feat(renderer): add HDR target, Bloom resources, and ACES tonemap

- Add hdr.rs with HdrTarget (Rgba16Float render target) and HDR_FORMAT constant
- Add bloom.rs with BloomResources (5-level mip chain), BloomUniform, and mip_sizes()
- Add tonemap.rs with TonemapUniform and CPU-side aces_tonemap() for testing
- Export all new types from lib.rs
- 33 tests passing (26 existing + 3 bloom + 4 tonemap)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-25 13:47:19 +09:00
parent ba610f48dc
commit 6c938999e4
4 changed files with 265 additions and 0 deletions

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/// Texture format used for HDR render targets.
pub const HDR_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
/// An HDR render target (Rgba16Float) used as the output of the lighting pass.
pub struct HdrTarget {
pub view: wgpu::TextureView,
pub width: u32,
pub height: u32,
}
impl HdrTarget {
pub fn new(device: &wgpu::Device, width: u32, height: u32) -> Self {
let view = create_hdr_view(device, width, height);
Self { view, width, height }
}
/// Recreate the HDR texture when the window is resized.
pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) {
self.view = create_hdr_view(device, width, height);
self.width = width;
self.height = height;
}
}
// ── Helpers ───────────────────────────────────────────────────────────────────
fn create_hdr_view(device: &wgpu::Device, width: u32, height: u32) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("HDR Target Texture"),
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: HDR_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
texture.create_view(&wgpu::TextureViewDescriptor::default())
}