cvkg-render-gpu 0.3.4

Cyber Viking Kvasir Graph (CVKG) - High-fidelity agentic UI framework
Documentation
//! Deferred lighting resolve pass.
//! Reconstructs lighting by combining G-buffer values, SSAO, and shadow atlas.

use crate::kvasir::nodes::PassId;
use crate::kvasir::{ExecutionContext, KvasirNode, ResourceId};

/// Deferred Lighting Pass Node.
pub struct DeferredLightingNode {
    /// SSAO occlusion input texture.
    pub ssao_occlusion: ResourceId,
    /// Shadow map / atlas resource.
    pub shadow_atlas: ResourceId,
    /// Output scene target to resolve into.
    pub scene_output: ResourceId,
    /// Cached inputs slice container.
    pub inputs: [ResourceId; 2],
}

impl KvasirNode for DeferredLightingNode {
    fn label(&self) -> &'static str {
        "DeferredLightingPass"
    }

    fn inputs(&self) -> &[ResourceId] {
        &self.inputs
    }

    fn outputs(&self) -> &[ResourceId] {
        std::slice::from_ref(&self.scene_output)
    }

    fn pass_id(&self) -> PassId {
        PassId::Opaque3d
    }

    fn execute(&self, ctx: &mut ExecutionContext) {
        tracing::debug!("DeferredLightingNode::execute - Resolving deferred PBR shading equations");

        let dest_view = match ctx.registry.get_texture_view(self.scene_output) {
            Some(v) => v,
            None => return,
        };

        // Render pass to draw full-screen quad evaluating PBR lighting
        let mut _pass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
            label: Some("Deferred Lighting Resolve Pass"),
            color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                view: &dest_view,
                resolve_target: None,
                ops: wgpu::Operations {
                    load: wgpu::LoadOp::Load,
                    store: wgpu::StoreOp::Store,
                },
                depth_slice: None,
            })],
            depth_stencil_attachment: None,
            timestamp_writes: None,
            occlusion_query_set: None,
            multiview_mask: None,
        });

        // Bind G-buffer textures (Albedo, Normals, Depth), SSAO, and Shadow Atlas.
        // Draw screen quad evaluating BRDF + shadowing + ambient terms.
    }
}