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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lib/All/SPIRV-Reflect/tests/issues/77/hlsl/rocketz.hlsl
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lib/All/SPIRV-Reflect/tests/issues/77/hlsl/rocketz.hlsl
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/*
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Compile command:
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dxc.exe -T vs_6_0 -spirv -E Test_VS -Fo rocketz.spv rocketz.hlsl
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*/
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struct S_cbPerObjectBones {
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float4 v4Bones[4095];
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};
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shared cbuffer _cbPerObjectBones : register(b4)
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{
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S_cbPerObjectBones cbPerObjectBones;
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};
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struct v2f {
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float4 HPosition : SV_POSITION;
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float4 Position : POSITION;
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};
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struct a2v_StandardWeighted {
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float4 Position : POSITION0;
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int4 Indices : BLENDINDICES;
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};
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float3x4 FailFunc(int4 i, float4 v4Bones[4095])
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{
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float4 mRow1 = v4Bones[i.x + 0];
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return float3x4(mRow1, mRow1, mRow1);
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}
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v2f Test_VS(a2v_StandardWeighted input)
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{
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v2f OUT = (v2f)0;
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float4 inputPosition = float4(input.Position.xyz, 1);
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int4 i = input.Indices;
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float3x4 mMatrix = FailFunc(i, cbPerObjectBones.v4Bones);
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float4 v4Position = float4(mul(mMatrix, inputPosition), 1);
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OUT.Position = v4Position;
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return OUT;
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}
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