emil28092005 c3cca30bba feat: multi-light system with per-light cubemap array shadows
Architecture:
- SceneUBO (448B): mat4 vp + numLights + numShadowLights + LightData[8] + shadowParams[4]
- LightData: vec4 posAndIntensity + vec4 colorAndRange (32B per light)
- Push constants (main): mat4 model only (64B) — all light data in UBO
- Push constants (shadow): model(64) + lightViewProj(64) + lightPos(16) + shadowParams(16) = 160B
- Shadow: cubemap array (24 layers = 4 lights × 6 faces), samplerCubeArray in shader
- Shadow passes: numShadowLights × 6 faces (2 lights = 12 passes)
- Fragment shader: loop over lights, calcPBR per light, shadow from corresponding cubemap layer

New OBJ files with verified CCW winding:
- pyramid.obj, diamond.obj, torus.obj, cone.obj, sphere.obj

Scene 'Chaos Architecture':
- 28 sphere pyramid (physics)
- 30 falling diamonds (physics)
- 8 floating torus rings (decorative)
- 4 pyramid decorations (static)
- 4 cone pillars (static)
- Central torus knot (floating)
- 2 dynamic point lights (warm + cool), both cast shadows
- Both lights orbit in chaotic circles

ImGui panel:
- Per-light intensity, range, RGB sliders
- Shadow bias, sample radius, far plane sliders

227 tests, all pass
2026-06-19 07:15:29 +03:00
S
Description
AI powered Game Engine
23 MiB
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