triangles upper and lower layer, low vertex reuse
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32577d548b
commit
a3e0b9a0c5
4 changed files with 64 additions and 33 deletions
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@ -16,7 +16,7 @@ layout(location = 0) out vec3 geoColor;
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layout(location = 1) out vec2 geoTexCoord;
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void main() {
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gl_Position = ubo.geom_rot * ubo.model * vec4(inPosition, 1.0);
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gl_Position = ubo.proj * ubo.view * ubo.geom_rot * ubo.model * vec4(inPosition, 1.0);
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geoColor = inColor;
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geoTexCoord = inTexCoord;
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}
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BIN
shaders/vert.spv
BIN
shaders/vert.spv
Binary file not shown.
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@ -669,7 +669,7 @@ unsafe fn create_pipeline(device: &Device, data: &mut app_data::AppData) -> Resu
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.vertex_attribute_descriptions(&attribute_descriptions);
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let input_assembly_state = vk::PipelineInputAssemblyStateCreateInfo::builder()
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.topology(vk::PrimitiveTopology::POINT_LIST)
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.topology(vk::PrimitiveTopology::TRIANGLE_LIST)
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.primitive_restart_enable(false);
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let viewport = vk::Viewport::builder()
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@ -735,7 +735,7 @@ unsafe fn create_pipeline(device: &Device, data: &mut app_data::AppData) -> Resu
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data.pipeline_layout = device.create_pipeline_layout(&layout_info, None)?;
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let stages = &[vert_stage, geo_stage, frag_stage];
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let stages = &[vert_stage, frag_stage];
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let info = vk::GraphicsPipelineCreateInfo::builder()
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.stages(stages)
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.vertex_input_state(&vertex_input_state)
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91
src/scene.rs
91
src/scene.rs
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@ -21,39 +21,70 @@ pub struct Scene {
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impl Scene {
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pub unsafe fn prepare_data(&mut self, instance: &vulkanalia::Instance, device: &vulkanalia::Device, data: &AppData) -> Result<()> {
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self.vertices.push(
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vertex::Vertex::new(vec3(8.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec2(0.0, 0.0))
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);
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self.indices.push(0);
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self.vertices.push(
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vertex::Vertex::new(vec3(-8.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec2(0.0, 0.0))
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);
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self.indices.push(1);
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self.vertices.push(
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vertex::Vertex::new(vec3(0.0, 8.0, 0.0), vec3(1.0, 1.0, 0.0), vec2(0.0, 0.0))
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);
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self.indices.push(2);
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self.vertices.push(
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vertex::Vertex::new(vec3(0.0, -8.0, 0.0), vec3(0.0, 1.0, 1.0), vec2(0.0, 0.0))
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);
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self.indices.push(3);
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let grid_size = 1;
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let grid_size = 1000;
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for x_index in -grid_size..grid_size {
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for y_index in -grid_size..grid_size {
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if !(((x_index as i32).abs() == 8 && y_index == 0) || (x_index == 0 && (y_index as i32).abs() == 8)){
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let index = self.indices.len();
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let vert = vertex::Vertex::new(
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vec3(x_index as f32, y_index as f32, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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);
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self.vertices.push(vert);
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self.indices.push(index as u32);
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}
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let index = self.vertices.len();
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self.vertices.push(vertex::Vertex::new(
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vec3(x_index as f32 - 0.5, y_index as f32 + 0.5, 0.5),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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));
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self.indices.push(index as u32);
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self.vertices.push(vertex::Vertex::new(
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vec3(x_index as f32 - 0.5, y_index as f32 - 0.5, 0.5),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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));
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self.indices.push(index as u32 + 1);
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self.vertices.push(vertex::Vertex::new(
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vec3(x_index as f32 + 0.5, y_index as f32 + 0.5, 0.5),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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));
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self.indices.push(index as u32 + 2);
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self.vertices.push(vertex::Vertex::new(
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vec3(x_index as f32 + 0.5, y_index as f32 - 0.5, 0.5),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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));
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self.indices.push(index as u32 + 2);
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self.indices.push(index as u32 + 1);
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self.indices.push(index as u32 + 3);
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}
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}
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for x_index in -grid_size..grid_size {
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for y_index in -grid_size..grid_size {
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let index = self.vertices.len();
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self.vertices.push(vertex::Vertex::new(
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vec3(x_index as f32 - 0.5, y_index as f32 + 0.5, -0.5),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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));
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self.vertices.push(vertex::Vertex::new(
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vec3(x_index as f32 - 0.5, y_index as f32 - 0.5, -0.5),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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));
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self.vertices.push(vertex::Vertex::new(
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vec3(x_index as f32 + 0.5, y_index as f32 + 0.5, -0.5),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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));
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self.vertices.push(vertex::Vertex::new(
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vec3(x_index as f32 + 0.5, y_index as f32 - 0.5, -0.5),
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vec3(0.0, 1.0, 0.0),
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vec2(0.0, 0.0)
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));
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self.indices.push(index as u32 + 2);
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self.indices.push(index as u32 + 1);
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self.indices.push(index as u32);
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self.indices.push(index as u32 + 3);
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self.indices.push(index as u32 + 1);
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self.indices.push(index as u32 + 2);
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}
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}
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