ADD: Normal mapping

This commit is contained in:
2025-11-01 17:32:14 +09:00
parent d5ff6263ee
commit fbc937974d
28 changed files with 2802 additions and 264 deletions

View File

@@ -18,6 +18,12 @@
- Name SPIRV files with full extension, e.g. `fullscreen.vert.spv`, `deferred_lighting.frag.spv`.
- Use `EngineContext::getAssets()->shaderPath("<name>.spv")` when registering pipelines.
- Use sRGB formats for albedo textures and UNORM for PBR control textures (see `docs/asset_manager.md`).
- Material UBO layout (`GLTFMaterialData`):
- `vec4 colorFactors;`
- `vec4 metal_rough_factors; // x = metallic, y = roughness`
- `vec4 extra[14]; // extra[0].x = normalScale`
- Material texture bindings (set=1):
- binding=1 `colorTex`, binding=2 `metalRoughTex`, binding=3 `normalMap`.
- Adding a pipeline (graphics)
- 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.