Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl` Move `data/hlsl` to `data/shaders/hlsl` Fix up shader paths in the cpp files to point to the new glsl location. `data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for now). Issue: #723
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cac1d2e850
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1043 changed files with 1207 additions and 1201 deletions
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@ -12,7 +12,7 @@
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <time.h>
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#include <time.h>
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#include <vector>
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#include <random>
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@ -69,7 +69,7 @@ public:
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camera.setPosition(glm::vec3(0.0f, 0.0f, -7.5f));
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camera.setRotation(glm::vec3(-35.0f, 0.0f, 0.0f));
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camera.setPerspective(45.0f, (float)width / (float)height, 0.1f, 256.0f);
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/*
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[POI] Enable required extensions
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*/
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@ -182,7 +182,7 @@ public:
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{ { scale, scale, -scale }, { 1.0f, 0.0f }, faceTextureIndex[1] },
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{ { scale, -scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[1] },
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{ { scale, -scale, scale }, { 0.0f, 1.0f }, faceTextureIndex[1] },
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{ { -scale, -scale, -scale }, { 0.0f, 0.0f }, faceTextureIndex[2] },
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{ { scale, -scale, -scale }, { 1.0f, 0.0f }, faceTextureIndex[2] },
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{ { scale, scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[2] },
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@ -192,7 +192,7 @@ public:
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{ { -scale, -scale, scale }, { 1.0f, 0.0f }, faceTextureIndex[3] },
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{ { -scale, scale, scale }, { 1.0f, 1.0f }, faceTextureIndex[3] },
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{ { -scale, scale, -scale }, { 0.0f, 1.0f }, faceTextureIndex[3] },
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{ { scale, scale, scale }, { 0.0f, 0.0f }, faceTextureIndex[4] },
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{ { -scale, scale, scale }, { 1.0f, 0.0f }, faceTextureIndex[4] },
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{ { -scale, scale, -scale }, { 1.0f, 1.0f }, faceTextureIndex[4] },
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@ -262,8 +262,8 @@ public:
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0),
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/*
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[POI]
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[POI]
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Binding 1 contains a texture array that is dynamically non-uniform sampled from
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FS:
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@ -273,8 +273,8 @@ public:
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};
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/*
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[POI]
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[POI]
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The fragment shader will be using an unsized array, which has to be marked with a certain flag
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FS:
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@ -284,7 +284,7 @@ public:
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setLayoutBindingFlags.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO_EXT;
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setLayoutBindingFlags.bindingCount = 2;
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std::vector<VkDescriptorBindingFlagsEXT> descriptorBindingFlags = {
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0,
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0,
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VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT_EXT
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};
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setLayoutBindingFlags.pBindingFlags = descriptorBindingFlags.data();
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@ -351,7 +351,7 @@ public:
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationStateCI = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendStateCI = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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@ -375,8 +375,8 @@ public:
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// Instacing pipeline
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/descriptorindexing/descriptorindexing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/descriptorindexing/descriptorindexing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "descriptorindexing/descriptorindexing.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "descriptorindexing/descriptorindexing.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCI.pVertexInputState = &vertexInputStateCI;
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