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shaders_std_univ2d.go
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104 lines (91 loc) · 2.58 KB
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package vgl
import (
"github.com/vulkan-go/vulkan"
"github.com/go-glx/glx"
"github.com/go-glx/vgl/internal/shaders"
)
var universal2dBindings = []ParamsRegisterShaderInputVertexBinding{
{
// position vec2 x,y
Location: 0,
Size: glx.SizeOfVec2,
Format: vulkan.FormatR32g32Sfloat,
},
{
// color vec4 r,g,b,a
Location: 1,
Size: glx.SizeOfVec4,
Format: vulkan.FormatR32g32b32a32Sfloat,
},
}
var (
stdShaderPoint = ParamsRegisterShader{
ShaderName: buildInShaderPoint,
ProgramVert: shaders.Universal2DVertSpv(),
ProgramFrag: shaders.Universal2DFragSpv(),
Topology: vulkan.PrimitiveTopologyPointList,
TopologyRestarts: false,
InputLayout: ParamsRegisterShaderInputLayout{
VertexCount: 1,
VertexBinding: universal2dBindings,
Indexes: []uint16{0},
},
}
stdShaderLine = ParamsRegisterShader{
ShaderName: buildInShaderLine,
ProgramVert: shaders.Universal2DVertSpv(),
ProgramFrag: shaders.Universal2DFragSpv(),
Topology: vulkan.PrimitiveTopologyLineList,
TopologyRestarts: false,
InputLayout: ParamsRegisterShaderInputLayout{
VertexCount: 2,
VertexBinding: universal2dBindings,
Indexes: []uint16{0, 1},
},
}
stdShaderTriangle = ParamsRegisterShader{
ShaderName: buildInShaderTriangle,
ProgramVert: shaders.Universal2DVertSpv(),
ProgramFrag: shaders.Universal2DFragSpv(),
Topology: vulkan.PrimitiveTopologyTriangleList,
TopologyRestarts: false,
InputLayout: ParamsRegisterShaderInputLayout{
VertexCount: 3,
VertexBinding: universal2dBindings,
Indexes: []uint16{0, 1, 2},
},
}
stdShaderRect = ParamsRegisterShader{
ShaderName: buildInShaderRect,
ProgramVert: shaders.Universal2DVertSpv(),
ProgramFrag: shaders.Universal2DFragSpv(),
Topology: vulkan.PrimitiveTopologyLineStrip,
TopologyRestarts: true,
InputLayout: ParamsRegisterShaderInputLayout{
VertexCount: 4,
VertexBinding: universal2dBindings,
Indexes: []uint16{0, 1, 2, 3, 0, 0xffff},
},
}
)
type (
shaderInputUniversal2d struct {
vertexes []shaderInputUniversal2dVertex
}
shaderInputUniversal2dVertex struct {
pos glx.Vec2
color glx.Vec4
}
)
func (d *shaderInputUniversal2d) VertexData() []byte {
const vertSize = glx.SizeOfVec2 + glx.SizeOfVec4
buff := make([]byte, 0, len(d.vertexes)*vertSize)
for _, vertex := range d.vertexes {
buff = append(buff, vertex.pos.Data()...)
buff = append(buff, vertex.color.Data()...)
}
return buff
}
func (d *shaderInputUniversal2d) StorageData() []byte {
return nil
}