Added basic concept of Mesh

Right now can create a quad or a cube.
Need a mesh renderer taht keep the buffer and all to optimally handle the mega buffer.
This commit is contained in:
2026-02-15 17:44:48 -05:00
parent c2a5cb84b2
commit 87831d0fd6
22 changed files with 285 additions and 163 deletions

View File

@@ -10,20 +10,16 @@ Output main(uint vertexIndex : SV_VertexID)
{
Output output;
// Retrieve the buffer using SM6.6 bindless syntax
// Use BufferIndex from RootConstants (pushed via SetPushConstants)
ByteAddressBuffer buffer = ResourceDescriptorHeap[BufferIndex];
// Read position from buffer (Index * stride)
// Stride = 2 float (pos) + 4 float (color) = 6 * 4 = 24 bytes ?
// Let's assume just position 2D (8 bytes) + Color (16 bytes)
uint stride = 24;
uint stride = 28;
uint offset = vertexIndex * stride;
float2 pos = asfloat(buffer.Load2(offset));
float4 col = asfloat(buffer.Load4(offset + 8));
float3 pos = asfloat(buffer.Load3(offset));
float4 col = asfloat(buffer.Load4(offset + 12));
output.Position = float4(pos, 0.0f, 1.0f);
//output.Position = float4(pos, 1.0f);
output.Position = mul(ViewProjection, float4(pos, 1.0f));
output.Color = col;
return output;
}