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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// Run: %dxc -T lib_6_3 -fspv-extension=SPV_NV_ray_tracing
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// CHECK: OpCapability RayTracingNV
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// CHECK: OpExtension "SPV_NV_ray_tracing"
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// CHECK: OpDecorate [[a:%\d+]] BuiltIn LaunchIdNV
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// CHECK: OpDecorate [[b:%\d+]] BuiltIn LaunchSizeNV
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// CHECK: OpDecorate [[c:%\d+]] BuiltIn WorldRayOriginNV
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// CHECK: OpDecorate [[d:%\d+]] BuiltIn WorldRayDirectionNV
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// CHECK: OpDecorate [[e:%\d+]] BuiltIn RayTminNV
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// CHECK: OpDecorate [[f:%\d+]] BuiltIn IncomingRayFlagsNV
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// CHECK: OpDecorate %gl_InstanceID BuiltIn InstanceId
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// CHECK: OpDecorate [[g:%\d+]] BuiltIn InstanceCustomIndexNV
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// CHECK: OpDecorate %gl_PrimitiveID BuiltIn PrimitiveId
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// CHECK: OpDecorate [[h:%\d+]] BuiltIn ObjectRayOriginNV
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// CHECK: OpDecorate [[i:%\d+]] BuiltIn ObjectRayDirectionNV
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// CHECK: OpDecorate [[j:%\d+]] BuiltIn ObjectToWorldNV
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// CHECK: OpDecorate [[k:%\d+]] BuiltIn WorldToObjectNV
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struct Attribute
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{
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float2 bary;
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};
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[shader("intersection")]
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void main() {
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// CHECK: OpLoad %v3uint [[a]]
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uint3 _1 = DispatchRaysIndex();
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// CHECK: OpLoad %v3uint [[b]]
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uint3 _2 = DispatchRaysDimensions();
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// CHECK: OpLoad %v3float [[c]]
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float3 _3 = WorldRayOrigin();
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// CHECK: OpLoad %v3float [[d]]
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float3 _4 = WorldRayDirection();
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// CHECK: OpLoad %float [[e]]
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float _5 = RayTMin();
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// CHECK: OpLoad %uint [[f]]
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uint _6 = RayFlags();
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// CHECK: OpLoad %uint %gl_InstanceID
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uint _7 = InstanceIndex();
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// CHECK: OpLoad %uint [[g]]
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uint _8 = InstanceID();
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// CHECK: OpLoad %uint %gl_PrimitiveID
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uint _9 = PrimitiveIndex();
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// CHECK: OpLoad %v3float [[h]]
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float3 _10 = ObjectRayOrigin();
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// CHECK: OpLoad %v3float [[i]]
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float3 _11 = ObjectRayDirection();
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// CHECK: [[matotw:%\d+]] = OpLoad %mat4v3float [[j]]
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// CHECK-NEXT: OpTranspose %mat3v4float [[matotw]]
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float3x4 _12 = ObjectToWorld3x4();
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// CHECK: OpLoad %mat4v3float [[j]]
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float4x3 _13 = ObjectToWorld4x3();
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// CHECK: [[matwto:%\d+]] = OpLoad %mat4v3float [[k]]
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// CHECK-NEXT: OpTranspose %mat3v4float [[matwto]]
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float3x4 _14 = WorldToObject3x4();
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// CHECK: OpLoad %mat4v3float [[k]]
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float4x3 _15 = WorldToObject4x3();
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Attribute myHitAttribute = { float2(0.0f,0.0f) };
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// CHECK: OpReportIntersectionKHR %bool %float_0 %uint_0
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ReportHit(0.0f, 0U, myHitAttribute);
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}
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