Revert the triangle example to what it was

This commit is contained in:
Pierre Krieger 2017-01-21 16:33:09 +01:00
parent 39a97f2354
commit 61dc795e03
5 changed files with 42 additions and 36 deletions

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@ -6,7 +6,6 @@ build = "build.rs"
[dependencies]
vulkano = { path = "../vulkano" }
vulkano-shader-derive = { path = "../vulkano-shader-derive" }
vulkano-win = { path = "../vulkano-win" }
cgmath = "0.12.0"
image = "0.6.1"

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@ -3,6 +3,8 @@ extern crate vulkano_shaders;
fn main() {
// building the shaders used in the examples
vulkano_shaders::build_glsl_shaders([
("src/bin/triangle_vs.glsl", vulkano_shaders::ShaderType::Vertex),
("src/bin/triangle_fs.glsl", vulkano_shaders::ShaderType::Fragment),
("src/bin/teapot_vs.glsl", vulkano_shaders::ShaderType::Vertex),
("src/bin/teapot_fs.glsl", vulkano_shaders::ShaderType::Fragment),
("src/bin/image_vs.glsl", vulkano_shaders::ShaderType::Vertex),

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@ -28,8 +28,6 @@ extern crate winit;
// winit, and winit doesn't know about vulkano, so import a crate that will provide a link between
// the two.
extern crate vulkano_win;
#[macro_use]
extern crate vulkano_shader_derive;
use vulkano_win::VkSurfaceBuild;
@ -215,40 +213,9 @@ fn main() {
// can now use to load the shader.
//
// Because of some restrictions with the `include!` macro, we need to use a module.
mod vs {
#[derive(VulkanoShader)]
#[ty = "vertex"]
#[src = "
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_450pack : enable
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}"]
struct Dummy;
}
mod vs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/triangle_vs.glsl")} }
let vs = vs::Shader::load(&device).expect("failed to create shader module");
mod fs {
#[derive(VulkanoShader)]
#[ty = "fragment"]
#[src = "
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_450pack : enable
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}"]
struct Dummy;
}
mod fs { include!{concat!(env!("OUT_DIR"), "/shaders/src/bin/triangle_fs.glsl")} }
let fs = fs::Shader::load(&device).expect("failed to create shader module");
// At this point, OpenGL initialization would be finished. However in Vulkan it is not. OpenGL

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@ -0,0 +1,19 @@
// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_450pack : enable
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}

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@ -0,0 +1,19 @@
// Copyright (c) 2016 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_450pack : enable
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}