triangles upper and lower layer, low vertex reuse

This commit is contained in:
zomseffen 2024-05-22 19:47:49 +02:00
parent 32577d548b
commit a3e0b9a0c5
4 changed files with 64 additions and 33 deletions

View file

@ -16,7 +16,7 @@ layout(location = 0) out vec3 geoColor;
layout(location = 1) out vec2 geoTexCoord;
void main() {
gl_Position = ubo.geom_rot * ubo.model * vec4(inPosition, 1.0);
gl_Position = ubo.proj * ubo.view * ubo.geom_rot * ubo.model * vec4(inPosition, 1.0);
geoColor = inColor;
geoTexCoord = inTexCoord;
}

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View file

@ -669,7 +669,7 @@ unsafe fn create_pipeline(device: &Device, data: &mut app_data::AppData) -> Resu
.vertex_attribute_descriptions(&attribute_descriptions);
let input_assembly_state = vk::PipelineInputAssemblyStateCreateInfo::builder()
.topology(vk::PrimitiveTopology::POINT_LIST)
.topology(vk::PrimitiveTopology::TRIANGLE_LIST)
.primitive_restart_enable(false);
let viewport = vk::Viewport::builder()
@ -735,7 +735,7 @@ unsafe fn create_pipeline(device: &Device, data: &mut app_data::AppData) -> Resu
data.pipeline_layout = device.create_pipeline_layout(&layout_info, None)?;
let stages = &[vert_stage, geo_stage, frag_stage];
let stages = &[vert_stage, frag_stage];
let info = vk::GraphicsPipelineCreateInfo::builder()
.stages(stages)
.vertex_input_state(&vertex_input_state)

View file

@ -21,39 +21,70 @@ pub struct Scene {
impl Scene {
pub unsafe fn prepare_data(&mut self, instance: &vulkanalia::Instance, device: &vulkanalia::Device, data: &AppData) -> Result<()> {
self.vertices.push(
vertex::Vertex::new(vec3(8.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec2(0.0, 0.0))
);
self.indices.push(0);
self.vertices.push(
vertex::Vertex::new(vec3(-8.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec2(0.0, 0.0))
);
self.indices.push(1);
self.vertices.push(
vertex::Vertex::new(vec3(0.0, 8.0, 0.0), vec3(1.0, 1.0, 0.0), vec2(0.0, 0.0))
);
self.indices.push(2);
self.vertices.push(
vertex::Vertex::new(vec3(0.0, -8.0, 0.0), vec3(0.0, 1.0, 1.0), vec2(0.0, 0.0))
);
self.indices.push(3);
let grid_size = 1;
let grid_size = 1000;
for x_index in -grid_size..grid_size {
for y_index in -grid_size..grid_size {
if !(((x_index as i32).abs() == 8 && y_index == 0) || (x_index == 0 && (y_index as i32).abs() == 8)){
let index = self.indices.len();
let vert = vertex::Vertex::new(
vec3(x_index as f32, y_index as f32, 0.0),
vec3(0.0, 1.0, 0.0),
vec2(0.0, 0.0)
);
self.vertices.push(vert);
self.indices.push(index as u32);
}
let index = self.vertices.len();
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);
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.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();
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)
));
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)
));
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 + 2);
}
}