Extend set of samples (#296)
+ 12_InitFrameBuffers, 13_InitVertexBuffer, 14_InitPipeline, 15_DrawCube; + extend utilities and add utilities on geometries, math, and shaders + slightly adjust some other samples
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committed by
Markus Tavenrath
parent
70c837fba2
commit
cd8e5283c3
69
samples/utils/shaders.hpp
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69
samples/utils/shaders.hpp
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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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#include "vulkan/vulkan.hpp"
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#include <string>
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#include <vector>
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namespace vk
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{
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namespace su
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{
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vk::UniqueShaderModule createShaderModule(vk::UniqueDevice &device, vk::ShaderStageFlagBits shaderStage, std::string const& shaderText);
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bool GLSLtoSPV(const vk::ShaderStageFlagBits shaderType, std::string const& glslShader, std::vector<unsigned int> &spvShader);
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}
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}
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const std::string vertexShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (std140, binding = 0) uniform bufferVals
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{
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mat4 mvp;
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} myBufferVals;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec4 inColor;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = inColor;
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gl_Position = myBufferVals.mvp * pos;
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}
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)";
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const std::string fragmentShaderText = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 color;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = color;
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}
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)";
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