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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@ -207,7 +207,7 @@ public:
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{
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enabledFeatures.samplerAnisotropy = deviceFeatures.samplerAnisotropy;
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// Depth clamp to avoid near plane clipping
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enabledFeatures.depthClamp = deviceFeatures.depthClamp;
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enabledFeatures.depthClamp = deviceFeatures.depthClamp;
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}
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/*
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@ -400,7 +400,7 @@ public:
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VkDeviceSize offsets[1] = { 0 };
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for (int32_t i = 0; i < drawCmdBuffers.size(); i++) {
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VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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/*
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@ -506,7 +506,7 @@ public:
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models[2].loadFromFile(getAssetPath() + "models/oak_leafs.dae", vertexLayout, 2.0f, vulkanDevice, queue);
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}
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void setupLayoutsAndDescriptors()
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void setupLayoutsAndDescriptors()
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{
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/*
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Descriptor pool
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@ -618,7 +618,7 @@ public:
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
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pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
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pipelineCreateInfo.pRasterizationState = &rasterizationState;
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@ -632,8 +632,8 @@ public:
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// Shadow map cascade debug quad display
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rasterizationState.cullMode = VK_CULL_MODE_BACK_BIT;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmappingcascade/debugshadowmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmappingcascade/debugshadowmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "shadowmappingcascade/debugshadowmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "shadowmappingcascade/debugshadowmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Empty vertex input state
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VkPipelineVertexInputStateCreateInfo emptyInputState = vks::initializers::pipelineVertexInputStateCreateInfo();
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pipelineCreateInfo.pVertexInputState = &emptyInputState;
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@ -663,8 +663,8 @@ public:
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Shadow mapped scene rendering
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*/
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rasterizationState.cullMode = VK_CULL_MODE_NONE;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmappingcascade/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmappingcascade/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "shadowmappingcascade/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "shadowmappingcascade/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Use specialization constants to select between horizontal and vertical blur
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uint32_t enablePCF = 0;
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VkSpecializationMapEntry specializationMapEntry = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
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@ -677,8 +677,8 @@ public:
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/*
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Depth map generation
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*/
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shaderStages[0] = loadShader(getAssetPath() + "shaders/shadowmappingcascade/depthpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/shadowmappingcascade/depthpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "shadowmappingcascade/depthpass.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "shadowmappingcascade/depthpass.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// No blend attachment states (no color attachments used)
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colorBlendState.attachmentCount = 0;
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depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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@ -726,7 +726,7 @@ public:
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void updateCascades()
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{
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float cascadeSplits[SHADOW_MAP_CASCADE_COUNT];
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float nearClip = camera.getNearClip();
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float farClip = camera.getFarClip();
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float clipRange = farClip - nearClip;
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