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-COUNT-1: [[rstype:%\d+]] = OpTypeAccelerationStructureNV
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RaytracingAccelerationStructure rs;
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struct Payload
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{
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float4 color;
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};
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struct CallData
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{
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float4 data;
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};
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[shader("raygeneration")]
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void main() {
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// CHECK: OpLoad %v3uint [[a]]
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uint3 a = DispatchRaysIndex();
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// CHECK: OpLoad %v3uint [[b]]
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uint3 b = DispatchRaysDimensions();
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Payload myPayload = { float4(0.0f,0.0f,0.0f,0.0f) };
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CallData myCallData = { float4(0.0f,0.0f,0.0f,0.0f) };
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RayDesc rayDesc;
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rayDesc.Origin = float3(0.0f, 0.0f, 0.0f);
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rayDesc.Direction = float3(0.0f, 0.0f, -1.0f);
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rayDesc.TMin = 0.0f;
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rayDesc.TMax = 1000.0f;
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// CHECK: OpTraceNV {{%\d+}} %uint_0 %uint_255 %uint_0 %uint_1 %uint_0 {{%\d+}} {{%\d+}} {{%\d+}} {{%\d+}} %uint_0
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TraceRay(rs, 0x0, 0xff, 0, 1, 0, rayDesc, myPayload);
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// CHECK: OpExecuteCallableNV %uint_0 %uint_0
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CallShader(0, myCallData);
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}
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