Fixed KRDatablock::Append where the data was not expanded correctly to concatenate a std::String. Converted sprite shader. Adjusted Spirv compile logging.

This commit is contained in:
2020-12-30 18:24:36 -08:00
parent 75d3f019ae
commit 76b7e64ae6
8 changed files with 57 additions and 42 deletions

View File

@@ -1,3 +1,5 @@
set(KRAKEN_STANDARD_ASSETS "${KRAKEN_STANDARD_ASSETS}" PARENT_SCOPE)
add_standard_asset(simple_blit.frag)
add_standard_asset(simple_blit.vert)
add_standard_asset(sprite.frag)
add_standard_asset(sprite.vert)

View File

@@ -1,4 +1,4 @@
// Copyright 2019 Kearwood Gilbert. All rights reserved.
// Copyright 2020 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:

View File

@@ -1,4 +1,4 @@
// Copyright 2019 Kearwood Gilbert. All rights reserved.
// Copyright 2020 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
@@ -30,13 +30,13 @@
#extension GL_ARB_shading_language_420pack : enable
layout (std140, binding = 0) uniform buf {
mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
} ubuf;
layout (location = 0) in vec4 vertex_position;
layout (location = 1) in vec2 vertex_uv;
layout (location = 0) out vec2 textureCoordinate;
void main() {
textureCoordinate = vertex_uv;
gl_Position = ubuf.mvp_matrix * vertex_position;
textureCoordinate = vertex_uv;
gl_Position = ubuf.mvp_matrix * vertex_position;
}

View File

@@ -1,19 +1,15 @@
// Copyright 2020 Kearwood Gilbert. All rights reserved.
//
// sprite.fsh
// KREngine
//
// Copyright 2012 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
@@ -23,18 +19,27 @@
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
out vec4 colorOut;
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform MaterialObject
{
float alpha;
} material;
layout (binding = 1) uniform sampler2D diffuseTexture;
layout (location = 0) in vec2 textureCoordinate;
layout (location = 0) out vec4 colorOut;
in mediump vec2 texCoord;
uniform sampler2D diffuseTexture;
uniform lowp float material_alpha;
void main() {
colorOut = vec4(vec3(texture(diffuseTexture, texCoord)), 1.0) * material_alpha;
}
colorOut = vec4(vec3(texture(diffuseTexture, texCoord)), 1.0) * material.alpha;
}

View File

@@ -1,19 +1,15 @@
// Copyright 2020 Kearwood Gilbert. All rights reserved.
//
// sprite.vsh
// KREngine
//
// Copyright 2012 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
@@ -23,19 +19,24 @@
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
in mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
uniform mediump vec4 viewport;
#version 400
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
out mediump vec2 texCoord;
layout (std140, binding = 0) uniform buf {
mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
vec4 viewport;
} ubuf;
layout (location = 0) in vec2 vertex_uv;
layout (location = 0) out vec2 textureCoordinate;
void main() {
texCoord = vertex_uv;
gl_Position = mvp_matrix * vec4(vertex_uv.x * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 1.0);
textureCoordinate = vertex_uv;
gl_Position = ubuf.mvp_matrix * vec4(vertex_uv.x * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 1.0);
}