EDIT: folder structure refactoring (src/core)
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@@ -1,7 +1,7 @@
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Image-Based Lighting (IBL)
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Overview
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- IBL assets (environment maps + BRDF LUT + SH coefficients) are managed by `IBLManager` (`src/core/ibl_manager.{h,cpp}`) and exposed to passes via `EngineContext::ibl`.
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- IBL assets (environment maps + BRDF LUT + SH coefficients) are managed by `IBLManager` (`src/core/assets/ibl_manager.{h,cpp}`) and exposed to passes via `EngineContext::ibl`.
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- Shaders share a common include, `shaders/ibl_common.glsl`, which defines the IBL bindings for descriptor set 3 and helper functions used by deferred, forward, and background passes.
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- The engine currently supports:
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- Specular environment from an equirectangular 2D texture with prefiltered mips (`sampler2D iblSpec2D`).
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@@ -11,7 +11,7 @@ Overview
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Data Flow
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- Init:
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- `VulkanEngine::init_vulkan()` creates an `IBLManager`, calls `init(context)`, and publishes it via `EngineContext::ibl`.
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- The engine optionally loads default IBL assets (`IBLPaths` in `src/core/vk_engine.cpp`), typically a BRDF LUT plus a specular environment `.ktx2`.
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- The engine optionally loads default IBL assets (`IBLPaths` in `src/core/engine.cpp`), typically a BRDF LUT plus a specular environment `.ktx2`.
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- Loading (IBLManager):
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- `IBLManager::load(const IBLPaths&)`:
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- Specular:
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