Adding basic CBT Terrain implementation

This commit is contained in:
Dynamitos
2024-10-10 20:36:59 +02:00
parent c89fd405b8
commit 98a7e16756
38 changed files with 3779 additions and 373 deletions
+2
View File
@@ -19,6 +19,7 @@ class RenderCommand {
virtual void bindIndexBuffer(Gfx::PIndexBuffer indexBuffer) = 0;
virtual void pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
virtual void draw(uint32 vertexCount, uint32 instanceCount, int32 firstVertex, uint32 firstInstance) = 0;
virtual void drawIndirect(Gfx::PShaderBuffer buffer, uint64 offset, uint32 drawCount, uint32 stride) = 0;
virtual void drawIndexed(uint32 indexCount, uint32 instanceCount, int32 firstIndex, uint32 vertexOffset, uint32 firstInstance) = 0;
virtual void drawMesh(uint32 groupX, uint32 groupY, uint32 groupZ) = 0;
virtual void drawMeshIndirect(Gfx::PShaderBuffer buffer, uint64 offset, uint32 drawCount, uint32 stride) = 0;
@@ -35,6 +36,7 @@ class ComputeCommand {
virtual void bindDescriptor(const Array<Gfx::PDescriptorSet>& sets) = 0;
virtual void pushConstants(Gfx::SeShaderStageFlags stage, uint32 offset, uint32 size, const void* data) = 0;
virtual void dispatch(uint32 threadX, uint32 threadY, uint32 threadZ) = 0;
virtual void dispatchIndirect(Gfx::PShaderBuffer buffer, uint32 offset) = 0;
std::string name;
};
DEFINE_REF(ComputeCommand)