feat(renderer): add RT shadow compute pipeline and integrate into lighting pass

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-25 13:14:28 +09:00
parent 3a311e14af
commit b556cdd768
3 changed files with 130 additions and 2 deletions

View File

@@ -51,6 +51,8 @@ struct ShadowUniform {
@group(2) @binding(4) var s_brdf_lut: sampler;
@group(2) @binding(5) var t_ssgi: texture_2d<f32>;
@group(2) @binding(6) var s_ssgi: sampler;
@group(2) @binding(7) var t_rt_shadow: texture_2d<f32>;
@group(2) @binding(8) var s_rt_shadow: sampler;
// ── Vertex / Fragment structs ─────────────────────────────────────────────────
@@ -264,8 +266,8 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// F0: base reflectivity; 0.04 for dielectrics, albedo for metals
let F0 = mix(vec3<f32>(0.04, 0.04, 0.04), albedo, metallic);
// Shadow
let shadow_factor = calculate_shadow(world_pos);
// Shadow: sample RT shadow texture (1.0 = lit, 0.0 = shadowed)
let shadow_factor = textureSample(t_rt_shadow, s_rt_shadow, uv).r;
// Accumulate contribution from all active lights
var Lo = vec3<f32>(0.0);

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@@ -6,6 +6,7 @@ use crate::gbuffer::{
};
use crate::light::CameraUniform;
use crate::ssgi::{SsgiUniform, SSGI_OUTPUT_FORMAT};
use crate::rt_shadow::{RtShadowUniform, RT_SHADOW_FORMAT};
/// Bind group layout for the G-Buffer pass camera uniform (dynamic offset, group 0).
pub fn gbuffer_camera_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
@@ -270,6 +271,24 @@ pub fn lighting_shadow_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGro
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// binding 7: RT shadow texture (R32Float → filterable float)
wgpu::BindGroupLayoutEntry {
binding: 7,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
// binding 8: filtering sampler for RT shadow texture
wgpu::BindGroupLayoutEntry {
binding: 8,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
})
}
@@ -495,3 +514,105 @@ pub fn create_ssgi_pipeline(
cache: None,
})
}
// ── RT Shadow pipeline ────────────────────────────────────────────────────────
/// Bind group layout for the RT shadow compute pass G-Buffer inputs (group 0).
/// Bindings: position (non-filterable), normal (filterable) — both COMPUTE visibility.
pub fn rt_shadow_gbuffer_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("RT Shadow GBuffer Bind Group Layout"),
entries: &[
// binding 0: position texture (Rgba32Float → non-filterable)
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
// binding 1: normal texture (filterable)
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
],
})
}
/// Bind group layout for the RT shadow compute pass data (group 1).
/// Bindings: TLAS, storage texture (R32Float write), RtShadowUniform — all COMPUTE visibility.
pub fn rt_shadow_data_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("RT Shadow Data Bind Group Layout"),
entries: &[
// binding 0: TLAS (acceleration structure)
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::AccelerationStructure { vertex_return: false },
count: None,
},
// binding 1: shadow output texture (R32Float, write-only storage)
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::WriteOnly,
format: RT_SHADOW_FORMAT,
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
// binding 2: RtShadowUniform
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(
std::mem::size_of::<RtShadowUniform>() as u64,
),
},
count: None,
},
],
})
}
/// Create the RT shadow compute pipeline.
pub fn create_rt_shadow_pipeline(
device: &wgpu::Device,
gbuffer_layout: &wgpu::BindGroupLayout,
data_layout: &wgpu::BindGroupLayout,
) -> wgpu::ComputePipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("RT Shadow Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("rt_shadow_shader.wgsl").into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("RT Shadow Pipeline Layout"),
bind_group_layouts: &[gbuffer_layout, data_layout],
immediate_size: 0,
});
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("RT Shadow Compute Pipeline"),
layout: Some(&layout),
module: &shader,
entry_point: Some("cs_main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
cache: None,
})
}

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@@ -17,6 +17,8 @@ pub mod gbuffer;
pub mod fullscreen_quad;
pub mod deferred_pipeline;
pub mod ssgi;
pub mod rt_accel;
pub mod rt_shadow;
pub use gpu::{GpuContext, DEPTH_FORMAT};
pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
@@ -36,5 +38,8 @@ pub use deferred_pipeline::{
gbuffer_camera_bind_group_layout,
lighting_gbuffer_bind_group_layout, lighting_lights_bind_group_layout, lighting_shadow_bind_group_layout,
ssgi_gbuffer_bind_group_layout, ssgi_data_bind_group_layout, create_ssgi_pipeline,
rt_shadow_gbuffer_bind_group_layout, rt_shadow_data_bind_group_layout, create_rt_shadow_pipeline,
};
pub use ssgi::{SsgiResources, SsgiUniform, SSGI_OUTPUT_FORMAT};
pub use rt_accel::{RtAccel, BlasMeshData, mat4_to_tlas_transform};
pub use rt_shadow::{RtShadowResources, RtShadowUniform, RT_SHADOW_FORMAT};