Refactor literally everything

This commit is contained in:
2025-11-26 01:19:20 +01:00
parent d6a4b8c1fe
commit 9f2d1e4608
22 changed files with 2070 additions and 1034 deletions

View File

@@ -12,16 +12,24 @@ struct DirectionalLight {
struct Material {
vec3 baseColor;
uint baseColorTexture;
vec3 emissive;
uint emissiveTexture;
float ior;
float metallic;
float normalScale;
uint normalTexture;
uint occlusionRoughnessMetallicTexture;
float occlusionTextureStrength;
float roughness;
uint16_t baseColorTexture;
uint16_t emissiveTexture;
uint16_t normalTexture;
uint16_t occlusionRoughnessMetallicTexture;
};
struct ObjectUniforms {
mat4 matrixOStoWS;
mat4 matrixOStoWSNormal;
uint16_t material;
};
layout(set = 0, binding = 0, scalar) uniform GlobalUniforms {
@@ -47,11 +55,8 @@ layout(set = 0, binding = 3, scalar) readonly buffer Materials {
layout(set = 0, binding = 4) uniform sampler _Sampler;
layout(set = 0, binding = 5) uniform texture2D _Textures[];
// --- SET 1 --- PER OBJECT ----------------------------------------------------
// --- SET 1 --- PER BATCH -----------------------------------------------------
layout(set = 1, binding = 0, scalar) uniform ObjectUniforms {
mat4 matrixOStoWS;
mat4 matrixOStoWSNormal;
uint material;
} _Object;
layout(set = 1, binding = 0, scalar) readonly buffer ObjectsUniforms {
ObjectUniforms _Object[];
};