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
This commit is contained in:
Ben Clayton 2020-05-29 16:08:53 +01:00
parent cac1d2e850
commit ca884587a4
1043 changed files with 1207 additions and 1201 deletions

View file

@ -70,12 +70,12 @@ public:
glm::vec2 translate;
} pushConstBlock;
ImGUI(VulkanExampleBase *example) : example(example)
ImGUI(VulkanExampleBase *example) : example(example)
{
device = example->vulkanDevice;
ImGui::CreateContext();
};
~ImGUI()
{
ImGui::DestroyContext();
@ -329,8 +329,8 @@ public:
pipelineCreateInfo.pVertexInputState = &vertexInputState;
shaderStages[0] = example->loadShader(getAssetPath() + "shaders/imgui/ui.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = example->loadShader(getAssetPath() + "shaders/imgui/ui.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = example->loadShader(getShadersPath() + "imgui/ui.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = example->loadShader(getShadersPath() + "imgui/ui.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device->logicalDevice, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
}
@ -539,7 +539,7 @@ public:
delete imGui;
}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
@ -689,9 +689,9 @@ public:
vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
};
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 2: Color
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 2: Color
};
VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputState.vertexBindingDescriptionCount = static_cast<uint32_t>(vertexInputBindings.size());
@ -701,8 +701,8 @@ public:
pipelineCreateInfo.pVertexInputState = &vertexInputState;
shaderStages[0] = loadShader(getAssetPath() + "shaders/imgui/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/imgui/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "imgui/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "imgui/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
}
@ -722,7 +722,7 @@ public:
void updateUniformBuffers()
{
// Vertex shader
// Vertex shader
uboVS.projection = camera.matrices.perspective;
uboVS.modelview = camera.matrices.view * glm::mat4(1.0f);
@ -802,7 +802,7 @@ public:
virtual void mouseMoved(double x, double y, bool &handled)
{
ImGuiIO& io = ImGui::GetIO();
ImGuiIO& io = ImGui::GetIO();
handled = io.WantCaptureMouse;
}