Files
game_engine/crates/voltex_renderer/src/shadow_pipeline.rs
tolelom b5a6159526 feat(renderer): add ShadowMap, shadow depth shader, and shadow pipeline
Implements ShadowMap (2048x2048 Depth32Float texture with comparison sampler),
shadow_shader.wgsl (depth-only vertex shader), shadow_pipeline (front-face
culling, depth bias constant=2/slope=2.0), and associated uniform types.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-24 21:01:51 +09:00

78 lines
2.7 KiB
Rust

use crate::vertex::MeshVertex;
use crate::shadow::{SHADOW_FORMAT, ShadowPassUniform};
pub fn shadow_pass_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Shadow Pass Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
std::mem::size_of::<ShadowPassUniform>() as u64,
),
},
count: None,
},
],
})
}
pub fn create_shadow_pipeline(
device: &wgpu::Device,
shadow_pass_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shadow Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shadow_shader.wgsl").into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Shadow Pipeline Layout"),
bind_group_layouts: &[shadow_pass_layout],
immediate_size: 0,
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Shadow Pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[MeshVertex::LAYOUT],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: None,
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Front),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState {
constant: 2,
slope_scale: 2.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
})
}