feat: render and manage textures :3
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21 changed files with 2908 additions and 320 deletions
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@ -1,26 +1,38 @@
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#version 450
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// Matches Vertex struct attribute descriptions
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// INPUTS from Vertex Buffer (matching Vertex struct)
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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// layout(location = 2) in vec2 inTexCoord; // If you add texture coords
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inTexCoord; // <<< MUST be vec2
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// Matches UniformBufferObject struct and descriptor set layout binding
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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// UNIFORMS (Set 0)
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layout(set = 0, binding = 0) uniform UniformBufferObject {
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mat4 view;
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mat4 proj;
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} ubo;
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// Output to fragment shader
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layout(location = 0) out vec3 fragColor;
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// layout(location = 1) out vec2 fragTexCoord; // If you add texture coords
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// PUSH CONSTANTS
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layout(push_constant) uniform PushConstants {
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mat4 model;
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} pushConstants;
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// OUTPUTS to Fragment Shader
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layout(location = 0) out vec3 fragNormal; // Location 0 for Normal
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layout(location = 1) out vec2 fragTexCoord; // Location 1 for TexCoord
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void main() {
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// Transform position: Model -> World -> View -> Clip space
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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vec4 worldPos = pushConstants.model * vec4(inPosition, 1.0);
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// Pass color (and other attributes) through
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fragColor = inColor;
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// fragTexCoord = inTexCoord;
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// Calculate final position
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gl_Position = ubo.proj * ubo.view * worldPos;
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// --- Pass attributes to Fragment Shader ---
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// Pass world-space normal (adjust calculation if needed)
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// Ensure fragNormal is assigned a vec3
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fragNormal = normalize(mat3(transpose(inverse(pushConstants.model))) * inNormal);
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// Pass texture coordinates (ensure inTexCoord is vec2)
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// Ensure fragTexCoord is assigned a vec2
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fragTexCoord = inTexCoord;
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}
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