Files
game_engine/crates/voltex_renderer/src/pbr_pipeline.rs
tolelom 080ac92fbb fix(renderer): merge IBL into group(3) to stay within max_bind_groups limit of 4
wgpu's default max_bind_groups is 4 (groups 0-3), but the PBR shader was
using group(4) for BRDF LUT bindings. This merges IBL bindings into the
shadow bind group (group 3) at binding slots 3-4, removes the standalone
IBL bind group layout/creation, and updates all examples accordingly.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 21:38:45 +09:00

67 lines
2.4 KiB
Rust

use crate::vertex::MeshVertex;
use crate::gpu::DEPTH_FORMAT;
pub fn create_pbr_pipeline(
device: &wgpu::Device,
format: wgpu::TextureFormat,
camera_light_layout: &wgpu::BindGroupLayout,
texture_layout: &wgpu::BindGroupLayout,
material_layout: &wgpu::BindGroupLayout,
shadow_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("PBR Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("pbr_shader.wgsl").into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("PBR Pipeline Layout"),
bind_group_layouts: &[camera_light_layout, texture_layout, material_layout, shadow_layout],
immediate_size: 0,
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("PBR Pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[MeshVertex::LAYOUT],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
})
}