feat(lighting): Complete lighting overhaul — PCSS, SH L1 LPV, occlusion, LUT color grading#263
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MichaelFisher1997 wants to merge 9 commits intodevfrom
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feat(lighting): Complete lighting overhaul — PCSS, SH L1 LPV, occlusion, LUT color grading#263MichaelFisher1997 wants to merge 9 commits intodevfrom
MichaelFisher1997 wants to merge 9 commits intodevfrom
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… soft shadows, SH L1 LPV with occlusion, and LUT color grading Implement the full lighting overhaul (phases 4-6): - PCSS: Poisson-disk blocker search with penumbra-based variable-radius PCF - LPV: native 3D textures, SH L1 directional encoding (3 channels), occlusion-aware propagation - Post-process: LUT-based color grading with 32^3 neutral identity texture - Fix Vulkan validation error on bindings 11-13 by creating a 1x1x1 3D dummy texture so sampler3D descriptors have a correctly-typed fallback before LPV initialization Resolves #143
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Closing in favor of a clean branch — the old branch had merge commits that caused phantom conflicts after #262 was squash-merged into dev. |
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Summary
Completes the lighting system overhaul tracked in #143. This PR implements phases 4-6 and fixes the remaining Vulkan validation error.
Changes
image2D) to nativeVkImage3D/image3D, enabling hardware trilinear samplingsampler3Ddescriptors (bindings 11-13) have a correctly-typed fallback before LPV initialization, fixingVK_IMAGE_VIEW_TYPE_2D vs Dim=3Dvalidation errorsFiles Changed (24 files)
Shaders:
terrain.frag,lpv_inject.comp,lpv_propagate.comp,post_process.frag+ SPIR-V binariesEngine:
lpv_system.zig,rhi.zig,rhi_vulkan.zig,rhi_types.zig,rhi_tests.zig,render_graph.zigVulkan backend:
descriptor_manager.zig,descriptor_bindings.zig,rhi_context_types.zig,rhi_context_factory.zig,rhi_init_deinit.zig,rhi_frame_orchestration.zig,rhi_resource_setup.zig,rhi_shadow_bridge.zig,rhi_pass_orchestration.zig,post_process_system.zigGame:
world.zigTesting
zig build testpasses (unit tests + SPIR-V shader validation)zig buildcompiles cleanlyResolves #143