update Geometry3D example
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@ -15,6 +15,10 @@ constexpr uint32_t SCREEN_HEIGHT=128;
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class TestApp:public CameraAppFramework
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{
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Color4f color;
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vulkan::Buffer *ubo_color=nullptr;
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private:
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SceneNode render_root;
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@ -48,7 +52,7 @@ private:
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bool InitUBO(MDP *mdp)
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{
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if(!InitCameraUBO(mdp->material_instance,mdp->material->GetUBO("world")))
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if(!InitCameraUBO(mdp->material_instance,"world"))
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return(false);
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mdp->material_instance->Update();
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@ -147,13 +151,21 @@ public:
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return(false);
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if(!InitMDP(&m3d,PRIM_LINES,OS_TEXT("res/shader/PositionColor3D.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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return(false);
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if(!InitMDP(&m2d,PRIM_TRIANGLE_FAN, OS_TEXT("res/shader/OnlyPosition.vert.spv"),
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OS_TEXT("res/shader/FlatColor.frag.spv")))
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return(false);
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{
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color.Set(1,1,0,1);
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ubo_color=device->CreateUBO(sizeof(Vector4f),&color);
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m2d.material_instance->BindUBO("color_material",ubo_color);
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m2d.material_instance->Update();
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}
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CreateRenderObject();
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if(!InitScene())
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@ -1,9 +1,8 @@
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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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layout(binding=2) uniform ColorMaterial
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layout(binding=1) uniform ColorMaterial
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{
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vec4 color;
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} color_material;
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