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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@@ -0,0 +1,28 @@
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struct Bar {
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uint x;
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uint y;
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uint z[2];
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};
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struct FooBuffer1 {
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float4 a;
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Bar b;
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uint d;
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};
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struct FooBuffer2 {
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float4 d;
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Bar e;
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uint f;
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};
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[[vk::binding(0, 0)]]
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RWStructuredBuffer<FooBuffer1> foo1;
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[[vk::binding(0, 1)]]
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RWStructuredBuffer<FooBuffer2> foo2;
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[shader("compute")]
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void main() {
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foo1[0].b = foo2[0].e;
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}
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