EDIT: BLAS build is now per-frame async
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@@ -23,9 +23,36 @@
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- `vec4 metal_rough_factors; // x = metallic, y = roughness`
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- `vec4 extra[14]; // extra[0].x = normalScale`
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- Material texture bindings (set=1):
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- binding=1 `colorTex`, binding=2 `metalRoughTex`, binding=3 `normalMap`.
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- binding=1 `colorTex`, binding=2 `metalRoughTex`, binding=3 `normalMap`, binding=4 `occlusionTex`, binding=5 `emissiveTex`.
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- Adding a pipeline (graphics)
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- Fill `GraphicsPipelineCreateInfo` with shader paths, descriptor set layouts, optional push constants, and a `configure(PipelineBuilder&)` callback to set topology, raster, depth/blend, and attachment formats.
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- Register with `PipelineManager::createGraphicsPipeline(name, info)`. Retrieve via `getGraphics` or `getMaterialPipeline`.
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Shader File Reference
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| File | Stage | Description |
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|------|-------|-------------|
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| `fullscreen.vert` | Vertex | Fullscreen triangle for post-process passes |
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| `mesh.vert` | Vertex | Standard mesh vertex transform |
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| `mesh.frag` | Fragment | Forward shading (deprecated, use gbuffer) |
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| `gbuffer.frag` | Fragment | G-Buffer output (position, normal, albedo, AO+emissive) |
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| `deferred_lighting.frag` | Fragment | Deferred lighting with RT shadows + IBL |
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| `deferred_lighting_nort.frag` | Fragment | Deferred lighting without RT |
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| `shadow.vert/.frag` | Vertex/Fragment | Shadow map generation |
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| `ssr.frag` | Fragment | Screen-space reflections (ray march) |
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| `ssr_rt.frag` | Fragment | SSR + RT fallback (ray query) |
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| `tonemap.frag` | Fragment | HDR→LDR tonemapping + bloom |
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| `fxaa.frag` | Fragment | Fast approximate anti-aliasing |
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| `sky.comp` | Compute | Procedural sky background |
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| `gradient_color.comp` | Compute | Gradient background |
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| `background_env.frag` | Fragment | Environment map background |
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GLSL Includes
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| File | Purpose |
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|------|---------|
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| `input_structures.glsl` | SceneData UBO, material bindings, light structs |
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| `lighting_common.glsl` | BRDF evaluation, point light helpers |
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| `ibl_common.glsl` | IBL split-sum, SH irradiance |
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