ADD: Normal mapping
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@@ -18,6 +18,12 @@
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- Name SPIR‑V files with full extension, e.g. `fullscreen.vert.spv`, `deferred_lighting.frag.spv`.
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- Use `EngineContext::getAssets()->shaderPath("<name>.spv")` when registering pipelines.
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- Use sRGB formats for albedo textures and UNORM for PBR control textures (see `docs/asset_manager.md`).
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- Material UBO layout (`GLTFMaterialData`):
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- `vec4 colorFactors;`
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- `vec4 metal_rough_factors; // x = metallic, y = roughness`
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- `vec4 extra[14]; // extra[0].x = normalScale`
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- Material texture bindings (set=1):
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- binding=1 `colorTex`, binding=2 `metalRoughTex`, binding=3 `normalMap`.
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- Adding a pipeline (graphics)
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- Fill `GraphicsPipelineCreateInfo` with shader paths, descriptor set layouts, optional push constants, and a `configure(PipelineBuilder&)` callback to set topology, raster, depth/blend, and attachment formats.
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