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schell
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Feb 14, 2025
| // can roughly get candelas from lux by dividing by 683 [2]. | ||
| // 1. https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual/README.md | ||
| // 2. https://depts.washington.edu/mictech/optics/me557/Radiometry.pdf | ||
| intensity: intensity / 683.0, |
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This change has affected the stag::gltf_support::test::normal_mapping_brick_sphere test.
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Expectedly, multiplying the intensity by 683.0 fixes the test, so no biggy.
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* 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
… intensity from GLTF files
…ight intensity, move ShadowMap into its own cpu module
* WIP * move stage's render of objects to StageRendering to reuse in SceneCubemap * chore: hand rolled cubemap sampling
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* cubemap sampling fixes * fixed hand-rolled cubemap sampling * point light shadows use disk sampling for PCF, added z_far to ShadowMapDescriptor * update shadow map descriptor with light bundle
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These changes provide a shadow mapping implementation for casting shadows from analytical lights.
Includes: