EDIT: folder structure refactoring (src/core)

This commit is contained in:
2025-11-27 11:26:57 +09:00
parent a816864c88
commit 2182b02f4a
79 changed files with 291 additions and 277 deletions

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@@ -1,7 +1,7 @@
Image-Based Lighting (IBL)
Overview
- 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`.
- 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`.
- 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.
- The engine currently supports:
- Specular environment from an equirectangular 2D texture with prefiltered mips (`sampler2D iblSpec2D`).
@@ -11,7 +11,7 @@ Overview
Data Flow
- Init:
- `VulkanEngine::init_vulkan()` creates an `IBLManager`, calls `init(context)`, and publishes it via `EngineContext::ibl`.
- The engine optionally loads default IBL assets (`IBLPaths` in `src/core/vk_engine.cpp`), typically a BRDF LUT plus a specular environment `.ktx2`.
- The engine optionally loads default IBL assets (`IBLPaths` in `src/core/engine.cpp`), typically a BRDF LUT plus a specular environment `.ktx2`.
- Loading (IBLManager):
- `IBLManager::load(const IBLPaths&)`:
- Specular: