增加使用索引画矩形的范例
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@ -4,4 +4,4 @@
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endmacro()
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endmacro()
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CreateProject(0.triangle main)
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CreateProject(0.triangle main)
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CreateProject(1.cube cube)
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CreateProject(1.indices_rect indices_rect)
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196
example/Vulkan/indices_rect.cpp
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196
example/Vulkan/indices_rect.cpp
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// 1.indices_rect
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// 该示例是0.triangle的进化,演示使用索引数据画一个矩形
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#include"VulkanAppFramework.h"
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#include<hgl/math/Math.h>
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using namespace hgl;
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using namespace hgl::graph;
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constexpr uint32_t SCREEN_WIDTH=128;
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constexpr uint32_t SCREEN_HEIGHT=128;
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struct WorldConfig
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{
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Matrix4f mvp;
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}world;
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constexpr uint32_t VERTEX_COUNT=4;
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constexpr float vertex_data[VERTEX_COUNT][2]=
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{
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{SCREEN_WIDTH*0.25, SCREEN_HEIGHT*0.25},
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{SCREEN_WIDTH*0.75, SCREEN_HEIGHT*0.25},
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{SCREEN_WIDTH*0.25, SCREEN_HEIGHT*0.75},
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{SCREEN_WIDTH*0.75, SCREEN_HEIGHT*0.75}
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};
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constexpr uint32_t INDEX_COUNT=6;
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constexpr uint16 index_data[INDEX_COUNT]=
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{
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0,1,3,
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0,3,2
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};
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class TestApp:public VulkanApplicationFramework
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{
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private:
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uint swap_chain_count=0;
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vulkan::Material * material =nullptr;
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vulkan::DescriptorSets * desciptor_sets =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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vulkan::Buffer * ubo_mvp =nullptr;
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vulkan::Pipeline * pipeline =nullptr;
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vulkan::CommandBuffer ** cmd_buf =nullptr;
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vulkan::VertexBuffer * vertex_buffer =nullptr;
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vulkan::IndexBuffer * index_buffer =nullptr;
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public:
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~TestApp()
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{
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SAFE_CLEAR(index_buffer);
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SAFE_CLEAR(vertex_buffer);
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SAFE_CLEAR_OBJECT_ARRAY(cmd_buf,swap_chain_count);
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SAFE_CLEAR(pipeline);
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SAFE_CLEAR(ubo_mvp);
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SAFE_CLEAR(render_obj);
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SAFE_CLEAR(desciptor_sets);
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SAFE_CLEAR(material);
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}
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private:
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bool InitMaterial()
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{
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material=shader_manage->CreateMaterial(OS_TEXT("OnlyPosition.vert.spv"),
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OS_TEXT("FlatColor.frag.spv"));
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if(!material)
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return(false);
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render_obj=material->CreateRenderable();
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desciptor_sets=material->CreateDescriptorSets();
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return(true);
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}
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bool InitUBO()
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{
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const VkExtent2D extent=device->GetExtent();
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world.mvp=ortho(extent.width,extent.height);
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ubo_mvp=device->CreateUBO(sizeof(WorldConfig),&world);
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if(!ubo_mvp)
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return(false);
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return desciptor_sets->UpdateUBO(material->GetUBOBinding("world"),*ubo_mvp);
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}
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void InitVBO()
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{
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vertex_buffer =device->CreateVBO(FMT_RG32F,VERTEX_COUNT,vertex_data);
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index_buffer =device->CreateIBO16(INDEX_COUNT,index_data);
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render_obj->Set("Vertex",vertex_buffer);
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render_obj->Set(index_buffer);
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}
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bool InitPipeline()
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{
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vulkan::PipelineCreater *
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pipeline_creater=new vulkan::PipelineCreater(device,material,device->GetRenderPass());
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pipeline_creater->SetDepthTest(false);
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pipeline_creater->SetDepthWrite(false);
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pipeline_creater->CloseCullFace();
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pipeline_creater->Set(PRIM_TRIANGLES);
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pipeline=pipeline_creater->Create();
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delete pipeline_creater;
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pipeline_creater=nullptr;
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return pipeline;
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}
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bool InitCommandBuffer()
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{
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cmd_buf=hgl_zero_new<vulkan::CommandBuffer *>(swap_chain_count);
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for(uint i=0;i<swap_chain_count;i++)
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{
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cmd_buf[i]=device->CreateCommandBuffer();
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if(!cmd_buf[i])
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return(false);
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cmd_buf[i]->Begin();
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cmd_buf[i]->BeginRenderPass(device->GetRenderPass(),device->GetFramebuffer(i));
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cmd_buf[i]->Bind(pipeline);
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cmd_buf[i]->Bind(desciptor_sets);
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cmd_buf[i]->Bind(render_obj);
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cmd_buf[i]->DrawIndexed(INDEX_COUNT);
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cmd_buf[i]->EndRenderPass();
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cmd_buf[i]->End();
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}
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return(true);
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}
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public:
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bool Init()
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{
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if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(false);
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swap_chain_count=device->GetSwapChainImageCount();
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if(!InitMaterial())
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return(false);
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if(!InitUBO())
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return(false);
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InitVBO();
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if(!InitPipeline())
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return(false);
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if(!InitCommandBuffer())
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return(false);
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return(true);
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}
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void Draw() override
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{
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const uint32_t frame_index=device->GetCurrentFrameIndices();
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const vulkan::CommandBuffer *cb=cmd_buf[frame_index];
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Submit(*cb);
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}
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};//class TestApp:public VulkanApplicationFramework
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int main(int,char **)
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{
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#ifdef _DEBUG
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if(!vulkan::CheckStrideBytesByFormat())
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return 0xff;
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#endif//
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TestApp app;
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if(!app.Init())
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return(-1);
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while(app.Run());
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return 0;
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}
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@ -1,4 +1,7 @@
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#include"VulkanAppFramework.h"
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// 0.triangle
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// 该范例主要演示直接绘制一个渐变色的三角形
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#include"VulkanAppFramework.h"
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#include<hgl/math/Math.h>
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#include<hgl/math/Math.h>
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using namespace hgl;
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using namespace hgl;
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@ -79,8 +79,8 @@ public: //Buffer
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VertexBuffer * CreateVBO(VkFormat format,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(format,count,nullptr,sharing_mode);}
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VertexBuffer * CreateVBO(VkFormat format,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(format,count,nullptr,sharing_mode);}
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IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
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IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
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IndexBuffer * CreateIBO16(uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,data,sharing_mode);}
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IndexBuffer * CreateIBO16(uint32_t count,const uint16 *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,(void *)data,sharing_mode);}
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IndexBuffer * CreateIBO32(uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT32,count,data,sharing_mode);}
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IndexBuffer * CreateIBO32(uint32_t count,const uint32 *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT32,count,(void *)data,sharing_mode);}
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IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(index_type,count,nullptr,sharing_mode);}
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IndexBuffer * CreateIBO(VkIndexType index_type,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(index_type,count,nullptr,sharing_mode);}
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IndexBuffer * CreateIBO16(uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,nullptr,sharing_mode);}
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IndexBuffer * CreateIBO16(uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,nullptr,sharing_mode);}
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17
res/shader/OnlyPosition.vert
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17
res/shader/OnlyPosition.vert
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#version 450 core
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layout(location = 0) in vec2 Vertex;
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layout(binding = 0) uniform WorldConfig
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{
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mat4 mvp;
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} world;
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layout(location = 0) out vec4 FragmentColor;
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void main()
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{
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FragmentColor=vec4(1.0);
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gl_Position=vec4(Vertex,0.0,1.0)*world.mvp;
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}
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@ -1,2 +1,3 @@
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glslangValidator -V -o FlatColor.vert.spv FlatColor.vert
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glslangValidator -V -o FlatColor.vert.spv FlatColor.vert
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glslangValidator -V -o OnlyPosition.vert.spv OnlyPosition.vert
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glslangValidator -V -o FlatColor.frag.spv FlatColor.frag
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glslangValidator -V -o FlatColor.frag.spv FlatColor.frag
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