update Geometry3D example

This commit is contained in:
hyzboy 2020-01-20 20:28:01 +08:00
parent c2b7f196ed
commit 71e9808492
2 changed files with 16 additions and 5 deletions

View File

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

View File

@ -1,9 +1,8 @@
#version 450 core
layout(location = 0) in vec4 FragmentColor;
layout(location=0) out vec4 FragColor;
layout(binding=2) uniform ColorMaterial
layout(binding=1) uniform ColorMaterial
{
vec4 color;
} color_material;