Refactor UniformBuffers and DescriptorSets

- Refactor UniformBuffers to keep track of the uniforms it contains
- Refactor DescriptorSets to initialize UniformsBuffers and keep track
  of all its bindings
- DescriptorSets can now be created from the Pipeline
- Add custom DescriptorSets to Renderer
This commit is contained in:
Thraix
2023-03-24 22:27:03 +01:00
parent fbf53234f3
commit 9faec15fd6
22 changed files with 469 additions and 173 deletions
+8 -2
View File
@@ -1,6 +1,6 @@
#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 3) in int inTexIndex;
@@ -9,9 +9,15 @@ layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out int fragTexIndex;
layout(set = 1, binding = 0) uniform SceneUniformBufferObject
{
mat4 projection;
mat4 view;
} ubo;
void main()
{
gl_Position = vec4(inPosition, 1.0);
gl_Position = ubo.projection * ubo.view * vec4(inPosition, 0.0, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
fragTexIndex = inTexIndex;