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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@ -77,7 +77,7 @@ public:
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uniformBufferGS.destroy();
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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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// Geometry shader support is required for this example
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@ -156,7 +156,7 @@ public:
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void loadAssets()
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{
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scene.loadFromFile(getAssetPath() + "models/sampleroom.dae", vertexLayout, 0.25f, vulkanDevice, queue);
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scene.loadFromFile(getAssetPath() + "models/sampleroom.dae", vertexLayout, 0.25f, vulkanDevice, queue);
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}
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void setupDescriptorPool()
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@ -174,7 +174,7 @@ public:
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void setupDescriptorSetLayout()
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{
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
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vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_GEOMETRY_BIT, 0) // Binding 1: Geometry shader ubo
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};
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@ -199,7 +199,7 @@ public:
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VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBufferGS.descriptor), // Binding 0 :Geometry shader ubo
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};
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@ -251,8 +251,8 @@ public:
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vks::initializers::vertexInputBindingDescription(0, vertexLayout.stride(), VK_VERTEX_INPUT_RATE_VERTEX),
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};
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normals
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vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Location 1: Normals
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vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 6), // Location 2: Color
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};
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@ -274,11 +274,11 @@ public:
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pipelineCreateInfo.pStages = shaderStages.data();
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pipelineCreateInfo.renderPass = renderPass;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/viewportarray/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/viewportarray/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "viewportarray/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "viewportarray/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// A geometry shader is used to output geometry to multiple viewports in one single pass
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// See the "invoctations" decorator of the layout input in the shader
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shaderStages[2] = loadShader(getAssetPath() + "shaders/viewportarray/multiview.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
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shaderStages[2] = loadShader(getShadersPath() + "viewportarray/multiview.geom.spv", VK_SHADER_STAGE_GEOMETRY_BIT);
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
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}
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@ -324,7 +324,7 @@ public:
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rotM = glm::rotate(rotM, glm::radians(camera.rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
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rotM = glm::rotate(rotM, glm::radians(camera.rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
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rotM = glm::rotate(rotM, glm::radians(camera.rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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// Left eye
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left = -aspectRatio * wd2 + 0.5f * eyeSeparation * ndfl;
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right = aspectRatio * wd2 + 0.5f * eyeSeparation * ndfl;
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