- AssetManager uses static assets ID from path hash - PipelineFactory creates Vulkan pipelines using PipelineConfig structure depending on AssetMaterial and creation flags - AssetMaterial describes pipelines (e.g. used shaders) - Materials are described with JSON in sources with path references to other assets - AssetMaterial is parsed from binary file with asset IDs in references - compile_config tool compiles material JSON file to binary file with path references replaced with asset IDs - Allocator supports type's constructors with arguments - NativeFileSystem: fixed empty bufferSize and buffer trash
4 lines
120 B
JSON
4 lines
120 B
JSON
{
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"vertexShader": "assets/shaders/helloworld.vert.spv",
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"fragmentShader": "assets/shaders/helloworld.frag.spv"
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} |