feat: lumières spot (cône + angle) (Étape 13, Phase 4.2)

- Light étendu à 4×Vec4 (64 o) : dir_angle (axe du cône + cos demi-angle)
- FrameUniforms 576→704 o : compteur num_spot, _pad[1]
- Lights + spot: Vec<Light> ; into_frame_array renvoie (arr, n_dir, n_point, n_spot)
- Scene::add_spot_light(pos, dir, color, intensity, radius, half_angle) ; clear_lights inclut spot
- standard_shader.wgsl : 3e boucle d'accumulation (pénombre lissée ±0.1 rad + atténuation linéaire)
- exemple cube : lumière spot verte pointée vers le cube
- Docs : shaders/resources README (704 B), README roadmap (item 11), ROADMAP (item coché)
- Build/test/fmt OK (5 tests + validation WGSL + doctests) ; non-régression par défaut
This commit is contained in:
Jérôme Bousquié
2026-09-18 19:05:13 +02:00
parent d518948deb
commit e8ff364d0d
11 changed files with 211 additions and 70 deletions
+9 -7
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@@ -14,7 +14,7 @@ unlit** de `standard` (décision actée dans le DRAFT : « 2D ⊂ 3D »).
| File | Purpose |
|------|---------|
| **standard_shader.wgsl** | Standard (Phong) vertex/fragment shader — ambient + multi-light (directional + point) diffuse with an explicit unlit mode. Carries the full uniform contract (frame @group(0) + object @group(1) + texture @group(2)). |
| **standard_shader.wgsl** | Standard (Phong) vertex/fragment shader — ambient + multi-light (directional + point + spot) diffuse with an explicit unlit mode. Carries the full uniform contract (frame @group(0) + object @group(1) + texture @group(2)). |
## Shader Contract (standard_shader.wgsl)
@@ -34,14 +34,16 @@ par tout matériau (Étape 3 : un seul layout pour tous).
| Group / Binding | Struct | Contenu |
|-----------------|--------|---------|
| `@group(0) @binding(0)` | `FrameUniforms` (576 B) | `view`, `proj`, `cam_pos`, `ambient`, `lights[8]`, `num_directional`, `num_point`, `options` (.x = unlit flag) |
| `@group(0) @binding(0)` | `FrameUniforms` (704 B) | `view`, `proj`, `cam_pos`, `ambient`, `lights[8]`, `num_directional`, `num_point`, `num_spot`, `options` (.x = unlit flag) |
| `@group(1) @binding(0)` | `ObjectUniform` (64 B) | `model` (matrice modèle de l'entité) |
`FrameUniforms` porte une **liste de lumières globales** (Étape 12, Phase 4.2) : `lights[0..num_directional]`
sont des lumières **directionnelles** (`position_dir.xyz` = direction de la surface vers la lumière), et
`lights[num_directional..]` des lumières **ponctuelles** (`position_dir.xyz` = position monde, `radius.x` =
rayon d'atténuation linéaire). L'index disambiguise le type — pas de drapeau. `ambient` est la couleur du
terme ambiant hémisphérique.
`FrameUniforms` porte une **liste de lumières globales** (Étapes 12–13, Phase 4.2) : `lights[0..num_directional]`
sont des lumières **directionnelles** (`position_dir.xyz` = direction de la surface vers la lumière),
`lights[num_directional..num_directional + num_point]` des lumières **ponctuelles**
(`position_dir.xyz` = position monde, `radius.x` = rayon d'atténuation linéaire), et
`lights[num_directional + num_point..]` des lumières **spot** (`position_dir.xyz` = position monde,
`dir_angle.xyz` = axe du cône de la lumière vers la scène, `dir_angle.w` = cos du demi-angle).
L'index disambiguise le type — pas de drapeau. `ambient` est la couleur du terme ambiant hémisphérique.
### Mode unlit
+34 -9
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@@ -8,7 +8,7 @@
//!
//! ## Uniform Contract
//! Three bind groups, shared by every material (one single pipeline layout — voir Étape 3) :
//! - `@group(0) @binding(0)` : `FrameUniforms` (per-frame, camera + lights) [192 + 48·MAX_LIGHTS bytes]
//! - `@group(0) @binding(0)` : `FrameUniforms` (per-frame, camera + lights) [704 bytes]
//! - `@group(1) @binding(0)` : `ObjectUniform` (per-entity model matrix) [64 bytes]
//! - `@group(2) @binding(0)` : `texture_sampler` (sampler) — diffuse (Étape 10)
//! - `@group(2) @binding(1)` : `diffuse_texture` (texture_2d<f32>) (Étape 10)
@@ -21,14 +21,18 @@
//! | 128 | cam_pos | vec4<f32> | Camera world position (.xyz) |
//! | 144 | ambient | vec4<f32> | Ambient hemisphere color (.rgb) |
//! | 160 | lights[0..MAX] | array<Light> | Global light list |
//! | 160 + 48·MAX_LIGHTS | num_directional| u32 | # directional (indices 0..n) |
//! | 160 + 64·MAX_LIGHTS | num_directional| u32 | # directional (indices 0..n) |
//! | | num_point | u32 | # point (indices n..) |
//! | | num_spot | u32 | # spot (indices after point) |
//! | | options | vec4<u32> | x = unlit flag (1 => flat color) |
//!
//! `MAX_LIGHTS = 8`. `struct Light` is 48 bytes (3 × vec4). Directional lights occupy
//! `MAX_LIGHTS = 8`. `struct Light` is 64 bytes (4 × vec4). Directional lights occupy
//! `lights[0..num_directional]` (`position_dir.xyz` = direction **from the surface toward the
//! light**); point lights occupy `lights[num_directional..]` (`position_dir.xyz` = world position,
//! `radius.x` = linear attenuation radius). No type flag — the index disambiguates (Étape 12).
//! light**); point lights occupy `lights[num_directional..num_directional + num_point]`
//! (`position_dir.xyz` = world position, `radius.x` = linear attenuation radius); spot lights
//! occupy `lights[num_directional + num_point..]` (`position_dir.xyz` = world position,
//! `dir_angle.xyz` = cone axis from the light toward the scene, `dir_angle.w` = cos of the
//! half-angle). No type flag — the index disambiguates (Étapes 12–13).
//!
//! ## Texturing (Étape 10, D2)
//! The fragment samples `diffuse_texture` **unconditionally**. A texture-less `Material` binds the
@@ -59,13 +63,16 @@ struct VertexInput {
// `wsg_lib::resources::MAX_LIGHTS`.
const MAX_LIGHTS: u32 = 8u;
// A single light (48 bytes = 3 × vec4). Directional: `position_dir.xyz` = direction from the
// A single light (64 bytes = 4 × vec4). Directional: `position_dir.xyz` = direction from the
// surface toward the light. Point: `position_dir.xyz` = world position, `radius.x` = linear
// attenuation radius. The array index disambiguates the type (no flag stored).
// attenuation radius. Spot: `position_dir.xyz` = world position, `dir_angle.xyz` = cone axis
// (from the light toward the scene), `dir_angle.w` = cos of the half-angle. The array index
// disambiguates the type (no flag stored).
struct Light {
position_dir: vec4<f32>,
color: vec4<f32>, // rgb = color; a = intensity
radius: vec4<f32>, // x = point-light attenuation radius
radius: vec4<f32>, // x = point/spot attenuation radius
dir_angle: vec4<f32>, // spot: xyz = cone axis, w = cos(half-angle)
};
struct FrameUniforms {
@@ -73,9 +80,10 @@ struct FrameUniforms {
proj: mat4x4<f32>,
cam_pos: vec4<f32>,
ambient: vec4<f32>, // .rgb = ambient hemisphere color
lights: array<Light, MAX_LIGHTS>, // [0..num_directional] directional, then point
lights: array<Light, MAX_LIGHTS>, // directional, then point, then spot
num_directional: u32,
num_point: u32,
num_spot: u32,
options: vec4<u32>, // .x : unlit flag (1 = flat color, no lighting)
};
@@ -160,6 +168,23 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
diffuse += frame.lights[i].color.rgb * frame.lights[i].color.a * ndotl * falloff;
}
// Lumières spot (indices num_directional + num_point..num_directional + num_point +
// num_spot). Cône orienté : pénombre lissée entre le demi-angle intérieur (dir_angle.w) et
// un liseré extérieur (demi-angle − 0.1 rad), plus atténuation linéaire par rayon.
let spot_base = frame.num_directional + frame.num_point;
for (var i = spot_base; i < spot_base + frame.num_spot; i++) {
let to_light = frame.lights[i].position_dir.xyz - in.world_pos;
let dist = length(to_light);
let l = to_light / max(dist, 1e-4);
let ndotl = max(dot(n, l), 0.0);
let cone = dot(l, normalize(frame.lights[i].dir_angle.xyz));
let cos_inner = frame.lights[i].dir_angle.w;
let cos_outer = cos_inner - 0.1;
let spot_factor = clamp((cone - cos_outer) / max(cos_inner - cos_outer, 1e-4), 0.0, 1.0);
let falloff = clamp(1.0 - dist / max(frame.lights[i].radius.x, 1e-4), 0.0, 1.0);
diffuse += frame.lights[i].color.rgb * frame.lights[i].color.a * ndotl * falloff * spot_factor;
}
let lit = base * (ambient + diffuse);
return vec4<f32>(lit, in.color.a);
}