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

@@ -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};