Added constexpr values
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@ -17,7 +17,7 @@ static float position_data_float[VERTEX_COUNT][2]=
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{0.25, 0.75}
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};
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static uint16 position_data[VERTEX_COUNT][2]={};
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static int16 position_data[VERTEX_COUNT][2]={};
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constexpr uint8 color_data[VERTEX_COUNT*4]=
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{
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@ -26,6 +26,11 @@ constexpr uint8 color_data[VERTEX_COUNT*4]=
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0,0,255,255
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};
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constexpr VAType POSITION_SHADER_FORMAT =VAT_IVEC2;
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constexpr VkFormat POSITION_DATA_FORMAT =VF_V2I16;
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constexpr VkFormat COLOR_DATA_FORMAT =VF_V4UN8;
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class TestApp:public WorkObject
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{
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private:
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@ -45,15 +50,15 @@ private:
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VILConfig vil_config;
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cfg.coordinate_system=CoordinateSystem2D::Ortho;
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cfg.coordinate_system =CoordinateSystem2D::Ortho;
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cfg.position_format =VAT_UVEC2; //这里指定shader中使用uvec2当做顶点输入格式
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cfg.position_format = POSITION_SHADER_FORMAT; //这里指定shader中使用ivec2当做顶点输入格式
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// ^
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// + 这上下两种格式要配套,否则会出错
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// v
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vil_config.Add(VAN::Position,VF_V2U16); //这里指定VAB中使用RG16U当做顶点数据格式
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vil_config.Add(VAN::Position, POSITION_DATA_FORMAT); //这里指定VAB中使用RG16I当做顶点数据格式
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vil_config.Add(VAN::Color,VF_V4UN8); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
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vil_config.Add(VAN::Color, COLOR_DATA_FORMAT); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
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cfg.local_to_world=false;
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@ -82,8 +87,8 @@ private:
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render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
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{
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{VAN::Position,VF_V2U16,position_data},
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{VAN::Color, VF_V4UN8,color_data}
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{VAN::Position,POSITION_DATA_FORMAT,position_data},
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{VAN::Color, COLOR_DATA_FORMAT, color_data}
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});
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return(render_obj);
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}
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