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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1043 changed files with 1207 additions and 1201 deletions
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@ -33,8 +33,8 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <assimp/cimport.h>
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@ -235,8 +235,8 @@ private:
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// We will be using a push constant block to pass material properties to the fragment shaders
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VkPushConstantRange pushConstantRange = vks::initializers::pushConstantRange(
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VK_SHADER_STAGE_FRAGMENT_BIT,
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sizeof(SceneMaterialProperties),
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VK_SHADER_STAGE_FRAGMENT_BIT,
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sizeof(SceneMaterialProperties),
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0);
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pipelineLayoutCreateInfo.pushConstantRangeCount = 1;
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pipelineLayoutCreateInfo.pPushConstantRanges = &pushConstantRange;
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@ -343,7 +343,7 @@ private:
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// For better performance we only create one index and vertex buffer to keep number of memory allocations down
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size_t vertexDataSize = vertices.size() * sizeof(Vertex);
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size_t indexDataSize = indices.size() * sizeof(uint32_t);
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vks::Buffer vertexStaging, indexStaging;
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// Vertex buffer
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@ -600,7 +600,7 @@ public:
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delete(scene);
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}
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// Enable physical device features required for this example
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Fill mode non solid is required for wireframe display
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@ -751,8 +751,8 @@ public:
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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// Solid rendering pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/scenerendering/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/scenerendering/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "scenerendering/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "scenerendering/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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