Files
game_engine/crates/voltex_renderer/src/shadow.rs
tolelom 1081fb472f feat(renderer): improve IBL with Hosek-Wilkie sky, SH irradiance, GPU BRDF LUT
- Hosek-Wilkie inspired procedural sky (Rayleigh/Mie scattering, sun disk)
- L2 Spherical Harmonics irradiance (9 coefficients, CPU computation)
- SH evaluation in shader replaces sample_environment for diffuse IBL
- GPU compute BRDF LUT (Rg16Float, higher precision than CPU Rgba8Unorm)
- SkyParams (sun_direction, turbidity) in ShadowUniform

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 20:58:28 +09:00

159 lines
5.9 KiB
Rust

use bytemuck::{Pod, Zeroable};
pub const SHADOW_MAP_SIZE: u32 = 2048;
pub const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub struct ShadowMap {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl ShadowMap {
pub fn new(device: &wgpu::Device) -> Self {
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Shadow Map Texture"),
size: wgpu::Extent3d {
width: SHADOW_MAP_SIZE,
height: SHADOW_MAP_SIZE,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: SHADOW_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Shadow Map Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::MipmapFilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
});
Self { texture, view, sampler }
}
pub fn bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Shadow Bind Group Layout"),
entries: &[
// binding 0: depth texture
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
// binding 1: comparison sampler
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
},
// binding 2: ShadowUniform buffer
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: wgpu::BufferSize::new(
std::mem::size_of::<ShadowUniform>() as u64,
),
},
count: None,
},
// binding 3: BRDF LUT texture
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
// binding 4: BRDF LUT sampler
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
})
}
pub fn create_bind_group(
&self,
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
shadow_uniform_buffer: &wgpu::Buffer,
brdf_lut_view: &wgpu::TextureView,
brdf_lut_sampler: &wgpu::Sampler,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Shadow Bind Group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: shadow_uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(brdf_lut_view),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(brdf_lut_sampler),
},
],
})
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
pub struct ShadowUniform {
pub light_view_proj: [[f32; 4]; 4],
pub shadow_map_size: f32,
pub shadow_bias: f32,
pub _padding: [f32; 2],
// Sky parameters (Hosek-Wilkie inspired)
pub sun_direction: [f32; 3],
pub turbidity: f32,
// L2 Spherical Harmonics coefficients: 9 RGB coefficients packed into 7 vec4s (28 floats)
pub sh_coefficients: [[f32; 4]; 7],
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
pub struct ShadowPassUniform {
pub light_vp_model: [[f32; 4]; 4],
}