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Hongtae Kim 5 years ago
parent
commit
60573dbba3

+ 6
- 6
Samples/Common/util.h View File

220
     for (int i = 0; i < shader->InputAttributes().Count(); ++i)
220
     for (int i = 0; i < shader->InputAttributes().Count(); ++i)
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     {
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     {
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         const DKShaderAttribute& attr = shader->InputAttributes().Value(i);
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         const DKShaderAttribute& attr = shader->InputAttributes().Value(i);
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-        DKLog(c, "  [in] ShaderAttribute[%d]: \"%ls\" (location:%u)",
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-            i, (const wchar_t*)attr.name, attr.location);
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+        DKLog(c, "  [in] ShaderAttribute[%d]: \"%ls\" (type:%s, location:%u)",
224
+            i, (const wchar_t*)attr.name, ShaderDataTypeStr(attr.type), attr.location);
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     }
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     }
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     DKLog(c, "---------------------------------------------------------");
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     DKLog(c, "---------------------------------------------------------");
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     DKLog(c, "Shader<%ls.SPIR-V>.OutputAttributes: %d",
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     DKLog(c, "Shader<%ls.SPIR-V>.OutputAttributes: %d",
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     for (int i = 0; i < shader->OutputAttributes().Count(); ++i)
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     for (int i = 0; i < shader->OutputAttributes().Count(); ++i)
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     {
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     {
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         const DKShaderAttribute& attr = shader->OutputAttributes().Value(i);
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         const DKShaderAttribute& attr = shader->OutputAttributes().Value(i);
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-        DKLog(c, "  [out] ShaderAttribute[%d]: \"%ls\" (location:%u)",
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-            i, (const wchar_t*)attr.name, attr.location);
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+        DKLog(c, "  [out] ShaderAttribute[%d]: \"%ls\" (type:%s, location:%u)",
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+            i, (const wchar_t*)attr.name, ShaderDataTypeStr(attr.type), attr.location);
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     }
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     }
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     DKLog(c, "---------------------------------------------------------");
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     DKLog(c, "---------------------------------------------------------");
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     DKLog(c, "Shader<%ls.SPIR-V>.Resources: %d",
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     DKLog(c, "Shader<%ls.SPIR-V>.Resources: %d",
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     for (int i = 0; i < reflection->inputAttributes.Count(); ++i)
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     for (int i = 0; i < reflection->inputAttributes.Count(); ++i)
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     {
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     {
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         const DKShaderAttribute& attr = reflection->inputAttributes.Value(i);
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         const DKShaderAttribute& attr = reflection->inputAttributes.Value(i);
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-        DKLog(c, "  [in] ShaderAttribute[%d]: \"%ls\" (location:%u)",
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-            i, (const wchar_t*)attr.name, attr.location);
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+        DKLog(c, "  [in] ShaderAttribute[%d]: \"%ls\" (type:%s, location:%u)",
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+            i, (const wchar_t*)attr.name, ShaderDataTypeStr(attr.type), attr.location);
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     }
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     }
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     DKLog(c, "---------------------------------------------------------");
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     DKLog(c, "---------------------------------------------------------");
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     DKLog(c, "PipelineReflection.Resources: %d", reflection->resources.Count());
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     DKLog(c, "PipelineReflection.Resources: %d", reflection->resources.Count());

Samples/Data/texture.frag → Samples/Data/shaders/texture.frag View File


Samples/Data/texture.frag.spv → Samples/Data/shaders/texture.frag.spv View File


Samples/Data/texture.vert → Samples/Data/shaders/texture.vert View File


Samples/Data/texture.vert.spv → Samples/Data/shaders/texture.vert.spv View File


Samples/Data/triangle.frag → Samples/Data/shaders/triangle.frag View File


Samples/Data/triangle.frag.spv → Samples/Data/shaders/triangle.frag.spv View File


Samples/Data/triangle.vert → Samples/Data/shaders/triangle.vert View File


Samples/Data/triangle.vert.spv → Samples/Data/shaders/triangle.vert.spv View File


BIN
Samples/Data/textures/deathstar3.png View File


+ 40
- 10
Samples/Texture/Texture.cpp View File

1
-
1
+#include <cstddef>
2
 #include "app.h"
2
 #include "app.h"
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 #include "util.h"
3
 #include "util.h"
4
 
4
 
10
 	DKAtomicNumber32 runningRenderThread;
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 	DKAtomicNumber32 runningRenderThread;
11
 
11
 
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 public:
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 public:
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+    DKObject<DKTexture> LoadTexture2D(DKGraphicsDevice* device, DKData* data)
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+    {
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+        DKObject<DKImage> image = DKImage::Create(data);
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+        if (image)
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+        {
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+            DKTextureDescriptor texDesc = {};
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+            texDesc.textureType = DKTexture::Type2D;
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+            texDesc.pixelFormat = DKPixelFormat::RGBA8Unorm;
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+            texDesc.width = image->Width();
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+            texDesc.height = image->Height();
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+            texDesc.depth = 1;
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+            texDesc.mipmapLevels = 1;
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+            texDesc.sampleCount = 1;
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+            texDesc.arrayLength = 1;
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+            texDesc.usage = DKTexture::UsageCopyDestination | DKTexture::UsageSampled;
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+            DKObject<DKTexture> tex = device->CreateTexture(texDesc);
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+            if (tex)
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+            {
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+                DKLog("Texture created!");
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+            }
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+        }
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+        return nullptr;
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+    }
13
 	void RenderThread(void)
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 	void RenderThread(void)
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 	{
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 	{
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-		DKObject<DKData> vertData = resourcePool.LoadResourceData("triangle.vert.spv");
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-		DKObject<DKData> fragData = resourcePool.LoadResourceData("triangle.frag.spv");
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+		DKObject<DKData> vertData = resourcePool.LoadResourceData("shaders/texture.vert.spv");
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+		DKObject<DKData> fragData = resourcePool.LoadResourceData("shaders/texture.frag.spv");
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 		DKShader vertShader(vertData);
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 		DKShader vertShader(vertData);
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 		DKShader fragShader(fragData);
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 		DKShader fragShader(fragData);
19
 
42
 
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 		DKObject<DKGraphicsDevice> device = DKGraphicsDevice::SharedInstance();
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 		DKObject<DKGraphicsDevice> device = DKGraphicsDevice::SharedInstance();
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+
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+        // create texture
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+        DKObject<DKTexture> texture = LoadTexture2D(device, resourcePool.LoadResourceData("textures/deathstar3.png"));
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+
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 		DKObject<DKShaderModule> vertShaderModule = device->CreateShaderModule(&vertShader);
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 		DKObject<DKShaderModule> vertShaderModule = device->CreateShaderModule(&vertShader);
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 		DKObject<DKShaderModule> fragShaderModule = device->CreateShaderModule(&fragShader);
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 		DKObject<DKShaderModule> fragShaderModule = device->CreateShaderModule(&fragShader);
23
 
50
 
36
 
63
 
37
 		struct Vertex
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 		struct Vertex
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 		{
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 		{
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-			DKVector3 position;
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-			DKVector3 color;
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+			DKVector3 inPos;
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+            DKVector2 inUV;
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+            DKVector3 inNormal;
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 		};
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 		};
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 		DKArray<Vertex> vertexData =
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 		DKArray<Vertex> vertexData =
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 		{
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 		{
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-			{ {  0.0f, -0.5f, 0.0f },{ 1.0f, 1.0f, 1.0f } },
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-			{ {  0.5f,  0.5f, 0.0f },{ 0.0f, 1.0f, 0.0f } },
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-			{ { -0.5f,  0.5f, 0.0f },{ 0.0f, 0.0f, 1.0f } }
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+            { {  1.0f,  1.0f, 0.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } },
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+            { { -1.0f,  1.0f, 0.0f }, { 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f } },
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+            { { -1.0f, -1.0f, 0.0f }, { 0.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } },
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+            { {  1.0f, -1.0f, 0.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }
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 		};
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 		};
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 		uint32_t vertexBufferSize = static_cast<uint32_t>(vertexData.Count()) * sizeof(Vertex);
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 		uint32_t vertexBufferSize = static_cast<uint32_t>(vertexData.Count()) * sizeof(Vertex);
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-		DKArray<uint32_t> indexData = { 0, 1, 2 };
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+        DKArray<uint32_t> indexData = { 0, 1, 2, 2, 3, 0 };
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 		uint32_t indexBufferSize = indexData.Count() * sizeof(uint32_t);
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 		uint32_t indexBufferSize = indexData.Count() * sizeof(uint32_t);
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80
 
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 		DKObject<DKGpuBuffer> vertexBuffer = device->CreateBuffer(vertexBufferSize, DKGpuBuffer::StorageModeShared, DKCpuCacheModeDefault);
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 		DKObject<DKGpuBuffer> vertexBuffer = device->CreateBuffer(vertexBufferSize, DKGpuBuffer::StorageModeShared, DKCpuCacheModeDefault);
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 		pipelineDescriptor.depthStencilAttachmentPixelFormat = DKPixelFormat::Invalid; // no depth buffer
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 		pipelineDescriptor.depthStencilAttachmentPixelFormat = DKPixelFormat::Invalid; // no depth buffer
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 		pipelineDescriptor.vertexDescriptor.attributes = {
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 		pipelineDescriptor.vertexDescriptor.attributes = {
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 			{ DKVertexFormat::Float3, 0, 0, 0 },
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 			{ DKVertexFormat::Float3, 0, 0, 0 },
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-			{ DKVertexFormat::Float3, sizeof(DKVector3), 0, 1 },
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+            { DKVertexFormat::Float2, offsetof(Vertex, inUV), 0, 1 },
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+			{ DKVertexFormat::Float3, offsetof(Vertex, inNormal), 0, 2 },
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 		};
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 		};
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 		pipelineDescriptor.vertexDescriptor.layouts = {
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 		pipelineDescriptor.vertexDescriptor.layouts = {
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 			{ DKVertexStepRate::Vertex, sizeof(Vertex), 0 },
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 			{ DKVertexStepRate::Vertex, sizeof(Vertex), 0 },

+ 2
- 2
Samples/Triangle/Triangle.cpp View File

12
 public:
12
 public:
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 	void RenderThread(void)
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 	void RenderThread(void)
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 	{
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 	{
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-		DKObject<DKData> vertData = resourcePool.LoadResourceData("triangle.vert.spv");
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-		DKObject<DKData> fragData = resourcePool.LoadResourceData("triangle.frag.spv");
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+		DKObject<DKData> vertData = resourcePool.LoadResourceData("shaders/triangle.vert.spv");
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+		DKObject<DKData> fragData = resourcePool.LoadResourceData("shaders/triangle.frag.spv");
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 		DKShader vertShader(vertData);
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 		DKShader vertShader(vertData);
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 		DKShader fragShader(fragData);
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 		DKShader fragShader(fragData);
19
 
19