Starting to integrate mesh optimizer

This commit is contained in:
Dynamitos
2025-05-12 22:48:01 +02:00
parent 10f2a9235b
commit f873d6db26
21 changed files with 446 additions and 288 deletions
+58 -57
View File
@@ -1,5 +1,62 @@
import Common;
const static float3 vertices[] = {
// Right
float3(512, -512, 512),
float3(512, 512, 512),
float3(512, -512, -512),
float3(512, -512, -512),
float3(512, 512, 512),
float3(512, 512, -512),
// Left
float3(-512, -512, -512),
float3(-512, 512, -512),
float3(-512, -512, 512),
float3(-512, -512, 512),
float3(-512, 512, -512),
float3(-512, 512, 512),
// Bottom
float3(-512, 512, 512),
float3(-512, 512, -512),
float3(512, 512, 512),
float3(512, 512, 512),
float3(-512, 512, -512),
float3(512, 512, -512),
// Top
float3(-512, -512, -512),
float3(-512, -512, 512),
float3(512, -512, -512),
float3(512, -512, -512),
float3(-512, -512, 512),
float3(512, -512, 512),
// Front
float3(512, -512, -512),
float3(512, 512, -512),
float3(-512, -512, -512),
float3(-512, -512, -512),
float3(512, 512, -512),
float3(-512, 512, -512),
// Back
float3(-512, -512, 512),
float3(-512, 512, 512),
float3(512, -512, 512),
float3(512, -512, 512),
float3(-512, 512, 512),
float3(512, 512, 512),
};
struct VertexShaderOutput
{
float4 clipPos : SV_Position;
@@ -12,62 +69,6 @@ struct SkyboxData
};
ParameterBlock<SkyboxData> pSkyboxData;
const static float3 vertices[] = {
// Back
float3(-512, -512, 512),
float3(-512, 512, 512),
float3( 512, -512, 512),
float3( 512, -512, 512),
float3(-512, 512, 512),
float3( 512, 512, 512),
// Front
float3( 512, -512, -512),
float3( 512, 512, -512),
float3(-512, -512, -512),
float3(-512, -512, -512),
float3( 512, 512, -512),
float3(-512, 512, -512),
// Top
float3(-512, -512, -512),
float3(-512, -512, 512),
float3( 512, -512, -512),
float3( 512, -512, -512),
float3(-512, -512, 512),
float3( 512, -512, 512),
// Bottom
float3(-512, 512, 512),
float3(-512, 512, -512),
float3( 512, 512, 512),
float3( 512, 512, 512),
float3(-512, 512, -512),
float3( 512, 512, -512),
// Left
float3(-512, -512, -512),
float3(-512, 512, -512),
float3(-512, -512, 512),
float3(-512, -512, 512),
float3(-512, 512, -512),
float3(-512, 512, 512),
// Right
float3( 512, -512, 512),
float3( 512, 512, 512),
float3( 512, -512, -512),
float3( 512, -512, -512),
float3( 512, 512, 512),
float3( 512, 512, -512),
};
[shader("vertex")]
VertexShaderOutput vertexMain(
uint vertexIndex : SV_VertexId)
@@ -101,5 +102,5 @@ float4 fragmentMain(
float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
factor = clamp(factor, 0.0, 1.0);
return lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
return finalColor;//lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
}