ADD: IBL added
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@@ -8,18 +8,17 @@ class EngineContext;
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struct IBLPaths
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{
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std::string specularCube; // .ktx2 (GPU-ready BC6H or R16G16B16A16)
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std::string diffuseCube; // .ktx2
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std::string brdfLut2D; // .ktx2 (BC5 RG UNORM or similar)
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std::string diffuseCube; // .ktx2
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std::string brdfLut2D; // .ktx2 (BC5 RG UNORM or similar)
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};
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// Minimal IBL asset owner with optional residency control.
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class IBLManager
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{
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public:
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void init(EngineContext* ctx) { _ctx = ctx; }
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void init(EngineContext *ctx) { _ctx = ctx; }
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// Load all three textures. Returns true when specular+diffuse (and optional LUT) are resident.
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bool load(const IBLPaths& paths);
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bool load(const IBLPaths &paths);
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// Release GPU memory and patch to fallbacks handled by the caller.
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void unload();
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@@ -27,13 +26,22 @@ public:
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bool resident() const { return _spec.image != VK_NULL_HANDLE || _diff.image != VK_NULL_HANDLE; }
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AllocatedImage specular() const { return _spec; }
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AllocatedImage diffuse() const { return _diff; }
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AllocatedImage brdf() const { return _brdf; }
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AllocatedImage diffuse() const { return _diff; }
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AllocatedImage brdf() const { return _brdf; }
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AllocatedBuffer shBuffer() const { return _shBuffer; }
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bool hasSH() const { return _shBuffer.buffer != VK_NULL_HANDLE; }
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// Descriptor set layout used by shaders (set=3)
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VkDescriptorSetLayout descriptorLayout() const { return _iblSetLayout; }
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// Build descriptor set layout without loading images (for early pipeline creation)
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bool ensureLayout();
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private:
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EngineContext* _ctx{nullptr};
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EngineContext *_ctx{nullptr};
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AllocatedImage _spec{};
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AllocatedImage _diff{};
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AllocatedImage _brdf{};
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VkDescriptorSetLayout _iblSetLayout = VK_NULL_HANDLE;
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AllocatedBuffer _shBuffer{}; // 9*vec4 coefficients (RGB in .xyz)
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};
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