Use macro fro asset path

This commit is contained in:
saschawillems 2017-04-03 20:10:39 +02:00
parent 3f12714085
commit cfcd34498a
2 changed files with 13 additions and 7 deletions

View file

@ -328,8 +328,8 @@ public:
pipelineCreateInfo.pVertexInputState = &vertexInputState;
shaderStages[0] = example->loadShader(example->getAssetPath() + "shaders/imgui/ui.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = example->loadShader(example->getAssetPath() + "shaders/imgui/ui.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = example->loadShader(ASSET_PATH "shaders/imgui/ui.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = example->loadShader(ASSET_PATH "shaders/imgui/ui.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device->logicalDevice, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
}
@ -695,8 +695,8 @@ 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(ASSET_PATH "shaders/imgui/scene.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(ASSET_PATH "shaders/imgui/scene.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
}
@ -744,9 +744,9 @@ public:
void loadAssets()
{
models.models.loadFromFile(getAssetPath() + "models/vulkanscenemodels.dae", vertexLayout, 1.0f, vulkanDevice, queue);
models.background.loadFromFile(getAssetPath() + "models/vulkanscenebackground.dae", vertexLayout, 1.0f, vulkanDevice, queue);
models.logos.loadFromFile(getAssetPath() + "models/vulkanscenelogos.dae", vertexLayout, 1.0f, vulkanDevice, queue);
models.models.loadFromFile(ASSET_PATH "models/vulkanscenemodels.dae", vertexLayout, 1.0f, vulkanDevice, queue);
models.background.loadFromFile(ASSET_PATH "models/vulkanscenebackground.dae", vertexLayout, 1.0f, vulkanDevice, queue);
models.logos.loadFromFile(ASSET_PATH "models/vulkanscenelogos.dae", vertexLayout, 1.0f, vulkanDevice, queue);
}
void prepareImGui()