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Erbelding edited this page Mar 31, 2016 · 49 revisions

Scene

Render Pass

{
     // List of render texture GUIDs in a SPECIFIC order
     // i.e. color, normal, etc.
     // Basically, it has to match the order of the shaders
    "Input": [
        "PATH",
        "PATH",
        "PATH"    
    ],
    "Output": [
        "PATH",
        "PATH"
    ]
}

Render Target

{
    "Width": ...,
    "Height": ...,
    "Format": "BGRA"
}

Pipeline

{
    "Shaders": {
        "spv": {
            "Vertex":"PATH",
            "Pixel": "PATH"
        },
        "cso": {
            "Vertex":"PATH",
            "Pixel": "PATH"
        },
    },
    "ShaderVariables": [
        {
            "Name": "...",
            "Type": "...",
            "Value": "..."
        }
    ],
    "RasterState": {
        "PolygonMode": "...",             // "Solid", "Line"
        "CullMode": "...",                // "None", "Front", "Back"
        "FrontCounterClockwise": ...,     // True/False
        "DepthClampEnable": ...           // True/False
        "DiscardEnable": ...              // True/False
        "LineWidth": ...                  // Float
    },
    "MultisampleState": {
        "SampleCount": ...,               // 1, 2, 4, 8, 16, 32, 64
        "MinSamples": ...,                // Float
        "PerSampleShading": ...           // True/False
    }    
}

Material

{
    // This is the GUID of the parent pipeline
    "Pipeline": "PATH",

    // This is the GUID of the parent pipeline's render pass
    "RenderPass": "PATH",

    // This should be an array because that way binding order is preserved
    "ShaderVariables": [
        {
            "Name": "...",
            "Type": "...",
            "Value": "..."
        }
    ]
}
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