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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// Run: %dxc -T lib_6_3 -fspv-extension=SPV_NV_ray_tracing
// CHECK: OpCapability RayTracingNV
// CHECK: OpExtension "SPV_NV_ray_tracing"
// CHECK: OpDecorate [[a:%\d+]] BuiltIn LaunchIdNV
// CHECK: OpDecorate [[b:%\d+]] BuiltIn LaunchSizeNV
// CHECK: OpDecorate [[c:%\d+]] BuiltIn WorldRayOriginNV
// CHECK: OpDecorate [[d:%\d+]] BuiltIn WorldRayDirectionNV
// CHECK: OpDecorate [[e:%\d+]] BuiltIn RayTminNV
// CHECK: OpDecorate [[f:%\d+]] BuiltIn IncomingRayFlagsNV
// CHECK: OpTypePointer IncomingRayPayloadNV %Payload
struct Payload
{
float4 color;
};
[shader("miss")]
void main(inout Payload MyPayload) {
// CHECK: OpLoad %v3uint [[a]]
uint3 _1 = DispatchRaysIndex();
// CHECK: OpLoad %v3uint [[b]]
uint3 _2 = DispatchRaysDimensions();
// CHECK: OpLoad %v3float [[c]]
float3 _3 = WorldRayOrigin();
// CHECK: OpLoad %v3float [[d]]
float3 _4 = WorldRayDirection();
// CHECK: OpLoad %float [[e]]
float _5 = RayTMin();
// CHECK: OpLoad %uint [[f]]
uint _6 = RayFlags();
}