add VertexColor.frag with update first_triangle
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@ -33,10 +33,10 @@ class TestApp:public VulkanApplicationFramework
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{
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private:
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WorldMatrix wm;
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Camera cam;
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vulkan::Material * material =nullptr;
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vulkan::DescriptorSets * descriptor_sets =nullptr;
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vulkan::MaterialInstance * material_instance =nullptr;
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vulkan::Renderable * render_obj =nullptr;
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vulkan::Buffer * ubo_mvp =nullptr;
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@ -54,7 +54,7 @@ public:
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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(descriptor_sets);
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SAFE_CLEAR(material_instance);
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SAFE_CLEAR(material);
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}
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@ -63,12 +63,12 @@ private:
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bool InitMaterial()
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{
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material=shader_manage->CreateMaterial(OS_TEXT("res/shader/FlatColor.vert.spv"),
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OS_TEXT("res/shader/FlatColor.frag.spv"));
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OS_TEXT("res/shader/VertexColor.frag.spv"));
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if(!material)
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return(false);
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render_obj=material->CreateRenderable(VERTEX_COUNT);
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descriptor_sets=material->CreateDescriptorSets();
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material_instance=material->CreateInstance();
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return(true);
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}
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@ -76,17 +76,18 @@ private:
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{
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const VkExtent2D extent=sc_render_target->GetExtent();
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wm.ortho=ortho(extent.width,extent.height);
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cam.width=extent.width;
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cam.height=extent.height;
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ubo_mvp=device->CreateUBO(sizeof(WorldMatrix),&wm);
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cam.Refresh();
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ubo_mvp=device->CreateUBO(sizeof(WorldMatrix),&cam.matrix);
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if(!ubo_mvp)
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return(false);
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if(!descriptor_sets->BindUBO(material->GetUBO("world"),ubo_mvp))
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return(false);
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descriptor_sets->Update();
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material_instance->BindUBO("world",ubo_mvp);
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material_instance->Update();
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return(true);
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}
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@ -142,18 +143,21 @@ public:
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if(!InitPipeline())
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return(false);
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BuildCommandBuffer(pipeline,descriptor_sets,render_obj);
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BuildCommandBuffer(pipeline,material_instance->GetDescriptorSets(),render_obj);
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return(true);
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}
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void Resize(int w,int h)override
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{
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wm.ortho=ortho(w,h);
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cam.width=w;
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cam.height=h;
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ubo_mvp->Write(&wm);
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cam.Refresh();
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BuildCommandBuffer(pipeline,descriptor_sets,render_obj);
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ubo_mvp->Write(&cam.matrix);
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BuildCommandBuffer(pipeline,material_instance->GetDescriptorSets(),render_obj);
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}
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};//class TestApp:public VulkanApplicationFramework
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9
res/shader/VertexColor.frag
Normal file
9
res/shader/VertexColor.frag
Normal file
@ -0,0 +1,9 @@
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#version 450 core
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layout(location = 0) in vec4 FragmentColor;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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FragColor=FragmentColor;
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}
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@ -2,6 +2,7 @@ glslangValidator -V -o FlatColor.vert.spv FlatColor.vert
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glslangValidator -V -o FlatColor3D.vert.spv FlatColor3D.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 VertexColor.frag.spv VertexColor.frag
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glslangValidator -V -o FlatTexture.vert.spv FlatTexture.vert
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glslangValidator -V -o FlatTexture.frag.spv FlatTexture.frag
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