nettoyage des assets
This commit is contained in:
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Before Width: | Height: | Size: 237 KiB |
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@@ -1,199 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<ui version="4.0">
|
||||
<class>EditorWindow</class>
|
||||
<widget class="QMainWindow" name="m_editorWindow">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>800</width>
|
||||
<height>600</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>CosmicEngine Editor</string>
|
||||
</property>
|
||||
<widget class="QWidget" name="centralwidget">
|
||||
<widget class="QToolBox" name="m_leftToolBox">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
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<y>0</y>
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<width>211</width>
|
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<height>431</height>
|
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</rect>
|
||||
</property>
|
||||
<property name="currentIndex">
|
||||
<number>1</number>
|
||||
</property>
|
||||
<widget class="QWidget" name="m_scenePage">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>211</width>
|
||||
<height>377</height>
|
||||
</rect>
|
||||
</property>
|
||||
<attribute name="label">
|
||||
<string>Scene</string>
|
||||
</attribute>
|
||||
</widget>
|
||||
<widget class="QWidget" name="m_entitiesPage">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
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<width>211</width>
|
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<height>377</height>
|
||||
</rect>
|
||||
</property>
|
||||
<attribute name="label">
|
||||
<string>Entities</string>
|
||||
</attribute>
|
||||
</widget>
|
||||
</widget>
|
||||
<widget class="QOpenGLWidget" name="m_openGLPreview">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>220</x>
|
||||
<y>0</y>
|
||||
<width>361</width>
|
||||
<height>351</height>
|
||||
</rect>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QToolBox" name="m_rightToolBox">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>590</x>
|
||||
<y>0</y>
|
||||
<width>211</width>
|
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<height>431</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="currentIndex">
|
||||
<number>1</number>
|
||||
</property>
|
||||
<widget class="QWidget" name="m_modelsPage">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>211</width>
|
||||
<height>377</height>
|
||||
</rect>
|
||||
</property>
|
||||
<attribute name="label">
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||||
<string>Models</string>
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||||
</attribute>
|
||||
</widget>
|
||||
<widget class="QWidget" name="m_shadersPage">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>211</width>
|
||||
<height>377</height>
|
||||
</rect>
|
||||
</property>
|
||||
<attribute name="label">
|
||||
<string>Shaders</string>
|
||||
</attribute>
|
||||
</widget>
|
||||
</widget>
|
||||
<widget class="QTextBrowser" name="m_logTextBrowser">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>10</x>
|
||||
<y>450</y>
|
||||
<width>781</width>
|
||||
<height>101</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="horizontalScrollBarPolicy">
|
||||
<enum>Qt::ScrollBarAsNeeded</enum>
|
||||
</property>
|
||||
<property name="cursorWidth">
|
||||
<number>1</number>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QPushButton" name="m_buttonPlay">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>220</x>
|
||||
<y>380</y>
|
||||
<width>75</width>
|
||||
<height>23</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Play</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QPushButton" name="m_buttonStop">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>360</x>
|
||||
<y>380</y>
|
||||
<width>75</width>
|
||||
<height>23</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Stop</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QPushButton" name="m_buttonReset">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>500</x>
|
||||
<y>380</y>
|
||||
<width>75</width>
|
||||
<height>23</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Reset</string>
|
||||
</property>
|
||||
</widget>
|
||||
</widget>
|
||||
<widget class="QMenuBar" name="m_menubar">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>800</width>
|
||||
<height>21</height>
|
||||
</rect>
|
||||
</property>
|
||||
<widget class="QMenu" name="m_menuFile">
|
||||
<property name="title">
|
||||
<string>File</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QMenu" name="m_menuEdit">
|
||||
<property name="title">
|
||||
<string>Edit</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QMenu" name="m_menuTools">
|
||||
<property name="title">
|
||||
<string>Tools</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QMenu" name="m_menuHelp">
|
||||
<property name="title">
|
||||
<string>Help</string>
|
||||
</property>
|
||||
</widget>
|
||||
<addaction name="m_menuFile"/>
|
||||
<addaction name="m_menuEdit"/>
|
||||
<addaction name="m_menuTools"/>
|
||||
<addaction name="m_menuHelp"/>
|
||||
</widget>
|
||||
<widget class="QStatusBar" name="m_statusbar"/>
|
||||
</widget>
|
||||
<resources/>
|
||||
<connections/>
|
||||
</ui>
|
||||
@@ -1,199 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<ui version="4.0">
|
||||
<class>m_editorWindow</class>
|
||||
<widget class="QMainWindow" name="m_editorWindow">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>800</width>
|
||||
<height>600</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="windowTitle">
|
||||
<string>CosmicEngine Editor</string>
|
||||
</property>
|
||||
<widget class="QWidget" name="centralwidget">
|
||||
<widget class="QToolBox" name="m_leftToolBox">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>211</width>
|
||||
<height>431</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="currentIndex">
|
||||
<number>1</number>
|
||||
</property>
|
||||
<widget class="QWidget" name="m_scenePage">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>100</width>
|
||||
<height>30</height>
|
||||
</rect>
|
||||
</property>
|
||||
<attribute name="label">
|
||||
<string>Scene</string>
|
||||
</attribute>
|
||||
</widget>
|
||||
<widget class="QWidget" name="m_entitiesPage">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>211</width>
|
||||
<height>377</height>
|
||||
</rect>
|
||||
</property>
|
||||
<attribute name="label">
|
||||
<string>Entities</string>
|
||||
</attribute>
|
||||
</widget>
|
||||
</widget>
|
||||
<widget class="QToolBox" name="m_rightToolBox">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>590</x>
|
||||
<y>0</y>
|
||||
<width>211</width>
|
||||
<height>431</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="currentIndex">
|
||||
<number>1</number>
|
||||
</property>
|
||||
<widget class="QWidget" name="m_modelsPage">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>100</width>
|
||||
<height>30</height>
|
||||
</rect>
|
||||
</property>
|
||||
<attribute name="label">
|
||||
<string>Models</string>
|
||||
</attribute>
|
||||
</widget>
|
||||
<widget class="QWidget" name="m_shadersPage">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>211</width>
|
||||
<height>377</height>
|
||||
</rect>
|
||||
</property>
|
||||
<attribute name="label">
|
||||
<string>Shaders</string>
|
||||
</attribute>
|
||||
</widget>
|
||||
</widget>
|
||||
<widget class="QTextBrowser" name="m_logTextBrowser">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>10</x>
|
||||
<y>450</y>
|
||||
<width>781</width>
|
||||
<height>101</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="horizontalScrollBarPolicy">
|
||||
<enum>Qt::ScrollBarAsNeeded</enum>
|
||||
</property>
|
||||
<property name="cursorWidth">
|
||||
<number>1</number>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QPushButton" name="m_buttonPlay">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>220</x>
|
||||
<y>380</y>
|
||||
<width>75</width>
|
||||
<height>23</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Play</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QPushButton" name="m_buttonStop">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>360</x>
|
||||
<y>380</y>
|
||||
<width>75</width>
|
||||
<height>23</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Stop</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QPushButton" name="m_buttonReset">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>500</x>
|
||||
<y>380</y>
|
||||
<width>75</width>
|
||||
<height>23</height>
|
||||
</rect>
|
||||
</property>
|
||||
<property name="text">
|
||||
<string>Reset</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QWidget" name="m_openGLPreview" native="true">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>210</x>
|
||||
<y>0</y>
|
||||
<width>381</width>
|
||||
<height>351</height>
|
||||
</rect>
|
||||
</property>
|
||||
</widget>
|
||||
</widget>
|
||||
<widget class="QMenuBar" name="m_menubar">
|
||||
<property name="geometry">
|
||||
<rect>
|
||||
<x>0</x>
|
||||
<y>0</y>
|
||||
<width>800</width>
|
||||
<height>21</height>
|
||||
</rect>
|
||||
</property>
|
||||
<widget class="QMenu" name="m_menuFile">
|
||||
<property name="title">
|
||||
<string>File</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QMenu" name="m_menuEdit">
|
||||
<property name="title">
|
||||
<string>Edit</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QMenu" name="m_menuTools">
|
||||
<property name="title">
|
||||
<string>Tools</string>
|
||||
</property>
|
||||
</widget>
|
||||
<widget class="QMenu" name="m_menuHelp">
|
||||
<property name="title">
|
||||
<string>Help</string>
|
||||
</property>
|
||||
</widget>
|
||||
<addaction name="m_menuFile"/>
|
||||
<addaction name="m_menuEdit"/>
|
||||
<addaction name="m_menuTools"/>
|
||||
<addaction name="m_menuHelp"/>
|
||||
</widget>
|
||||
<widget class="QStatusBar" name="m_statusbar"/>
|
||||
</widget>
|
||||
<resources/>
|
||||
<connections/>
|
||||
</ui>
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 12 KiB |
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"actions": [
|
||||
"MoveForward",
|
||||
"MoveBackward"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"bindings": [
|
||||
{
|
||||
"action": "MoveForward",
|
||||
"device": "keyboard",
|
||||
"key": "z"
|
||||
},
|
||||
{
|
||||
"action": "MoveBackward",
|
||||
"device": "keyboard",
|
||||
"key": "s"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"window": {
|
||||
"width": 1280,
|
||||
"height": 720,
|
||||
"fullscreen": false,
|
||||
"vsync": false,
|
||||
"title": "CosmicEngine"
|
||||
},
|
||||
"graphics": {
|
||||
"validationLayers": false,
|
||||
"maxFramesInFlight": 2,
|
||||
"msaa": false
|
||||
},
|
||||
"audio": {
|
||||
"masterGain": 1.0,
|
||||
"musicGain": 1.0,
|
||||
"ambianceGain": 1.0,
|
||||
"uiGain": 1.0
|
||||
},
|
||||
"input": {
|
||||
"mouseSensitivity": 0.1,
|
||||
"invertMouseX": false,
|
||||
"invertMouseY": false,
|
||||
"bindingsPath": "assets/configs/engine/bindings_default.json",
|
||||
"actionsPath": "assets/configs/engine/actions_default.json"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"actions": [
|
||||
"MoveForward",
|
||||
"MoveBackward"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
{
|
||||
"bindings": [
|
||||
{
|
||||
"action": "MoveForward",
|
||||
"device": "keyboard",
|
||||
"key": "z"
|
||||
},
|
||||
{
|
||||
"action": "MoveBackward",
|
||||
"device": "keyboard",
|
||||
"key": "s"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"window": {
|
||||
"width": 1280,
|
||||
"height": 720,
|
||||
"fullscreen": false,
|
||||
"vsync": false,
|
||||
"title": "My game"
|
||||
},
|
||||
"graphics": {
|
||||
"validationLayers": false,
|
||||
"maxFramesInFlight": 2,
|
||||
"msaa": false
|
||||
},
|
||||
"audio": {
|
||||
"masterGain": 1.0,
|
||||
"musicGain": 1.0,
|
||||
"ambianceGain": 1.0,
|
||||
"uiGain": 1.0
|
||||
},
|
||||
"input": {
|
||||
"mouseSensitivity": 0.1,
|
||||
"invertMouseX": false,
|
||||
"invertMouseY": false,
|
||||
"bindingsPath": "assets/configs/game/bindings_default.json",
|
||||
"actionsPath": "assets/configs/game/actions_default.json"
|
||||
}
|
||||
}
|
||||
@@ -66,7 +66,9 @@
|
||||
"transform": { "ID": 2069, "$ref": "#/definitions/Transform2D" },
|
||||
"renderer": { "ID": 2070, "$ref": "#/definitions/Renderer2D" },
|
||||
"camera": { "ID": 2071, "$ref": "#/definitions/Camera2D" },
|
||||
"collider": { "ID": 2072, "$ref": "#/definitions/Collider2D" }
|
||||
"collider": { "ID": 2072, "$ref": "#/definitions/Collider2D" },
|
||||
"text": { "ID": 2073, "$ref": "#/definitions/TextRenderer2D"},
|
||||
"script": { "ID": 2074, "$ref": "#/definitions/Script" }
|
||||
}
|
||||
},
|
||||
|
||||
@@ -108,7 +110,7 @@
|
||||
"rotation": { "ID": 4012, "type": "number" },
|
||||
"scale": { "ID": 4013, "$ref": "#/definitions/Vec2" },
|
||||
"size": { "ID": 4014, "$ref": "#/definitions/Vec2" },
|
||||
"pivot": { "ID": 4015, "$ref": "#/definitions/Vec3" },
|
||||
"pivot": { "ID": 4015, "$ref": "#/definitions/Vec2" },
|
||||
"zorder": { "ID": 4016, "type": "integer", "minimum": 0 },
|
||||
"visible": { "ID": 4017, "type": "boolean" }
|
||||
},
|
||||
@@ -134,6 +136,17 @@
|
||||
"required": ["model", "shader"]
|
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||||
vt 0.449553 0.116663
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vt 0.471731 0.158156
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||||
vt 0.485388 0.203178
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||||
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||||
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||||
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vt 0.449553 0.383337
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vt 0.419706 0.419706
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vt 0.031250 1.000000
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vt 0.528269 0.158156
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||||
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||||
vt 0.550447 0.383337
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||||
vt 0.580295 0.419706
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||||
vt 0.616663 0.449553
|
||||
vt 0.658156 0.471731
|
||||
vt 0.703179 0.485389
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||||
vn 0.0980 0.0000 -0.9952
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||||
vn 0.2903 0.0000 -0.9569
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||||
vn 0.4714 0.0000 -0.8819
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||||
vn 0.6344 0.0000 -0.7730
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||||
vn 0.7730 0.0000 -0.6344
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vn 0.8819 0.0000 -0.4714
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vn 0.9569 0.0000 -0.2903
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vn 0.9952 0.0000 -0.0980
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vn 0.9952 0.0000 0.0980
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vn 0.9569 0.0000 0.2903
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vn 0.8819 0.0000 0.4714
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vn 0.7730 0.0000 0.6344
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||||
vn 0.6344 0.0000 0.7730
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||||
vn 0.4714 0.0000 0.8819
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||||
vn 0.2903 0.0000 0.9569
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||||
vn 0.0980 0.0000 0.9952
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||||
vn -0.0980 0.0000 0.9952
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||||
vn -0.2903 0.0000 0.9569
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||||
vn -0.4714 0.0000 0.8819
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||||
vn -0.6344 0.0000 0.7730
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||||
vn -0.7730 0.0000 0.6344
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||||
vn -0.8819 0.0000 0.4714
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||||
vn -0.9569 0.0000 0.2903
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vn -0.9952 0.0000 0.0980
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vn -0.9952 0.0000 -0.0980
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vn -0.9569 0.0000 -0.2903
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||||
vn -0.8819 0.0000 -0.4714
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vn -0.7730 0.0000 -0.6344
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vn -0.6344 0.0000 -0.7730
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vn -0.4714 0.0000 -0.8819
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||||
vn 0.0000 1.0000 0.0000
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||||
vn -0.2903 0.0000 -0.9569
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||||
vn -0.0980 0.0000 -0.9952
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||||
vn 0.0000 -1.0000 -0.0000
|
||||
usemtl Material.002
|
||||
s off
|
||||
f 1/1/1 2/2/1 4/3/1 3/4/1
|
||||
f 3/4/2 4/3/2 6/5/2 5/6/2
|
||||
f 5/6/3 6/5/3 8/7/3 7/8/3
|
||||
f 7/8/4 8/7/4 10/9/4 9/10/4
|
||||
f 9/10/5 10/9/5 12/11/5 11/12/5
|
||||
f 11/12/6 12/11/6 14/13/6 13/14/6
|
||||
f 13/14/7 14/13/7 16/15/7 15/16/7
|
||||
f 15/16/8 16/15/8 18/17/8 17/18/8
|
||||
f 17/18/9 18/17/9 20/19/9 19/20/9
|
||||
f 19/20/10 20/19/10 22/21/10 21/22/10
|
||||
f 21/22/11 22/21/11 24/23/11 23/24/11
|
||||
f 23/24/12 24/23/12 26/25/12 25/26/12
|
||||
f 25/26/13 26/25/13 28/27/13 27/28/13
|
||||
f 27/28/14 28/27/14 30/29/14 29/30/14
|
||||
f 29/30/15 30/29/15 32/31/15 31/32/15
|
||||
f 31/32/16 32/31/16 34/33/16 33/34/16
|
||||
f 33/34/17 34/33/17 36/35/17 35/36/17
|
||||
f 35/36/18 36/35/18 38/37/18 37/38/18
|
||||
f 37/38/19 38/37/19 40/39/19 39/40/19
|
||||
f 39/40/20 40/39/20 42/41/20 41/42/20
|
||||
f 41/42/21 42/41/21 44/43/21 43/44/21
|
||||
f 43/44/22 44/43/22 46/45/22 45/46/22
|
||||
f 45/46/23 46/45/23 48/47/23 47/48/23
|
||||
f 47/48/24 48/47/24 50/49/24 49/50/24
|
||||
f 49/50/25 50/49/25 52/51/25 51/52/25
|
||||
f 51/52/26 52/51/26 54/53/26 53/54/26
|
||||
f 53/54/27 54/53/27 56/55/27 55/56/27
|
||||
f 55/56/28 56/55/28 58/57/28 57/58/28
|
||||
f 57/58/29 58/57/29 60/59/29 59/60/29
|
||||
f 59/60/30 60/59/30 62/61/30 61/62/30
|
||||
f 4/63/31 2/64/31 64/65/31 62/66/31 60/67/31 58/68/31 56/69/31 54/70/31 52/71/31 50/72/31 48/73/31 46/74/31 44/75/31 42/76/31 40/77/31 38/78/31 36/79/31 34/80/31 32/81/31 30/82/31 28/83/31 26/84/31 24/85/31 22/86/31 20/87/31 18/88/31 16/89/31 14/90/31 12/91/31 10/92/31 8/93/31 6/94/31
|
||||
f 61/62/32 62/61/32 64/95/32 63/96/32
|
||||
f 63/96/33 64/95/33 2/97/33 1/98/33
|
||||
f 1/99/34 3/100/34 5/101/34 7/102/34 9/103/34 11/104/34 13/105/34 15/106/34 17/107/34 19/108/34 21/109/34 23/110/34 25/111/34 27/112/34 29/113/34 31/114/34 33/115/34 35/116/34 37/117/34 39/118/34 41/119/34 43/120/34 45/121/34 47/122/34 49/123/34 51/124/34 53/125/34 55/126/34 57/127/34 59/128/34 61/129/34 63/130/34
|
||||
@@ -1,10 +0,0 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl None
|
||||
Ns 500
|
||||
Ka 0.8 0.8 0.8
|
||||
Kd 0.8 0.8 0.8
|
||||
Ks 0.8 0.8 0.8
|
||||
d 1
|
||||
illum 2
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,12 +0,0 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material.001
|
||||
Ns 323.999994
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.066773 0.057077 0.064266
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
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||||
d 1.000000
|
||||
illum 2
|
||||
@@ -1,16 +0,0 @@
|
||||
# Blender v2.90.1 OBJ File: ''
|
||||
# www.blender.org
|
||||
mtllib plane.mtl
|
||||
o Plane
|
||||
v -10.000000 0.000000 10.000000
|
||||
v 10.000000 0.000000 10.000000
|
||||
v -10.000000 0.000000 -10.000000
|
||||
v 10.000000 0.000000 -10.000000
|
||||
vt 0.000000 0.000000
|
||||
vt 1.000000 0.000000
|
||||
vt 1.000000 1.000000
|
||||
vt 0.000000 1.000000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
usemtl Material.001
|
||||
s off
|
||||
f 1/1/1 2/2/1 4/3/1 3/4/1
|
||||
@@ -1,12 +0,0 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material.001
|
||||
Ns 323.999994
|
||||
Ka 1.000000 1.000000 1.000000
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||||
Kd 0.015470 0.800000 0.000000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
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||||
Ni 1.000000
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||||
d 1.000000
|
||||
illum 2
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,12 +0,0 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl Material.004
|
||||
Ns 323.999994
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.693157 0.000000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.000000
|
||||
d 1.000000
|
||||
illum 2
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,5 +0,0 @@
|
||||
{
|
||||
"name":"basicColor",
|
||||
"vert":"basicColor/basicColor.vert",
|
||||
"frag":"basicColor/basicColor.frag"
|
||||
}
|
||||
@@ -1,16 +0,0 @@
|
||||
#version 330 core
|
||||
// The result : color of the fragment.
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
// The input variable from the vertex shader (same name and same type).
|
||||
in vec3 color;
|
||||
uniform float intensity;
|
||||
uniform vec4 colorDiffuse0; // Input Color.
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 ambient = vec3(0.7333, 0.7333, 0.7333);
|
||||
vec3 diffuse = color;
|
||||
FragColor = intensity * vec4(ambient + diffuse, 1.0)*colorDiffuse0;
|
||||
}
|
||||
@@ -1,30 +0,0 @@
|
||||
#version 330 core
|
||||
// Input : vertex attributes.
|
||||
layout (location = 0) in vec3 aPos; // Position of the vertex.
|
||||
layout (location = 1) in vec3 aNormal; // Normal of the vertex.
|
||||
layout (location = 2) in vec2 aTexCoords; // Texture coordonate of the vertex.
|
||||
layout (location = 3) in vec3 aTangent; // Texture coordonate of the vertex.
|
||||
layout (location = 4) in vec3 aBitangent; // Texture coordonate of the vertex.
|
||||
|
||||
// The result : color of the fragment.
|
||||
out vec3 color;
|
||||
|
||||
// Uniform input variable.
|
||||
uniform mat4 projection; // Projection of the camera.
|
||||
uniform mat4 model; // Transforms transformation.
|
||||
uniform mat4 view; // View transformation of the camera.
|
||||
uniform vec3 lightPos;
|
||||
|
||||
void main() {
|
||||
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
vec4 newPos = model * vec4(aPos, 1.0);
|
||||
// vec4 newNormal = model * vec4(aNormal, 1.0);
|
||||
vec3 newPos3 = newPos.xyz;
|
||||
// vec3 newNormal3 = newNormal.xyz;
|
||||
vec3 newNormal3 = mat3(transpose(inverse(model))) * aNormal;
|
||||
vec3 lightVec = vec3(normalize((lightPos - newPos3)));
|
||||
float diffuse = dot(lightVec, newNormal3);
|
||||
//color = vec3(1,1,1);
|
||||
color = vec3(diffuse);
|
||||
}
|
||||
@@ -1,5 +0,0 @@
|
||||
{
|
||||
"name":"basicColor2",
|
||||
"vert":"basicColor2/basicColor2.vert",
|
||||
"frag":"basicColor2/basicColor2.frag"
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
#version 330 core
|
||||
// The result : color of the fragment.
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
// The input variable from the vertex shader (same name and same type).
|
||||
in vec3 color;
|
||||
in vec2 TexCoords;
|
||||
uniform float intensity;
|
||||
uniform vec4 colorDiffuse0; // Input Color.
|
||||
uniform sampler2D textureDiffuse0;
|
||||
void main() {
|
||||
|
||||
vec3 ambient = vec3(0.7333, 0.7333, 0.7333);
|
||||
vec3 diffuse = color;
|
||||
FragColor = intensity * vec4(ambient + diffuse, 1.0)*colorDiffuse0 * texture(textureDiffuse0, TexCoords);
|
||||
}
|
||||
@@ -1,32 +0,0 @@
|
||||
#version 330 core
|
||||
// Input : vertex attributes.
|
||||
layout (location = 0) in vec3 aPos; // Position of the vertex.
|
||||
layout (location = 1) in vec3 aNormal; // Normal of the vertex.
|
||||
layout (location = 2) in vec2 aTexCoords; // Texture coordonate of the vertex.
|
||||
layout (location = 3) in vec3 aTangent; // Texture coordonate of the vertex.
|
||||
layout (location = 4) in vec3 aBitangent; // Texture coordonate of the vertex.
|
||||
|
||||
// The result : color of the fragment.
|
||||
out vec3 color;
|
||||
out vec2 TexCoords;
|
||||
|
||||
// Uniform input variable.
|
||||
uniform mat4 projection; // Projection of the camera.
|
||||
uniform mat4 model; // Transforms transformation.
|
||||
uniform mat4 view; // View transformation of the camera.
|
||||
uniform vec3 lightPos;
|
||||
|
||||
void main() {
|
||||
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
vec4 newPos = model * vec4(aPos, 1.0);
|
||||
// vec4 newNormal = model * vec4(aNormal, 1.0);
|
||||
vec3 newPos3 = newPos.xyz;
|
||||
// vec3 newNormal3 = newNormal.xyz;
|
||||
vec3 newNormal3 = mat3(transpose(inverse(model))) * aNormal;
|
||||
vec3 lightVec = vec3(normalize((lightPos - newPos3)));
|
||||
float diffuse = dot(lightVec, newNormal3);
|
||||
//color = vec3(1,1,1);
|
||||
color = vec3(diffuse);
|
||||
TexCoords = aTexCoords;
|
||||
}
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,31 +1,188 @@
|
||||
static float2 positions[3] = float2[](
|
||||
float2(0.0, -0.5),
|
||||
float2(0.5, 0.5),
|
||||
float2(-0.5, 0.5)
|
||||
);
|
||||
|
||||
static float3 colors[3] = float3[](
|
||||
float3(1.0, 0.0, 0.0),
|
||||
float3(0.0, 1.0, 0.0),
|
||||
float3(0.0, 0.0, 1.0)
|
||||
);
|
||||
|
||||
struct VertexOutput {
|
||||
float3 color;
|
||||
float4 sv_position : SV_Position;
|
||||
struct VSInput {
|
||||
[[vk::location(0)]] float3 inPosition;
|
||||
[[vk::location(1)]] float4 inColor;
|
||||
[[vk::location(2)]] float3 inNormal;
|
||||
[[vk::location(3)]] float2 inUV;
|
||||
[[vk::location(4)]] float3 inTangent;
|
||||
[[vk::location(5)]] float3 inBitangent;
|
||||
};
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 pos : SV_Position;
|
||||
float4 color : COLOR;
|
||||
float2 uv : TEXCOORD0;
|
||||
float3 normal : NORMAL;
|
||||
float3 fragPos : TEXCOORD1; // position monde
|
||||
float3 viewPos : TEXCOORD2; // position caméra
|
||||
};
|
||||
|
||||
// set 0 - Camera
|
||||
struct CameraUBO {
|
||||
float4x4 view;
|
||||
float4x4 projection;
|
||||
};
|
||||
[[vk::binding(0, 0)]] ConstantBuffer<CameraUBO> camera;
|
||||
|
||||
// set 1 - Transform
|
||||
struct TransformUBO {
|
||||
float4x4 model;
|
||||
};
|
||||
[[vk::binding(0, 1)]] ConstantBuffer<TransformUBO> transform;
|
||||
|
||||
// set 2 - Material
|
||||
[[vk::binding(1, 2)]] Sampler2D albedoTexture; // texture + sampler combinés, pas de warning
|
||||
[[vk::binding(2, 2)]] Sampler2D normalTexture; // deuxième texture si besoin
|
||||
|
||||
struct LightData {
|
||||
float4 position; // w = type
|
||||
float4 direction; // w = range
|
||||
float4 color; // w = intensity
|
||||
float innerCosAngle;
|
||||
float outerCosAngle;
|
||||
float attenuation;
|
||||
float padding;
|
||||
};
|
||||
|
||||
struct LightsBuffer {
|
||||
LightData lights[32];
|
||||
int lightCount;
|
||||
};
|
||||
|
||||
[[vk::binding(0, 3)]] StructuredBuffer<LightsBuffer> lightsBuffer;
|
||||
|
||||
[shader("vertex")]
|
||||
VertexOutput vertMain(uint vid : SV_VertexID) {
|
||||
VertexOutput output;
|
||||
output.sv_position = float4(positions[vid], 0.0, 1.0);
|
||||
output.color = colors[vid];
|
||||
VSOutput vertMain(VSInput input) {
|
||||
VSOutput output;
|
||||
|
||||
float4x4 modelMatrix = transform.model;
|
||||
float4 worldPos = mul(modelMatrix, float4(input.inPosition, 1.0));
|
||||
output.pos = mul(camera.projection, mul(camera.view, worldPos));
|
||||
output.color = input.inColor;
|
||||
output.uv = input.inUV;
|
||||
|
||||
// Pour une mise à l'échelle uniforme, on peut utiliser directement la matrice 3x3
|
||||
float3x3 normalMatrix = (float3x3)modelMatrix;
|
||||
// Si mises à l'échelle non-uniforme :
|
||||
// float3x3 normalMatrix = transpose(inverse((float3x3)modelMatrix));
|
||||
|
||||
output.normal = normalize(mul(normalMatrix, input.inNormal));
|
||||
output.fragPos = worldPos.xyz;
|
||||
|
||||
// Position de la caméra dans le monde
|
||||
float3x3 R = (float3x3)camera.view;
|
||||
output.viewPos = -mul(transpose(R), camera.view[3].xyz);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
[shader("fragment")]
|
||||
float4 fragMain(VertexOutput inVert) : SV_Target
|
||||
float3 computeDirectional(LightData light, VSOutput vertIn)
|
||||
{
|
||||
float3 color = inVert.color;
|
||||
return float4(color, 1.0);
|
||||
// Normaliser la normale (l'interpolation peut la dénormaliser)
|
||||
float3 normal = normalize(vertIn.normal);
|
||||
|
||||
// Direction de la lumière (utiliser les données de la lumière)
|
||||
float3 lightDir = normalize(-light.direction.xyz);
|
||||
|
||||
// Direction de la vue
|
||||
float3 viewDir = normalize(vertIn.viewPos - vertIn.fragPos);
|
||||
|
||||
// Diffuse (Lambertian)
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
float3 diffuse = diff * light.color.xyz * light.color.w;
|
||||
|
||||
// Specular (Blinn-Phong)
|
||||
float3 halfVec = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(normal, halfVec), 0.0), 32.0);
|
||||
float3 specular = spec * light.color.xyz * light.color.w * 0.5;
|
||||
|
||||
// Retourner la somme
|
||||
return (diffuse + specular) * light.attenuation;
|
||||
}
|
||||
|
||||
float3 computePoint(LightData light, VSOutput vertIn)
|
||||
{
|
||||
float3 normal = normalize(vertIn.normal);
|
||||
float3 viewDir = normalize(vertIn.viewPos - vertIn.fragPos);
|
||||
|
||||
// Direction de la lumière (du point lumineux vers le fragment)
|
||||
float3 lightDir = normalize(light.position.xyz - vertIn.fragPos);
|
||||
|
||||
// Distance pour l'atténuation
|
||||
float distance = length(light.position.xyz - vertIn.fragPos);
|
||||
float attenuation = 1.0 / (1.0 + light.attenuation * distance * distance);
|
||||
|
||||
// Diffuse
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
float3 diffuse = diff * light.color.xyz * light.color.w;
|
||||
|
||||
// Specular
|
||||
float3 halfVec = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(normal, halfVec), 0.0), 32.0);
|
||||
float3 specular = spec * light.color.xyz * light.color.w * 0.5;
|
||||
|
||||
return (diffuse + specular) * attenuation;
|
||||
}
|
||||
|
||||
float3 computeSpot(LightData light, VSOutput vertIn)
|
||||
{
|
||||
float3 normal = normalize(vertIn.normal);
|
||||
float3 viewDir = normalize(vertIn.viewPos - vertIn.fragPos);
|
||||
|
||||
// Direction du fragment vers la lumière
|
||||
float3 lightDir = normalize(light.position.xyz - vertIn.fragPos);
|
||||
|
||||
// Distance et atténuation
|
||||
float distance = length(light.position.xyz - vertIn.fragPos);
|
||||
float attenuation = 1.0 / (1.0 + light.attenuation * distance * distance);
|
||||
|
||||
// Spot light (cosinus de l'angle entre la direction du spot et la direction vers le fragment)
|
||||
float cosAngle = dot(-light.direction.xyz, lightDir);
|
||||
float spotFactor = smoothstep(light.outerCosAngle, light.innerCosAngle, cosAngle);
|
||||
|
||||
// Diffuse
|
||||
float diff = max(dot(normal, lightDir), 0.0);
|
||||
float3 diffuse = diff * light.color.xyz * light.color.w;
|
||||
|
||||
// Specular
|
||||
float3 halfVec = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(normal, halfVec), 0.0), 32.0);
|
||||
float3 specular = spec * light.color.xyz * light.color.w * 0.5;
|
||||
|
||||
return (diffuse + specular) * attenuation * spotFactor;
|
||||
}
|
||||
|
||||
[shader("fragment")]
|
||||
float4 fragMain(VSOutput vertIn) : SV_Target {
|
||||
// Sample textures
|
||||
float3 albedo = albedoTexture.Sample(vertIn.uv).rgb;
|
||||
|
||||
// Ambient
|
||||
float3 ambient = 0.03 * albedo;
|
||||
|
||||
// Lighting accumulé
|
||||
float3 lighting = float3(0.0, 0.0, 0.0);
|
||||
|
||||
// Récupérer les lumières
|
||||
LightsBuffer lb = lightsBuffer[0];
|
||||
|
||||
for (int i = 0; i < lb.lightCount; i++) {
|
||||
LightData light = lb.lights[i];
|
||||
int lightType = (int)light.position.w;
|
||||
|
||||
if (lightType == 0)
|
||||
lighting += computeDirectional(light, vertIn);
|
||||
else if (lightType == 1)
|
||||
lighting += computePoint(light, vertIn);
|
||||
else if (lightType == 2)
|
||||
lighting += computeSpot(light, vertIn);
|
||||
}
|
||||
|
||||
// Résultat final
|
||||
float3 finalColor = (ambient + lighting) * albedo;
|
||||
|
||||
// Tone mapping simple (optionnel)
|
||||
// finalColor = finalColor / (finalColor + 1.0);
|
||||
|
||||
return float4(finalColor, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
// =====================================================
|
||||
// UI Shader pour CosmicCore
|
||||
// Set 0 : Transform (UBO - par objet)
|
||||
// Set 1 : Material (UBO + Texture)
|
||||
// Set 2 : Projection (UBO - global)
|
||||
// =====================================================
|
||||
|
||||
// ─── Inputs ────────────────────────────────────────────
|
||||
struct VSInput {
|
||||
[[vk::location(0)]] float2 inPosition;
|
||||
[[vk::location(1)]] float2 inUV;
|
||||
[[vk::location(2)]] float4 inColor;
|
||||
};
|
||||
|
||||
// ─── Outputs ───────────────────────────────────────────
|
||||
struct VSOutput {
|
||||
float4 pos : SV_Position;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
// ─── Set 0 : Transform (UBO par objet) ─────────────────
|
||||
struct TransformUBO {
|
||||
float4x4 model;
|
||||
float2 size;
|
||||
float zOrder;
|
||||
float padding;
|
||||
};
|
||||
|
||||
[[vk::binding(0, 0)]] ConstantBuffer<TransformUBO> transform;
|
||||
|
||||
[[vk::binding(1, 1)]] Sampler2D uiTexture;
|
||||
|
||||
// ─── Set 2 : Projection (UBO global) ──────────────────
|
||||
[[vk::binding(0, 2)]] ConstantBuffer<float4x4> projection;
|
||||
|
||||
// ─── Vertex Shader ──────────────────────────────────────
|
||||
[shader("vertex")]
|
||||
VSOutput vertMain(VSInput input) {
|
||||
VSOutput output;
|
||||
|
||||
// Transforme local vers monde
|
||||
float4 worldPos = mul(transform.model, float4(input.inPosition, 0.0, 1.0));
|
||||
|
||||
// Applique la projection
|
||||
output.pos = mul(projection, worldPos);
|
||||
|
||||
output.uv = input.inUV;
|
||||
output.color = input.inColor;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
// ─── Fragment Shader ────────────────────────────────────
|
||||
[shader("fragment")]
|
||||
float4 fragMain(VSOutput vertIn) : SV_Target {
|
||||
float4 texColor = uiTexture.Sample(vertIn.uv);
|
||||
return vertIn.color * texColor;
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
// =====================================================
|
||||
// UI Shader pour CosmicCore
|
||||
// Set 0 : Transform (UBO - par objet)
|
||||
// Set 1 : Material (UBO + Texture)
|
||||
// Set 2 : Projection (UBO - global)
|
||||
// =====================================================
|
||||
|
||||
// ─── Inputs ────────────────────────────────────────────
|
||||
struct VSInput {
|
||||
[[vk::location(0)]] float2 inPosition;
|
||||
[[vk::location(1)]] float2 inUV;
|
||||
[[vk::location(2)]] float4 inColor;
|
||||
};
|
||||
|
||||
// ─── Outputs ───────────────────────────────────────────
|
||||
struct VSOutput {
|
||||
float4 pos : SV_Position;
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
};
|
||||
|
||||
// ─── Set 0 : Transform (UBO par objet) ─────────────────
|
||||
struct TransformUBO {
|
||||
float4x4 model;
|
||||
float2 size;
|
||||
float zOrder;
|
||||
float padding;
|
||||
};
|
||||
|
||||
[[vk::binding(0, 0)]] ConstantBuffer<TransformUBO> transform;
|
||||
|
||||
[[vk::binding(1, 1)]] Sampler2D uiTexture;
|
||||
|
||||
// ─── Set 2 : Projection (UBO global) ──────────────────
|
||||
[[vk::binding(0, 2)]] ConstantBuffer<float4x4> projection;
|
||||
|
||||
// ─── Vertex Shader ──────────────────────────────────────
|
||||
[shader("vertex")]
|
||||
VSOutput vertMain(VSInput input) {
|
||||
VSOutput output;
|
||||
|
||||
// Transforme local vers monde
|
||||
float4 worldPos = mul(transform.model, float4(input.inPosition, 0.0, 1.0));
|
||||
|
||||
// Applique la projection
|
||||
output.pos = mul(projection, worldPos);
|
||||
|
||||
output.uv = input.inUV;
|
||||
output.color = input.inColor;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float median(float r, float g, float b) {
|
||||
return max(min(r, g), min(max(r, g), b));
|
||||
}
|
||||
|
||||
[shader("fragment")]
|
||||
float4 fragMain(VSOutput vertIn) : SV_Target {
|
||||
float3 msd = uiTexture.Sample(vertIn.uv).rgb;
|
||||
float sigDist = median(msd.r, msd.g, msd.b) - 0.5;
|
||||
|
||||
// largeur du dégradé en pixels écran (anti-aliasing correct)
|
||||
float2 unitRange = float2(1.0, 1.0) / float2(212.0, 212.0);
|
||||
float2 screenTexSize = 1.0 / fwidth(vertIn.uv);
|
||||
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
|
||||
|
||||
float opacity = clamp(screenPxRange * sigDist + 0.5, 0.0, 1.0);
|
||||
|
||||
return float4(vertIn.color.rgb, vertIn.color.a * opacity);
|
||||
}
|
||||
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Reference in New Issue
Block a user