update SceneTree example, OnlyPosition3D.vert shader
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71e9808492
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@ -17,6 +17,8 @@ constexpr uint32_t SCREEN_HEIGHT=128;
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class TestApp:public CameraAppFramework
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class TestApp:public CameraAppFramework
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{
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{
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Color4f color;
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private:
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private:
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double start_time;
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double start_time;
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@ -27,6 +29,8 @@ private:
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vulkan::Material * material =nullptr;
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vulkan::Material * material =nullptr;
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vulkan::MaterialInstance * material_instance =nullptr;
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vulkan::MaterialInstance * material_instance =nullptr;
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vulkan::Buffer * ubo_color =nullptr;
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vulkan::Renderable * renderable_object =nullptr;
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vulkan::Renderable * renderable_object =nullptr;
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vulkan::Pipeline * pipeline_line =nullptr;
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vulkan::Pipeline * pipeline_line =nullptr;
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@ -67,6 +71,11 @@ private:
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{
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{
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if(!InitCameraUBO(material_instance,"world"))
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if(!InitCameraUBO(material_instance,"world"))
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return(false);
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return(false);
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color.Set(1,1,0,1);
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ubo_color=device->CreateUBO(sizeof(Color4f),&color);
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material_instance->BindUBO("color_material",ubo_color);
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material_instance->Update();
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material_instance->Update();
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return(true);
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return(true);
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@ -2,24 +2,28 @@
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layout(location = 0) in vec3 Vertex;
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layout(location = 0) in vec3 Vertex;
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layout(binding = 0) uniform WorldMatrix
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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{
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mat4 ortho;
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mat4 ortho;
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mat4 projection;
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mat4 projection;
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mat4 inverse_projection;
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mat4 modelview;
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mat4 modelview;
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mat4 inverse_modelview;
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mat4 mvp;
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mat4 mvp;
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mat4 inverse_mvp;
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vec4 view_pos;
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vec4 view_pos;
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vec2 resolution;
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} world;
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} world;
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layout(push_constant) uniform Consts {
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layout(push_constant) uniform Consts {
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mat4 local_to_world;
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mat4 local_to_world;
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} pc;
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} pc;
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layout(location = 0) out vec4 FragmentColor;
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void main()
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void main()
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{
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{
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FragmentColor=vec4(1.0);
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gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
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gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
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}
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}
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