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feature: shadow mapping, directional and spot lights #145
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feat: use moongraph for configurable render graph
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* two texture coords * pong lighting in gpu scene
* feature: morph targets * devlog
* using AtlasEntry * merge AtlasFrame into AtlasTexture * send_wrapper for JsValue in errors, devlog, readme, added Stage::get_camera
* feature: actually use multi-draw-indirect * devlog * pre-upkeep on the indirect slab
* feature: compute culling * frustum and aabb bounding volumes * recompile shaderS * WIP on WASD mouse controls for glTF viewer, can load Sponza * WASD mouse controls * better texture support for glTFs * report duplicated images * separate example camera control * added fps, tried tracing - it's useless * use GltfPrimitive's bounding_box for frustum culling * cpu side of compute culling * frustum culling wrapup * only cull when there are draw calls, Camera's fields are private * debugging AABBs * added bvol::BoundingSphere * flipped a bunch of hit test function names * fix tests * workaround for weird CI rate-limiting issue * readme
* chore: bumped rust-gpu * consolidate drawing into new draw module, use weak refs for renderlets internally * fixes after weak ref work * revert back to spirv-builder v0.9.1 and regen shaders * track rust-gpu main
* feat: use cargo-gpu instead of out-of-workspace shaders binary * add shaders and shaders cargo alias, github workflow * ensure CI has nightly * ensure rustup components * ensure CI has nightly and components * web linkage on wasm32 only * generate with cargo shaders * gen shaders * install toolchain * shaders workflow * readme
* use WeakHybrid in InternalRenderlet * Occlusion culling, part one added MipMapGenerator, depth pyramid shaders slab buffers are created with size 1 to avoid wgpu validation bug fixed a bug where re-staging a texture often copied to the wrong layer debbugging led to better sphere projection for culling update sample count so we don't invalidate every frame debug overlay of bounding spheres use box instead of circle for bounds in debug overlay don't use compute culling by default * regenerate shaders, fix merge errors, treat *.spv and *.wgsl as binary * use cargo-gpu on branch * clean rust-gpu checkouts (temporary) * also clean the rust-gpu cache dir * allow the cache to persist * don't use bool as u32 in shaders * change rust-gpu cache step * update cargo gpu
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* rewrite diffuse irradiance convolution shader in Rust * remove WGSL version of diffuse irradiance convolution fragment shader
…s changed (#146) * fix: rebuilt shader linkage should only create a diff if Rust code has changed * CI improvements
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WIP