Batch Renderer 1/2

This commit is contained in:
Isuru Samarathunga
2025-11-02 02:45:13 +05:30
parent ab484b4016
commit 0bffbbf66c
50 changed files with 21627 additions and 18 deletions

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@ -0,0 +1,16 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec2 inTexCoord;
layout(location = 1) in vec4 inVertexColor;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler;
void main()
{
outColor = inVertexColor;
if(outColor.w < 0.1)
discard;
}

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@ -0,0 +1,34 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
struct SpriteInstanceData
{
mat4 Transform;
vec4 TexCoords;
vec4 Color;
};
layout (location = 0) in vec2 inPosition;
layout (location = 1) in vec2 inTexCoord;
layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out vec4 outVertexColor;
layout(set = 0, binding = 0) readonly buffer SBO_SpriteData {
SpriteInstanceData data[];
} sboSpriteData;
layout(set = 1, binding = 0) uniform UBO_Vertex_PerScene {
mat4 projection;
} uboPerScene;
layout(set = 1, binding = 1) uniform UBO_Vertex_PerFrame {
mat4 view;
} uboPerFrame;
void main()
{
SpriteInstanceData spriteData = sboSpriteData.data[gl_InstanceIndex];
gl_Position = uboPerScene.projection * uboPerFrame.view * spriteData.Transform * vec4(inPosition, 0.0f, 1.0f);
outTexCoord = inTexCoord;
outVertexColor = spriteData.Color;
}

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@ -3,7 +3,6 @@
layout (location = 0) in vec2 inPosition;
layout (location = 1) in vec2 inTexCoord;
layout (location = 2) in vec4 inVertexColor;
layout(location = 0) out vec2 outTexCoord;
layout(location = 1) out vec4 outVertexColor;
@ -22,5 +21,5 @@ void main()
{
gl_Position = uboPerScene.projection * uboPerFrame.view * uboPerDraw.model * vec4(inPosition, 0.0f, 1.0f);
outTexCoord = inTexCoord;
outVertexColor = inVertexColor;
//outVertexColor = inVertexColor;
}