shader_def: use to_upper instead of to_screaming_snake

This commit is contained in:
Carter Anderson 2020-03-25 13:24:17 -07:00
parent 4d17763c85
commit e523dc92d8
4 changed files with 10 additions and 10 deletions

View file

@ -151,10 +151,10 @@ pub fn derive_uniforms(input: TokenStream) -> TokenStream {
let struct_name = &ast.ident; let struct_name = &ast.ident;
let struct_name_string = struct_name.to_string(); let struct_name_string = struct_name.to_string();
let struct_name_screaming_snake = struct_name.to_string().to_screaming_snake_case(); let struct_name_uppercase = struct_name.to_string().to_uppercase();
let field_infos_ident = format_ident!("{}_FIELD_INFO", struct_name_screaming_snake); let field_infos_ident = format_ident!("{}_FIELD_INFO", struct_name_uppercase);
let vertex_buffer_descriptor_ident = let vertex_buffer_descriptor_ident =
format_ident!("{}_VERTEX_BUFFER_DESCRIPTOR", struct_name_screaming_snake); format_ident!("{}_VERTEX_BUFFER_DESCRIPTOR", struct_name_uppercase);
let active_uniform_field_names = active_uniform_fields let active_uniform_field_names = active_uniform_fields
.iter() .iter()
@ -342,7 +342,7 @@ pub fn derive_uniforms(input: TokenStream) -> TokenStream {
Some(potential_shader_defs.drain(..) Some(potential_shader_defs.drain(..)
.filter(|(f, shader_def)| shader_def.is_some()) .filter(|(f, shader_def)| shader_def.is_some())
.map(|(f, shader_def)| format!("{}_{}{}", #struct_name_screaming_snake, f, shader_def.unwrap())) .map(|(f, shader_def)| format!("{}_{}{}", #struct_name_uppercase, f, shader_def.unwrap()))
.collect::<Vec<String>>()) .collect::<Vec<String>>())
} }

View file

@ -12,7 +12,7 @@ fn main() {
.add_defaults() .add_defaults()
.setup_render_graph(|render_graph_builder| { .setup_render_graph(|render_graph_builder| {
render_graph_builder render_graph_builder
.add_resource_provider(UniformResourceProvider::<MyMaterial>::new()) .add_resource_provider(UniformResourceProvider::<MyMaterial>::new(true))
.add_pipeline_to_pass(resource_name::pass::MAIN, "MyMaterial", |builder| { .add_pipeline_to_pass(resource_name::pass::MAIN, "MyMaterial", |builder| {
builder builder
.with_vertex_shader(Shader::from_glsl( .with_vertex_shader(Shader::from_glsl(
@ -45,13 +45,13 @@ fn main() {
void main() { void main() {
o_Target = color; o_Target = color;
# ifdef MY_MATERIAL_ALWAYS_RED # ifdef MYMATERIAL_ALWAYS_RED
o_Target = vec4(0.8, 0.0, 0.0, 1.0); o_Target = vec4(0.8, 0.0, 0.0, 1.0);
# endif # endif
} }
"#, "#,
)) ))
.with_standard_config(); .with_default_config();
}); });
}) })
.setup_world(setup) .setup_world(setup)

View file

@ -236,7 +236,7 @@ impl<'a> PipelineBuilder<'a> {
self self
} }
pub fn with_standard_config(&mut self) -> &mut Self { pub fn with_default_config(&mut self) -> &mut Self {
self.with_depth_stencil_state(DepthStencilStateDescriptor { self.with_depth_stencil_state(DepthStencilStateDescriptor {
format: TextureFormat::Depth32Float, format: TextureFormat::Depth32Float,
depth_write_enabled: true, depth_write_enabled: true,

View file

@ -27,14 +27,14 @@ layout(set = 2, binding = 1) uniform StandardMaterial_albedo {
vec4 Albedo; vec4 Albedo;
}; };
# ifdef STANDARD_MATERIAL_ALBEDO_TEXTURE # ifdef STANDARDMATERIAL_ALBEDO_TEXTURE
layout(set = 3, binding = 1) uniform texture2D StandardMaterial_albedo_texture; layout(set = 3, binding = 1) uniform texture2D StandardMaterial_albedo_texture;
layout(set = 3, binding = 2) uniform sampler StandardMaterial_albedo_texture_sampler; layout(set = 3, binding = 2) uniform sampler StandardMaterial_albedo_texture_sampler;
# endif # endif
void main() { void main() {
vec4 albedo = Albedo; vec4 albedo = Albedo;
# ifdef STANDARD_MATERIAL_ALBEDO_TEXTURE # ifdef STANDARDMATERIAL_ALBEDO_TEXTURE
albedo *= texture( albedo *= texture(
sampler2D(StandardMaterial_albedo_texture, StandardMaterial_albedo_texture_sampler), sampler2D(StandardMaterial_albedo_texture, StandardMaterial_albedo_texture_sampler),
v_Uv); v_Uv);