ADD: Texture Cache

This commit is contained in:
2025-11-03 14:37:52 +09:00
parent fbc937974d
commit cb495e3f4b
7 changed files with 177 additions and 92 deletions

View File

@@ -30,11 +30,12 @@ struct SDL_Window;
class AssetManager;
class RenderGraph;
class RayTracingManager;
class TextureCache;
struct ShadowSettings
{
// 0 = Clipmap only, 1 = Clipmap + RT assist, 2 = RT only
uint32_t mode = 0;
uint32_t mode = 2;
bool hybridRayQueryEnabled = false; // derived convenience: (mode != 0)
uint32_t hybridRayCascadesMask = 0b1110; // bit i => cascade i uses ray query assist (default: 1..3)
float hybridRayNoLThreshold = 0.25f; // trigger when N·L below this (mode==1)
@@ -56,6 +57,7 @@ public:
// Per-frame and subsystem pointers for modules to use without VulkanEngine
FrameResources* currentFrame = nullptr; // set by engine each frame
uint32_t frameIndex = 0; // incremented by engine each frame
EngineStats* stats = nullptr; // points to engine stats
ComputeManager* compute = nullptr; // compute subsystem
PipelineManager* pipelines = nullptr; // graphics pipeline manager
@@ -90,4 +92,7 @@ public:
// Convenience alias (singular) requested
AssetManager* getAsset() const { return assets; }
RenderGraph* getRenderGraph() const { return renderGraph; }
// Streaming subsystems (engine-owned)
TextureCache* textures = nullptr; // texture streaming + cache
};