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https://github.com/charles-lunarg/vk-bootstrap.git
synced 2024-11-10 02:41:47 +00:00
example: Add config file to locate shaders
The example triangle now will have a absolute filepath to the shaders. This allows running the exe from directories other than the location of the shaders in the filesystem. Alternative solutions would be to copy/paste the shader binary into the source code.
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@ -5,6 +5,7 @@ target_link_libraries(vk-bootstrap-triangle
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vk-bootstrap
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vk-bootstrap-compiler-warnings
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vk-boostrap-vulkan-headers)
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target_include_directories(vk-bootstrap-triangle PRIVATE ${CMAKE_CURRENT_BINARY_DIR}) #path to build directory for shaders
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add_custom_command(
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TARGET vk-bootstrap-triangle
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@ -13,3 +14,8 @@ add_custom_command(
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${CMAKE_COMMAND} -E copy_directory
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${CMAKE_SOURCE_DIR}/example/shaders ${CMAKE_CURRENT_BINARY_DIR}
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DEPENDS ${CMAKE_CURRENT_BINARY_DIR})
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configure_file (
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"${PROJECT_SOURCE_DIR}/example/example_config.h.in"
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"${CMAKE_CURRENT_BINARY_DIR}/example_config.h"
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)
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4
example/example_config.h.in
Normal file
4
example/example_config.h.in
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@ -0,0 +1,4 @@
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#pragma once
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#define EXAMPLE_SOURCE_DIRECTORY "${CMAKE_SOURCE_DIR}"
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#define EXAMPLE_BUILD_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}"
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@ -7,6 +7,8 @@
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#include "../tests/common.h"
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#include "example_config.h"
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const int MAX_FRAMES_IN_FLIGHT = 2;
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struct Init {
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@ -184,8 +186,8 @@ VkShaderModule createShaderModule (Init& init, const std::vector<char>& code) {
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}
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int create_graphics_pipeline (Init& init, RenderData& data) {
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auto vert_code = readFile ("vert.spv");
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auto frag_code = readFile ("frag.spv");
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auto vert_code = readFile(std::string(EXAMPLE_BUILD_DIRECTORY) + "/vert.spv");
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auto frag_code = readFile(std::string(EXAMPLE_BUILD_DIRECTORY) + "/frag.spv");
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VkShaderModule vert_module = createShaderModule (init, vert_code);
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VkShaderModule frag_module = createShaderModule (init, frag_code);
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