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

This commit is contained in:
Tom Ray
2026-03-14 20:24:17 +01:00
parent 7c352bc280
commit 6695d46bcd
672 changed files with 238656 additions and 1821 deletions

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struct Nested5 {
float d00;
float d01;
float d02;
float d03;
float d04;
float d05;
float d06;
float d07;
float d08;
float d09;
};
struct Nested4 {
float c00;
float c01;
float c02;
float c03;
float c04;
Nested5 nested5_00;
float c05;
float c06;
float c07;
float c08;
float c09;
Nested5 nested5_01;
};
struct Nested3 {
float b00;
float b01;
float b02;
float b03;
float b04;
float b05;
float b06;
float b07;
float b08;
float b09;
Nested4 nested4_00;
};
struct Nested2 {
Nested3 nested3_00;
float a00;
float a01;
float a02;
float a03;
float a04;
float a05;
float a06;
float a07;
float a08;
float a09;
Nested4 nested4_00;
};
struct Nested1 {
Nested2 nested2_00;
float word00;
float word01;
float word02;
float word03;
float word04;
float word05;
float word06;
float word07;
float word08;
float word09;
Nested2 nested2_01;
};
struct Constants {
float var00;
float2 var01;
Nested1 nested1;
float Time;
};
ConstantBuffer<Constants> MyConstants : register(b0);
float4 main(float4 pos : POSITION) : SV_Position
{
return float4(MyConstants.Time, 0, 0, 0);
}