Now rendering scene models at correct positions + reverse-z

This commit is contained in:
antopilo
2025-01-03 23:35:05 -05:00
parent 1164bd4b0f
commit 90c6652074
30 changed files with 915 additions and 247 deletions

View File

@@ -1,12 +1,17 @@
struct World
struct Camera
{
float4x4 model;
float4x4 view;
float4x4 proj;
};
[[vk::binding(0, 0)]]
StructuredBuffer<World> world : register(t0);
StructuredBuffer<Camera> camera : register(t0);
struct ModelData
{
float4x4 model;
};
[[vk::binding(0, 1)]]
StructuredBuffer<ModelData> model : register(t1);
struct Vertex
{
@@ -18,14 +23,17 @@ struct Vertex
float4 bitangent;
};
[[vk::binding(0, 1)]]
StructuredBuffer<Vertex> vertexBuffer : register(t1);
[[vk::binding(0, 2)]]
StructuredBuffer<Vertex> vertexBuffer : register(t2);
cbuffer PushConstants : register(b0)
{
float4x4 render_matrix;
struct ModelPushConstant
{
int modelIndex; // Push constant data
};
[[vk::push_constant]]
ModelPushConstant pushConstants;
// Outputs
struct VSOutput {
float4 Position : SV_Position;
@@ -38,14 +46,16 @@ VSOutput main(uint vertexIndex : SV_VertexID)
{
VSOutput output;
World worldData = world[0];
Camera camData = camera[0];
ModelData modelData = model[pushConstants.modelIndex];
// Load vertex data from the buffer
Vertex v = vertexBuffer[vertexIndex];
// Output the position of each vertex
output.Position = mul(worldData.proj, mul(worldData.view, mul(worldData.model, float4(v.position, 1.0f))));
output.Color = float3(v.normal.xyz);
output.Position = mul(camData.proj, mul(camData.view, mul(modelData.model, float4(v.position, 1.0f))));
output.Color = normalize(float3(v.position.xyz));
return output;
}