finish cube

This commit is contained in:
zomseffen 2024-05-28 19:36:16 +02:00
parent a3e0b9a0c5
commit 5c971d0288

View file

@ -23,68 +23,115 @@ impl Scene {
pub unsafe fn prepare_data(&mut self, instance: &vulkanalia::Instance, device: &vulkanalia::Device, data: &AppData) -> Result<()> {
let grid_size = 1000;
//todo use the 14 vertice box method. Not using geometry shaders seems to be faster... make this a setting?
// have cube elements with a method asking for vertices, while giving a primitive type -> method for preferred primitive type as well as one collecting all primitives
for x_index in -grid_size..grid_size {
for y_index in -grid_size..grid_size {
let index = self.vertices.len();
// 0 top left far
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 - 0.5, y_index as f32 + 0.5, 0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
self.indices.push(index as u32);
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 - 0.5, y_index as f32 - 0.5, 0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
self.indices.push(index as u32 + 1);
// 1 top right far
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 + 0.5, y_index as f32 + 0.5, 0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
self.indices.push(index as u32 + 2);
// 2 top left near
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 - 0.5, y_index as f32 - 0.5, 0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
// 3 top right near
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 + 0.5, y_index as f32 - 0.5, 0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
self.indices.push(index as u32 + 2);
self.indices.push(index as u32 + 1);
self.indices.push(index as u32 + 3);
}
}
for x_index in -grid_size..grid_size {
for y_index in -grid_size..grid_size {
let index = self.vertices.len();
// 4 bottom left far
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 - 0.5, y_index as f32 + 0.5, -0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 - 0.5, y_index as f32 - 0.5, -0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
// 5 bottom right far
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 + 0.5, y_index as f32 + 0.5, -0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
// 6 bottom left near
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 - 0.5, y_index as f32 - 0.5, -0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
// 7 bottom right near
self.vertices.push(vertex::Vertex::new(
vec3(x_index as f32 + 0.5, y_index as f32 - 0.5, -0.5),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
));
// top
self.indices.push(index as u32 + 3);
self.indices.push(index as u32 + 0);
self.indices.push(index as u32 + 2);
self.indices.push(index as u32 + 1);
self.indices.push(index as u32);
self.indices.push(index as u32 + 3);
self.indices.push(index as u32 + 1);
self.indices.push(index as u32 + 0);
// bottom
self.indices.push(index as u32 + 6);
self.indices.push(index as u32 + 4);
self.indices.push(index as u32 + 7);
self.indices.push(index as u32 + 4);
self.indices.push(index as u32 + 5);
self.indices.push(index as u32 + 7);
// left
self.indices.push(index as u32 + 0);
self.indices.push(index as u32 + 4);
self.indices.push(index as u32 + 2);
self.indices.push(index as u32 + 6);
self.indices.push(index as u32 + 2);
self.indices.push(index as u32 + 4);
// right
self.indices.push(index as u32 + 1);
self.indices.push(index as u32 + 3);
self.indices.push(index as u32 + 5);
self.indices.push(index as u32 + 5);
self.indices.push(index as u32 + 3);
self.indices.push(index as u32 + 7);
// near
self.indices.push(index as u32 + 6);
self.indices.push(index as u32 + 3);
self.indices.push(index as u32 + 2);
self.indices.push(index as u32 + 3);
self.indices.push(index as u32 + 6);
self.indices.push(index as u32 + 7);
// far
self.indices.push(index as u32 + 0);
self.indices.push(index as u32 + 1);
self.indices.push(index as u32 + 4);
self.indices.push(index as u32 + 5);
self.indices.push(index as u32 + 4);
self.indices.push(index as u32 + 1);
}
}