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