Mercurial > games > semicongine
comparison semiconginev2/rendering/shaders.nim @ 1257:e9b8d87b9883
fix: super stupid bug in perspective matrix X(
author | sam <sam@basx.dev> |
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date | Sun, 28 Jul 2024 18:55:46 +0700 |
parents | c4f98eb4bb05 |
children |
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1256:bfb75c934f4e | 1257:e9b8d87b9883 |
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362 topology: VkPrimitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, | 362 topology: VkPrimitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, |
363 polygonMode: VkPolygonMode = VK_POLYGON_MODE_FILL, | 363 polygonMode: VkPolygonMode = VK_POLYGON_MODE_FILL, |
364 cullMode: openArray[VkCullModeFlagBits] = [VK_CULL_MODE_BACK_BIT], | 364 cullMode: openArray[VkCullModeFlagBits] = [VK_CULL_MODE_BACK_BIT], |
365 frontFace: VkFrontFace = VK_FRONT_FACE_CLOCKWISE, | 365 frontFace: VkFrontFace = VK_FRONT_FACE_CLOCKWISE, |
366 lineWidth = 1'f32, | 366 lineWidth = 1'f32, |
367 depthClampEnable = false, | |
367 ): Pipeline[TShader] = | 368 ): Pipeline[TShader] = |
368 # create pipeline | 369 # create pipeline |
369 | 370 |
370 const shader = default(TShader) | 371 const shader = default(TShader) |
371 (result.vertexShaderModule, result.fragmentShaderModule) = CompileShader(shader) | 372 (result.vertexShaderModule, result.fragmentShaderModule) = CompileShader(shader) |
443 viewportCount: 1, | 444 viewportCount: 1, |
444 scissorCount: 1, | 445 scissorCount: 1, |
445 ) | 446 ) |
446 rasterizer = VkPipelineRasterizationStateCreateInfo( | 447 rasterizer = VkPipelineRasterizationStateCreateInfo( |
447 sType: VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO, | 448 sType: VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO, |
448 depthClampEnable: VK_FALSE, | 449 depthClampEnable: depthClampEnable, |
449 rasterizerDiscardEnable: VK_FALSE, | 450 rasterizerDiscardEnable: VK_FALSE, |
450 polygonMode: polygonMode, | 451 polygonMode: polygonMode, |
451 lineWidth: lineWidth, | 452 lineWidth: lineWidth, |
452 cullMode: toBits cullMode, | 453 cullMode: toBits cullMode, |
453 frontFace: frontFace, | 454 frontFace: frontFace, |