MODEL LOADING BABY WORKS

This commit is contained in:
2026-01-20 00:13:54 +01:00
parent 87dcbb50ec
commit b9878f2a06
31 changed files with 755 additions and 252 deletions
@@ -10,17 +10,10 @@ MeshPipeline::~MeshPipeline() {
void MeshPipeline::init(GfxDevice& gfxDevice, VkFormat drawImageFormat, VkFormat depthImageFormat) {
const auto& device = gfxDevice.getDevice();
// const auto vertexShader = vkutil::loadShaderModule(AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.vert.spv"), device);
// const auto fragShader = vkutil::loadShaderModule(AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.frag.spv"), device);
const auto vertexShader = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
const auto fragShader = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.frag");
const auto vertexShader = AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.vert.spv");
const auto fragShader = AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.frag.spv");
// vkutil::addDebugLabel(device, vertexShader, "mesh.vert");
// vkutil::addDebugLabel(device, vertexShader, "mesh.frag");
const auto bufferRange = VkPushConstantRange{
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
.offset = 0,