feat(renderer): add RT shadow compute pipeline and integrate into lighting pass
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -17,6 +17,8 @@ pub mod gbuffer;
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pub mod fullscreen_quad;
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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 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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@@ -36,5 +38,8 @@ pub use deferred_pipeline::{
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gbuffer_camera_bind_group_layout,
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lighting_gbuffer_bind_group_layout, lighting_lights_bind_group_layout, lighting_shadow_bind_group_layout,
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ssgi_gbuffer_bind_group_layout, ssgi_data_bind_group_layout, create_ssgi_pipeline,
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rt_shadow_gbuffer_bind_group_layout, rt_shadow_data_bind_group_layout, create_rt_shadow_pipeline,
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};
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pub use ssgi::{SsgiResources, SsgiUniform, SSGI_OUTPUT_FORMAT};
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pub use rt_accel::{RtAccel, BlasMeshData, mat4_to_tlas_transform};
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pub use rt_shadow::{RtShadowResources, RtShadowUniform, RT_SHADOW_FORMAT};
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