move shaders to subfolder

This commit is contained in:
Piotrek
2021-04-13 09:31:15 +02:00
parent c2953a1443
commit 9aafeb80c2
6 changed files with 6 additions and 6 deletions
+4 -4
View File
@@ -19,7 +19,7 @@ impl ShaderData {
let extension = src_path.extension().expect("File has no extension").to_str().unwrap();
// Create output path
let directory = src_path.parent().unwrap().join(".bin");
let directory = src_path.parent().unwrap().join("bin");
create_dir_all(directory.clone()).expect("Failed to create output directory");
let spv_path = directory.join(filename).with_extension(format!("{}.spv", extension));
@@ -45,9 +45,9 @@ fn resolve_include(inc_name: &str, _inc_type: IncludeType, src_name: &str, _dept
fn main() {
// Load all shaders
let vert = glob("./src/**/*.vert").unwrap().filter_map(|p| ShaderData::load(p.unwrap(), ShaderKind::Vertex));
let frag = glob("./src/**/*.frag").unwrap().filter_map(|p| ShaderData::load(p.unwrap(), ShaderKind::Fragment));
let comp = glob("./src/**/*.comp").unwrap().filter_map(|p| ShaderData::load(p.unwrap(), ShaderKind::Compute));
let vert = glob("./src/shaders/**/*.vert").unwrap().filter_map(|p| ShaderData::load(p.unwrap(), ShaderKind::Vertex));
let frag = glob("./src/shaders/**/*.frag").unwrap().filter_map(|p| ShaderData::load(p.unwrap(), ShaderKind::Fragment));
let comp = glob("./src/shaders/**/*.comp").unwrap().filter_map(|p| ShaderData::load(p.unwrap(), ShaderKind::Compute));
let shaders = vert.chain(frag).chain(comp);
// Options
+2 -2
View File
@@ -60,12 +60,12 @@ impl App {
push_constant_ranges: &[],
});
let vert_state = wgpu::VertexState { //vert
module: &device.create_shader_module(&wgpu::include_spirv!(".bin\\shader.vert.spv")),
module: &device.create_shader_module(&wgpu::include_spirv!("shaders\\bin\\shader.vert.spv")),
entry_point: "main",
buffers: &[Vertex::desc()],
};
let frag_state = wgpu::FragmentState { // frag
module: &device.create_shader_module(&wgpu::include_spirv!(".bin\\shader.frag.spv")),
module: &device.create_shader_module(&wgpu::include_spirv!("shaders\\bin\\shader.frag.spv")),
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: swapchain_desc.format,