Added vertex attributes
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506d3a1c35
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@ -305,7 +305,16 @@ namespace SHADE
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void SHImGuiVulkanBackend::SHBreachInstance::InitializePipeline(ImGuiIO& io) noexcept
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{
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SHVertexInputState vInputState{};
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vInputState.AddBinding(false, true,
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{
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SHVertexAttribute(SHAttribFormat::FLOAT_2D),
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SHVertexAttribute(SHAttribFormat::FLOAT_2D),
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SHVertexAttribute(SHAttribFormat::UINT32_1D),
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}
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);
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//Handle<SHVkPipeline> newPipeline = device->CreatePipeline()
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}
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}
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@ -35,11 +35,13 @@ namespace SHADE
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struct SHBreachInstance : public SHImGuiWindow
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{
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Handle<SHVkPipeline> pipeline;
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Handle<SHVkRenderpass> renderpass;
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std::chrono::time_point<std::chrono::steady_clock> lastFrameTime;
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Handle<SHVkImage> fontsTexture;
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std::vector<uint32_t> fontsMipOffset;
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public:
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void CreateFontsTexture (Handle<SHVkImage> image, ImGuiIO& io) noexcept;
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void InitializeRenderpass (void) noexcept;
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void InitializePipeline(ImGuiIO& io) noexcept;
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};
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public:
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@ -117,7 +117,7 @@ namespace SHADE
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dirty = isDirty;
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}
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std::tuple<uint32_t, uint32_t, vk::Format> SHVertexInputState::GetInfoFromAttribFormat(SHAttribFormat attribFormat) const noexcept
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std::tuple<SHVertexInputState::numAttribSlots, SHVertexInputState::bytesRequired, vk::Format> SHVertexInputState::GetInfoFromAttribFormat(SHAttribFormat attribFormat) const noexcept
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{
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switch (attribFormat)
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{
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@ -138,6 +138,9 @@ namespace SHADE
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case SHAttribFormat::MAT_4D:
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return std::make_tuple(4, 16, vk::Format::eR32G32B32A32Sfloat);
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break;
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case SHAttribFormat::UINT32_1D:
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return std::make_tuple(1, 4, vk::Format::eR32Uint);
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}
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return std::make_tuple(0, 0, vk::Format::eR32Sfloat);
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}
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@ -18,7 +18,10 @@ namespace SHADE
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// that a mat2 can be interpreted as (x, y, x, y), (o, o, o, o) instead of (x, y, o, o), (o, o, o, o)?
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MAT_2D,
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MAT_3D,
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MAT_4D
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MAT_4D,
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// integer formats
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UINT32_1D,
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};
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struct SHVertexAttribute
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