Update VulkanTest demo
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77186ba456
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@ -3,6 +3,8 @@
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#include <array>
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#include <array>
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#include <iostream>
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#include <iostream>
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#define SPIRV 0
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int main()
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int main()
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{
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{
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Nz::Initializer<Nz::Renderer> loader;
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Nz::Initializer<Nz::Renderer> loader;
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@ -27,6 +29,7 @@ int main()
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std::shared_ptr<Nz::RenderDevice> device = window.GetRenderDevice();
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std::shared_ptr<Nz::RenderDevice> device = window.GetRenderDevice();
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#if SPIRV
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auto fragmentShader = device->InstantiateShaderStage(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::SpirV, "resources/shaders/triangle.frag.spv");
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auto fragmentShader = device->InstantiateShaderStage(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::SpirV, "resources/shaders/triangle.frag.spv");
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if (!fragmentShader)
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if (!fragmentShader)
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{
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{
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@ -40,6 +43,21 @@ int main()
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std::cout << "Failed to instantiate fragment shader" << std::endl;
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std::cout << "Failed to instantiate fragment shader" << std::endl;
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return __LINE__;
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return __LINE__;
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}
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}
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#else
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auto fragmentShader = device->InstantiateShaderStage(Nz::ShaderStageType::Fragment, Nz::ShaderLanguage::GLSL, "resources/shaders/triangle.frag");
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if (!fragmentShader)
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{
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std::cout << "Failed to instantiate fragment shader" << std::endl;
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return __LINE__;
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}
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auto vertexShader = device->InstantiateShaderStage(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::GLSL, "resources/shaders/triangle.vert");
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if (!vertexShader)
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{
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std::cout << "Failed to instantiate fragment shader" << std::endl;
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return __LINE__;
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}
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#endif
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Nz::MeshRef drfreak = Nz::Mesh::LoadFromFile("resources/Spaceship/spaceship.obj", meshParams);
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Nz::MeshRef drfreak = Nz::Mesh::LoadFromFile("resources/Spaceship/spaceship.obj", meshParams);
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@ -1,3 +1,3 @@
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glslangvalidator -V triangle.vert -o triangle.vert.spv
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glslangvalidator -V triangle.vert -o triangle.vert.spv --client opengl100
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glslangvalidator -V triangle.frag -o triangle.frag.spv
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glslangvalidator -V triangle.frag -o triangle.frag.spv --client opengl100
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@ -28,4 +28,5 @@ void main()
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outNormal = inNormals;
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outNormal = inNormals;
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outTexCoords = inTexCoord;
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outTexCoords = inTexCoord;
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gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos, 1.0);
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gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos, 1.0);
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gl_Position.y = -gl_Position.y;
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}
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}
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