Menu

1 / 3

Building a Reusable WebGPU & Rust Engine: Part 5 — Implementing Lighting Systems

DEV Community: rust·J·about 7 hours ago
#qh4v3AKy
#devtorust#devto#dev#light#lighting
Reading 0:00
15s threshold

J

Posted on Oct 30

Edited on Oct 30

It’s time to bring depth and atmosphere into our scene through Dynamic Lighting. In a typical rendering pipeline, lighting also works closely with shadows.

The light types I am aiming for are:

Point Light

Directional Light

Spot Light

HDRI Light Analytical lights (point, directional, and spot) use uniform buffer data. In contrast, HDRI lighting is image-based (IBL) and requires a cubemap texture ( texture_cube<f32> ) and sampler rather than a standard uniform buffer.

Rust Implementation: lighting.rs

In lighting.rs , we create a unified structure to upload the light parameters to the GPU:

light_type (identifying which mode to evaluate)

direction

inner_cone and outer_cone (for spot light boundaries)

color, rangle, intensity (basic things about light)

Just like we did for the depth buffer and post-processing passes, we create a GPU buffer to hold the light information, construct a bind group layout and bind group, and instantiate the light controller in the…

Continue reading — create a free account

Join HashtagPLUS to read full articles, follow hashtags, vote, and join the conversation.