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chore: initial shadow mapping with shadow maps hosted in an atlas (#157)
* lighting bindgroup * initial shadow mapping API in place * pin cargo gpu * lots of bug fixes in the shadow mapping path * more debugging shadow mapping * can programmatically capture gpu traces, ugly shadows are working * added configurable bias to shadow mapping * shadow mapping culls front face to cut down peter panning * 1 Cargo Files: • Cargo.lock and Cargo.toml have been updated to change the version of the craballoc dependency from 0.1.3 to 0.1.5. 2 Example Crate: • crates/example/src/lib.rs has been modified to update the lighting and shadow mapping logic, including changes to how shadow maps are created and used. 3 Shaders: • Several shader files (.spv and .wgsl) have binary differences, indicating updates to the compiled shader code. 4 Renderling Crate: • Multiple files in the crates/renderling/src directory have been updated, including atlas.rs, atlas/atlas_image.rs, atlas/cpu.rs, context.rs, draw/cpu.rs, lib.rs, light.rs, light/cpu.rs, math.rs, pbr.rs, stage.rs, and stage/cpu.rs. • These changes involve updates to the atlas and texture handling, lighting and shadow mapping improvements, and modifications to the rendering pipeline. 5 GLTF File: • The gltf/shadow_mapping_sanity_spot.blend file has binary changes, suggesting updates to the 3D model or scene configuration. Overall, the changes focus on improving the rendering and lighting systems, particularly around shadow mapping and texture management. * feat: Add shadow map view management for directional and point lights * feat: Implement `ShadowMapViews::new_six` for point light shadow maps * moved shadow maps to a shadow map atlas, included atlas blitting * WIP moving all lighting to the lighting slab w/ AnalayticalLightBundle * functional shadows read out of the shadow map atlas
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