Rework API graphique Vulkan - EnTT pour ECS + Chargement modèle 3D assimp + SDL3 pour events input et fenetre + mesh texture camera transform ok + attention tous les assets nouveaus ne sont pas commités et il y a du code test en dur dans scene addentity + restructuration globale
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47
lib/All/SPIRV-Reflect/tests/hlsl/constantbuffer.hlsl
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47
lib/All/SPIRV-Reflect/tests/hlsl/constantbuffer.hlsl
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struct OmniNormalStength {
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float Front;
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float Back;
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float Top;
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float Bottom;
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float Left;
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float Right;
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};
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struct ClothProperties {
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float3 NormalAdjust;
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OmniNormalStength Strengths;
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uint Type;
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};
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struct AuxData {
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ClothProperties ClothProperties[8];
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float3 ClothColors[8];
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float Scales[8];
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int EnableBitMask;
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};
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struct MaterialData {
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float3 Color;
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float Specular;
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float Diffuse;
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AuxData AuxDatArray[10];
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};
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struct Constants {
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MaterialData Material[2][2][3];
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float4x4 ModelMatrix;
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float4x4 ProjectionMatrix;
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float Time;
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float3 Scale;
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float2 UvOffsets[12];
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//MaterialData Material[12];
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bool EnableTarget;
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};
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ConstantBuffer<Constants> MyConstants : register(b0);
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float4 main(float4 pos : POSITION) : SV_Position
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{
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return float4(MyConstants.Time, 0, 0, 0);
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}
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