fix: 阴影光源错误绑定 FillLight + 截图 usage 警告 + nodiscard
- LightComponent 增加 castShadow 标志;灯收集排序键改为 castShadow 方向光 > 方向光 > 点光(此前稳定排序把收集序靠前的 FillLight 排到 lights[0],KeyLight 方向滑条自然不影响阴影) - TextureDesc 增加 extraUsage:HDRColor 声明 TRANSFER_SRC, 消除截图 copy 的 3 条 usage 不匹配运行时警告 - waitForFences nodiscard 返回值显式丢弃,消除编译警告
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@@ -78,7 +78,8 @@ namespace
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LightComponent{
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.type = LightComponent::Type::Directional,
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.direction = glm::vec3(-0.5f, -0.6f, -0.35f),
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.color = glm::vec4(1.0f, 0.95f, 0.9f, 5.0f)
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.color = glm::vec4(1.0f, 0.95f, 0.9f, 5.0f),
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.castShadow = true,
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});
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scene.CreateEntity("FillLight")
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