添加鼠标点击实体事件,添加spirv着色器系统

This commit is contained in:
2025-06-09 13:19:14 +08:00
parent de75ee9481
commit f4aa895bbb
24 changed files with 664 additions and 54 deletions

View File

@ -1,5 +1,7 @@
// Basic Texture Shader
#type vertex
#version 460 core
#version 450 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
@ -8,43 +10,55 @@ layout(location = 3) in float a_TexIndex;
layout(location = 4) in float a_TilingFactor;
layout(location = 5) in int a_EntityID;
uniform mat4 u_ViewProjection;
//uniform mat4 u_Transform;
layout(std140, binding = 0) uniform Camera
{
mat4 u_ViewProjection;
};
out vec2 v_TexCoord;
out vec4 v_Color;
out flat float v_TexIndex;
out float v_TilingFactor;
out flat int v_EntityID;
struct VertexOutput
{
vec4 Color;
vec2 TexCoord;
float TilingFactor;
};
void main() {
v_TexCoord = a_TexCoord;
v_Color = a_Color;
layout (location = 0) out VertexOutput Output;
layout (location = 3) out flat float v_TexIndex;
layout (location = 4) out flat int v_EntityID;
void main()
{
Output.Color = a_Color;
Output.TexCoord = a_TexCoord;
Output.TilingFactor = a_TilingFactor;
v_TexIndex = a_TexIndex;
v_TilingFactor = a_TilingFactor;
v_EntityID = a_EntityID;
gl_Position = u_ViewProjection * vec4(a_Position, 1.0f);
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
}
#type fragment
#version 460 core
#version 450 core
layout(location = 0) out vec4 color;
layout(location = 1) out int color2;
layout(location = 0) out vec4 o_Color;
layout(location = 1) out int o_EntityID;
in vec2 v_TexCoord;
in vec4 v_Color;
in flat float v_TexIndex;
in float v_TilingFactor;
in flat int v_EntityID;
struct VertexOutput
{
vec4 Color;
vec2 TexCoord;
float TilingFactor;
};
uniform vec4 u_Color;
uniform sampler2D u_Textures[32];
layout (location = 0) in VertexOutput Input;
layout (location = 3) in flat float v_TexIndex;
layout (location = 4) in flat int v_EntityID;
void main() {
layout (binding = 0) uniform sampler2D u_Textures[32];
color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * v_TilingFactor) * v_Color;
// color = v_Color;
color2 = v_EntityID;
void main()
{
o_Color = texture(u_Textures[int(v_TexIndex)], Input.TexCoord * Input.TilingFactor) * Input.Color;
o_EntityID = v_EntityID;
}