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

View File

@@ -19,6 +19,9 @@ pub mod deferred_pipeline;
pub mod ssgi;
pub mod rt_accel;
pub mod rt_shadow;
pub mod hdr;
pub mod bloom;
pub mod tonemap;
pub use gpu::{GpuContext, DEPTH_FORMAT};
pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
@@ -43,3 +46,6 @@ pub use deferred_pipeline::{
pub use ssgi::{SsgiResources, SsgiUniform, SSGI_OUTPUT_FORMAT};
pub use rt_accel::{RtAccel, RtInstance, BlasMeshData, mat4_to_tlas_transform};
pub use rt_shadow::{RtShadowResources, RtShadowUniform, RT_SHADOW_FORMAT};
pub use hdr::{HdrTarget, HDR_FORMAT};
pub use bloom::{BloomResources, BloomUniform, mip_sizes, BLOOM_MIP_COUNT};
pub use tonemap::{TonemapUniform, aces_tonemap};