuf_cam_layout = gbuffer_camera_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_full_texture_bind_group_layout(&gpu.device);
let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
// Camera dynamic uniform buffer (one CameraUniform per sphere)
@@ -204,17 +206,23 @@ impl ApplicationHandler for DeferredDemoApp {
}],
});
// PBR textures: white albedo + flat normal
// PBR textures: white albedo + flat normal + ORM + emissive
let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device);
let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue);
let pbr_texture_bind_group = create_pbr_texture_bind_group(
let orm_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let emissive_tex = GpuTexture::black_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let pbr_texture_bind_group = create_pbr_full_texture_bind_group(
&gpu.device,
&pbr_tex_layout,
&albedo_tex.view,
&albedo_tex.sampler,
&normal_tex.1,
&normal_tex.2,
&orm_tex.view,
&orm_tex.sampler,
&emissive_tex.view,
&emissive_tex.sampler,
);
// Material bind group (dynamic offset, group 2)
@@ -581,6 +589,8 @@ impl ApplicationHandler for DeferredDemoApp {
shadow_layout,
_albedo_tex: albedo_tex,
_normal_tex: normal_tex,
_orm_tex: orm_tex,
_emissive_tex: emissive_tex,
_shadow_map: shadow_map,
_ibl: ibl,
_shadow_uniform_buffer: shadow_uniform_buffer,

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@@ -11,7 +11,7 @@ use voltex_renderer::{
GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline,
ShadowMap, ShadowUniform,
IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group,
IblResources, pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group,
};
use wgpu::util::DeviceExt;
@@ -36,6 +36,8 @@ struct AppState {
camera_light_bind_group: wgpu::BindGroup,
_albedo_tex: GpuTexture,
_normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler),
_orm_tex: GpuTexture,
_emissive_tex: GpuTexture,
pbr_texture_bind_group: wgpu::BindGroup,
material_bind_group: wgpu::BindGroup,
shadow_bind_group: wgpu::BindGroup,
@@ -138,7 +140,7 @@ impl ApplicationHandler for IblDemoApp {
// Bind group layouts
let cl_layout = camera_light_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_full_texture_bind_group_layout(&gpu.device);
let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
// Camera+Light bind group
@@ -163,17 +165,23 @@ impl ApplicationHandler for IblDemoApp {
],
});
// PBR texture bind group (albedo + normal)
// PBR texture bind group (albedo + normal + ORM + emissive)
let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device);
let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue);
let pbr_texture_bind_group = create_pbr_texture_bind_group(
let orm_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let emissive_tex = GpuTexture::black_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let pbr_texture_bind_group = create_pbr_full_texture_bind_group(
&gpu.device,
&pbr_tex_layout,
&albedo_tex.view,
&albedo_tex.sampler,
&normal_tex.1,
&normal_tex.2,
&orm_tex.view,
&orm_tex.sampler,
&emissive_tex.view,
&emissive_tex.sampler,
);
// IBL resources
@@ -240,6 +248,8 @@ impl ApplicationHandler for IblDemoApp {
camera_light_bind_group,
_albedo_tex: albedo_tex,
_normal_tex: normal_tex,
_orm_tex: orm_tex,
_emissive_tex: emissive_tex,
pbr_texture_bind_group,
material_bind_group,
shadow_bind_group,

View File

@@ -11,7 +11,7 @@ use voltex_renderer::{
GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj,
ShadowMap, ShadowUniform,
IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group,
IblResources, pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group,
};
use wgpu::util::DeviceExt;
@@ -35,6 +35,8 @@ struct AppState {
camera_light_bind_group: wgpu::BindGroup,
_albedo_tex: GpuTexture,
_normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler),
_orm_tex: GpuTexture,
_emissive_tex: GpuTexture,
pbr_texture_bind_group: wgpu::BindGroup,
material_bind_group: wgpu::BindGroup,
shadow_bind_group: wgpu::BindGroup,
@@ -149,7 +151,7 @@ impl ApplicationHandler for MultiLightApp {
// Bind group layouts
let cl_layout = camera_light_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_full_texture_bind_group_layout(&gpu.device);
let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
// Camera+Light bind group
@@ -174,17 +176,23 @@ impl ApplicationHandler for MultiLightApp {
],
});
// PBR texture bind group (albedo + normal)
// PBR texture bind group (albedo + normal + ORM + emissive)
let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device);
let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue);
let pbr_texture_bind_group = create_pbr_texture_bind_group(
let orm_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let emissive_tex = GpuTexture::black_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let pbr_texture_bind_group = create_pbr_full_texture_bind_group(
&gpu.device,
&pbr_tex_layout,
&albedo_tex.view,
&albedo_tex.sampler,
&normal_tex.1,
&normal_tex.2,
&orm_tex.view,
&orm_tex.sampler,
&emissive_tex.view,
&emissive_tex.sampler,
);
// IBL resources
@@ -252,6 +260,8 @@ impl ApplicationHandler for MultiLightApp {
camera_light_bind_group,
_albedo_tex: albedo_tex,
_normal_tex: normal_tex,
_orm_tex: orm_tex,
_emissive_tex: emissive_tex,
pbr_texture_bind_group,
material_bind_group,
shadow_bind_group,

View File

@@ -11,7 +11,7 @@ use voltex_renderer::{
GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline,
ShadowMap, ShadowUniform,
IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group,
IblResources, pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group,
};
use wgpu::util::DeviceExt;
@@ -36,6 +36,8 @@ struct AppState {
camera_light_bind_group: wgpu::BindGroup,
_albedo_tex: GpuTexture,
_normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler),
_orm_tex: GpuTexture,
_emissive_tex: GpuTexture,
pbr_texture_bind_group: wgpu::BindGroup,
material_bind_group: wgpu::BindGroup,
shadow_bind_group: wgpu::BindGroup,
@@ -134,7 +136,7 @@ impl ApplicationHandler for PbrDemoApp {
// Bind group layouts
let cl_layout = camera_light_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_full_texture_bind_group_layout(&gpu.device);
let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
// Camera+Light bind group
@@ -159,17 +161,23 @@ impl ApplicationHandler for PbrDemoApp {
],
});
// PBR texture bind group (albedo + normal)
// PBR texture bind group (albedo + normal + ORM + emissive)
let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device);
let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue);
let pbr_texture_bind_group = create_pbr_texture_bind_group(
let orm_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let emissive_tex = GpuTexture::black_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let pbr_texture_bind_group = create_pbr_full_texture_bind_group(
&gpu.device,
&pbr_tex_layout,
&albedo_tex.view,
&albedo_tex.sampler,
&normal_tex.1,
&normal_tex.2,
&orm_tex.view,
&orm_tex.sampler,
&emissive_tex.view,
&emissive_tex.sampler,
);
// IBL resources
@@ -236,6 +244,8 @@ impl ApplicationHandler for PbrDemoApp {
camera_light_bind_group,
_albedo_tex: albedo_tex,
_normal_tex: normal_tex,
_orm_tex: orm_tex,
_emissive_tex: emissive_tex,
pbr_texture_bind_group,
material_bind_group,
shadow_bind_group,

View File

@@ -12,7 +12,7 @@ use voltex_renderer::{
Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj,
ShadowMap, ShadowUniform, ShadowPassUniform, SHADOW_MAP_SIZE,
create_shadow_pipeline, shadow_pass_bind_group_layout,
IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group,
IblResources, pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group,
};
use wgpu::util::DeviceExt;
@@ -39,6 +39,8 @@ struct AppState {
camera_light_bind_group: wgpu::BindGroup,
_albedo_tex: GpuTexture,
_normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler),
_orm_tex: GpuTexture,
_emissive_tex: GpuTexture,
pbr_texture_bind_group: wgpu::BindGroup,
material_bind_group: wgpu::BindGroup,
// Shadow resources
@@ -188,7 +190,7 @@ impl ApplicationHandler for ShadowDemoApp {
// Bind group layouts
let cl_layout = camera_light_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device);
let pbr_tex_layout = pbr_full_texture_bind_group_layout(&gpu.device);
let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
// Camera+Light bind group
@@ -211,17 +213,23 @@ impl ApplicationHandler for ShadowDemoApp {
],
});
// PBR texture bind group (albedo + normal)
// PBR texture bind group (albedo + normal + ORM + emissive)
let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device);
let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue);
let pbr_texture_bind_group = create_pbr_texture_bind_group(
let orm_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let emissive_tex = GpuTexture::black_1x1(&gpu.device, &gpu.queue, &old_tex_layout);
let pbr_texture_bind_group = create_pbr_full_texture_bind_group(
&gpu.device,
&pbr_tex_layout,
&albedo_tex.view,
&albedo_tex.sampler,
&normal_tex.1,
&normal_tex.2,
&orm_tex.view,
&orm_tex.sampler,
&emissive_tex.view,
&emissive_tex.sampler,
);
// IBL resources
@@ -311,6 +319,8 @@ impl ApplicationHandler for ShadowDemoApp {
camera_light_bind_group,
_albedo_tex: albedo_tex,
_normal_tex: normal_tex,
_orm_tex: orm_tex,
_emissive_tex: emissive_tex,
pbr_texture_bind_group,
material_bind_group,
shadow_map,