feat: PBR point light — Unity-style attenuation, warm glow

- UBO expanded from 64 to 128 bytes: vp(64) + lightPos(16) + lightColor(16)
- Vertex shader: passes point light UBO data through
- Fragment shader: refactored calcLight() function, shared by directional + point
  - Point light: Unity-style attenuation pow(1 - dist/range, 2)
  - Directional light reduced intensity (0.4) to balance with point light
  - Point light: position (0,8,0), warm color (1,0.9,0.7), intensity 15, range 25
- Renderer: reads Light component from ECS, packs into UBO with Marshal.StructureToPtr
- Scene: MainLight entity with Light.Point at (0,8,0)
- 0 C# struct changes — pure UBO layout + shader upgrade
This commit is contained in:
emil28092005
2026-06-18 19:23:00 +03:00
parent 22748ed9ba
commit f718e6de49
7 changed files with 77 additions and 25 deletions
+4
View File
@@ -264,6 +264,10 @@ class Program
.Set(new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One))
.Set(grid);
world.Entity("MainLight")
.Set(new Transform(new Vector3(0, 8, 0), Quaternion.Identity, Vector3.One))
.Set(Light.Point(new Vector3(0, 8, 0), new Vector3(1.0f, 0.9f, 0.7f), intensity: 15.0f, range: 25.0f));
var entityCount = 0;
world.Each((Entity e, ref Transform _) => entityCount++);
Console.WriteLine($"[Scene] {entityCount} entities: torus knot + 4 dynamic cubes + 3 dynamic spheres + static floor + grid");