EDIT: folder structure refactoring

This commit is contained in:
2025-11-26 22:22:06 +09:00
parent 87e2a5d683
commit a816864c88
42 changed files with 124 additions and 121 deletions

View File

@@ -7,7 +7,7 @@ Overview
- Materials: layouts use `UPDATE_AFTER_BIND`; descriptors can be rewritten after bind.
- glTF loader: `src/scene/vk_loader.cpp` builds keys, requests handles, and registers descriptor patches with the cache.
- Primitives/adhoc: `src/core/asset_manager.cpp` builds materials and registers texture watches.
- Visibility: `src/render/vk_renderpass_geometry.cpp` and `src/render/vk_renderpass_transparent.cpp` call `TextureCache::markSetUsed(...)` for sets that are actually drawn.
- Visibility: `src/render/passes/geometry.cpp` and `src/render/passes/transparent.cpp` call `TextureCache::markSetUsed(...)` for sets that are actually drawn.
- IBL: highdynamicrange environment textures are typically loaded directly as `.ktx2` via `IBLManager` instead of the generic streaming cache. See “ImageBased Lighting (IBL)” below.
Data Flow
@@ -114,6 +114,6 @@ ImageBased Lighting (IBL) Textures
- binding 1: `COMBINED_IMAGE_SAMPLER` — BRDF LUT 2D.
- binding 2: `UNIFORM_BUFFER` — SH coefficients (`vec4 sh[9]`, RGB in `.xyz`).
- Render passes that use IBL fetch this layout from `EngineContext::ibl` and allocate perframe sets:
- `vk_renderpass_lighting.cpp`: deferred lighting (set=3).
- `vk_renderpass_transparent.cpp`: forward/transparent PBR materials (set=3).
- `vk_renderpass_background.cpp`: environment background (set=3; only binding 0 is used in the shader).
- `passes/lighting.cpp`: deferred lighting (set=3).
- `passes/transparent.cpp`: forward/transparent PBR materials (set=3).
- `passes/background.cpp`: environment background (set=3; only binding 0 is used in the shader).