makes geometry shader an option
This commit is contained in:
parent
5c971d0288
commit
a9d4aae1bc
10 changed files with 171 additions and 109 deletions
BIN
shaders/geo.spv
BIN
shaders/geo.spv
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@ -8,6 +8,7 @@ layout(binding = 0) uniform UniformBufferObject {
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mat4 geom_rot;
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mat4 view;
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mat4 proj;
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bool[16] use_geom_shader;
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} ubo;
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layout(location = 0) in vec3 geoColor[];
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@ -5,6 +5,7 @@ layout(binding = 0) uniform UniformBufferObject {
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mat4 geom_rot;
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mat4 view;
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mat4 proj;
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bool[16] use_geom_shader;
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} ubo;
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@ -16,7 +17,11 @@ 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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if (ubo.use_geom_shader[0]) {
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gl_Position = ubo.geom_rot * ubo.model * vec4(inPosition, 1.0);
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} else {
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gl_Position = ubo.proj * ubo.view * ubo.geom_rot * ubo.model * vec4(inPosition, 1.0);
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}
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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
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@ -52,4 +52,5 @@ pub struct AppData {
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pub color_image: vk::Image,
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pub color_image_memory: vk::DeviceMemory,
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pub color_image_view: vk::ImageView,
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pub use_geometry_shader: bool,
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}
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@ -181,6 +181,7 @@ pub struct UniformBufferObject {
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pub geom_rot: Mat4,
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pub view: Mat4,
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pub proj: Mat4,
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pub use_geom_shader: [bool; 16],
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}
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pub unsafe fn create_descriptor_set_layout(
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27
src/main.rs
27
src/main.rs
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@ -45,6 +45,7 @@ pub mod command_buffer;
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pub mod depth_buffer;
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pub mod load_model;
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pub mod scene;
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pub mod primitives;
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const PORTABILITY_MACOS_VERSION: Version = Version::new(1, 3, 216);
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const VALIDATION_ENABLED: bool =
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@ -70,6 +71,7 @@ fn main() -> Result<()> {
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.build(&event_loop)?;
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//window.set_cursor_visible(false);
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// event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
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// App
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let mut app = unsafe { App::create(&window)? };
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@ -160,6 +162,7 @@ impl App {
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let loader = LibloadingLoader::new(LIBRARY)?;
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let entry = Entry::new(loader).map_err(|b| anyhow!("{}", b))?;
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let mut data = app_data::AppData::default();
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data.use_geometry_shader = false;
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let mut scene_handler = scene::Scene::default();
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//load_model::load_model(&mut data)?;
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@ -201,7 +204,7 @@ impl App {
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last_pos: LogicalPosition::new(-1 as f32, -1 as f32),
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view_direction: vertex::Vec3::new(0.0, 0.0, 0.0),
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cur_pos: cgmath::point3(0.0, 0.0, 0.0),
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scene_handler,
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scene_handler
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})
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}
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@ -393,7 +396,8 @@ impl App {
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10000.0,
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);
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let ubo = buffer::UniformBufferObject { model, geom_rot: rot_mat4, view, proj };
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let ubo = buffer::UniformBufferObject { model, geom_rot: rot_mat4, view, proj,
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use_geom_shader: [self.data.use_geometry_shader, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false]};
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let memory = self.device.map_memory(
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self.data.uniform_buffers_memory[image_index],
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@ -668,8 +672,13 @@ unsafe fn create_pipeline(device: &Device, data: &mut app_data::AppData) -> Resu
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.vertex_binding_descriptions(binding_descriptions)
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.vertex_attribute_descriptions(&attribute_descriptions);
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let mut topology = vk::PrimitiveTopology::TRIANGLE_LIST;
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if data.use_geometry_shader {
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topology = vk::PrimitiveTopology::POINT_LIST;
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}
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let input_assembly_state = vk::PipelineInputAssemblyStateCreateInfo::builder()
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.topology(vk::PrimitiveTopology::TRIANGLE_LIST)
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.topology(topology)
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.primitive_restart_enable(false);
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let viewport = vk::Viewport::builder()
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@ -736,8 +745,9 @@ 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, frag_stage];
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let info = vk::GraphicsPipelineCreateInfo::builder()
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.stages(stages)
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let stages_geom = &[vert_stage, geo_stage,frag_stage];
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let mut info = vk::GraphicsPipelineCreateInfo::builder()
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.vertex_input_state(&vertex_input_state)
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.input_assembly_state(&input_assembly_state)
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.viewport_state(&viewport_state)
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@ -749,6 +759,13 @@ unsafe fn create_pipeline(device: &Device, data: &mut app_data::AppData) -> Resu
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.render_pass(data.render_pass)
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.subpass(0);
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if data.use_geometry_shader {
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info = info.stages(stages_geom);
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}
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else {
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info = info.stages(stages);
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}
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data.pipeline = device.create_graphics_pipelines(
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vk::PipelineCache::null(), &[info], None)?.0[0];
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1
src/primitives.rs
Normal file
1
src/primitives.rs
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@ -0,0 +1 @@
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pub mod cube;
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130
src/primitives/cube.rs
Normal file
130
src/primitives/cube.rs
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@ -0,0 +1,130 @@
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use vulkanalia::prelude::v1_0::*;
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use cgmath::{vec2, vec3, Matrix, SquareMatrix};
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use crate::vertex;
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use crate::scene::Scene;
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#[derive(Clone, Debug)]
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pub struct Cube{
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pub pos: vertex::Vec3,
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pub color: vertex::Vec3,
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pub tex_coord: vertex::Vec2
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}
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impl Cube {
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pub fn draw(& self, topology: &vk::PrimitiveTopology, start_index: usize, scene: &mut Scene) {
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if *topology == vk::PrimitiveTopology::TRIANGLE_LIST {
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// 0 top left far
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scene.vertices.push(vertex::Vertex::new(
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vec3(self.pos.x as f32 - 0.5, self.pos.y as f32 + 0.5, self.pos.z as f32 + 0.5),
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self.color,
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self.tex_coord
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));
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// 1 top right far
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scene.vertices.push(vertex::Vertex::new(
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vec3(self.pos.x as f32 + 0.5, self.pos.y as f32 + 0.5, self.pos.z as f32 + 0.5),
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self.color,
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self.tex_coord
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));
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// 2 top left near
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scene.vertices.push(vertex::Vertex::new(
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vec3(self.pos.x as f32 - 0.5, self.pos.y as f32 - 0.5, self.pos.z as f32 + 0.5),
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self.color,
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self.tex_coord
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));
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// 3 top right near
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scene.vertices.push(vertex::Vertex::new(
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vec3(self.pos.x as f32 + 0.5, self.pos.y as f32 - 0.5, self.pos.z as f32 + 0.5),
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self.color,
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self.tex_coord
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));
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// 4 bottom left far
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scene.vertices.push(vertex::Vertex::new(
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vec3(self.pos.x as f32 - 0.5, self.pos.y as f32 + 0.5, self.pos.z as f32 - 0.5),
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self.color,
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self.tex_coord
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));
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// 5 bottom right far
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scene.vertices.push(vertex::Vertex::new(
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vec3(self.pos.x as f32 + 0.5, self.pos.y as f32 + 0.5, self.pos.z as f32 - 0.5),
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self.color,
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self.tex_coord
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));
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// 6 bottom left near
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scene.vertices.push(vertex::Vertex::new(
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vec3(self.pos.x as f32 - 0.5, self.pos.y as f32 - 0.5, self.pos.z as f32 - 0.5),
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self.color,
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self.tex_coord
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));
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// 7 bottom right near
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scene.vertices.push(vertex::Vertex::new(
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vec3(self.pos.x as f32 + 0.5, self.pos.y as f32 - 0.5, self.pos.z as f32 - 0.5),
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self.color,
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self.tex_coord
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));
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// top
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scene.indices.push(start_index as u32 + 3);
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scene.indices.push(start_index as u32 + 0);
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scene.indices.push(start_index as u32 + 2);
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scene.indices.push(start_index as u32 + 3);
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scene.indices.push(start_index as u32 + 1);
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scene.indices.push(start_index as u32 + 0);
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// bottom
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scene.indices.push(start_index as u32 + 6);
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scene.indices.push(start_index as u32 + 4);
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scene.indices.push(start_index as u32 + 7);
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scene.indices.push(start_index as u32 + 4);
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scene.indices.push(start_index as u32 + 5);
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scene.indices.push(start_index as u32 + 7);
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// left
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scene.indices.push(start_index as u32 + 0);
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scene.indices.push(start_index as u32 + 4);
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scene.indices.push(start_index as u32 + 2);
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scene.indices.push(start_index as u32 + 6);
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scene.indices.push(start_index as u32 + 2);
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scene.indices.push(start_index as u32 + 4);
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// right
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scene.indices.push(start_index as u32 + 1);
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scene.indices.push(start_index as u32 + 3);
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scene.indices.push(start_index as u32 + 5);
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scene.indices.push(start_index as u32 + 5);
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scene.indices.push(start_index as u32 + 3);
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scene.indices.push(start_index as u32 + 7);
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// near
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scene.indices.push(start_index as u32 + 6);
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scene.indices.push(start_index as u32 + 3);
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scene.indices.push(start_index as u32 + 2);
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scene.indices.push(start_index as u32 + 3);
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scene.indices.push(start_index as u32 + 6);
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scene.indices.push(start_index as u32 + 7);
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// far
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scene.indices.push(start_index as u32 + 0);
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scene.indices.push(start_index as u32 + 1);
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scene.indices.push(start_index as u32 + 4);
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scene.indices.push(start_index as u32 + 5);
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scene.indices.push(start_index as u32 + 4);
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scene.indices.push(start_index as u32 + 1);
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}
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if *topology == vk::PrimitiveTopology::POINT_LIST {
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scene.vertices.push(vertex::Vertex::new(
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self.pos,
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self.color,
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self.tex_coord
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));
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scene.indices.push(start_index as u32);
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}
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}
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}
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112
src/scene.rs
112
src/scene.rs
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@ -1,3 +1,5 @@
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use std::thread::yield_now;
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use vulkanalia::prelude::v1_0::*;
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use anyhow::{anyhow, Result};
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@ -6,6 +8,7 @@ use cgmath::{vec2, vec3, Matrix, SquareMatrix};
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use crate::app_data::AppData;
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use crate::buffer;
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use crate::vertex;
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use crate::primitives::cube::Cube;
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#[derive(Clone, Debug, Default)]
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pub struct Scene {
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@ -28,110 +31,13 @@ impl Scene {
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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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// 0 top left far
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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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// 1 top right far
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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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// 2 top left near
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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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// 3 top right near
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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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let cube = Cube {
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pos: vec3(x_index as f32, y_index as f32, 0.0),
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color: vec3(0.0, 1.0, 0.0),
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tex_coord: vec2(0.0, 0.0)
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};
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// 4 bottom left far
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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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// 5 bottom right far
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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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// 6 bottom left near
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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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// 7 bottom right near
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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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// top
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self.indices.push(index as u32 + 3);
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self.indices.push(index as u32 + 0);
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self.indices.push(index as u32 + 2);
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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 + 0);
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// bottom
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self.indices.push(index as u32 + 6);
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self.indices.push(index as u32 + 4);
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self.indices.push(index as u32 + 7);
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self.indices.push(index as u32 + 4);
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self.indices.push(index as u32 + 5);
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self.indices.push(index as u32 + 7);
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// left
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self.indices.push(index as u32 + 0);
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self.indices.push(index as u32 + 4);
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self.indices.push(index as u32 + 2);
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self.indices.push(index as u32 + 6);
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self.indices.push(index as u32 + 2);
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self.indices.push(index as u32 + 4);
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// right
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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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self.indices.push(index as u32 + 5);
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self.indices.push(index as u32 + 5);
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self.indices.push(index as u32 + 3);
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self.indices.push(index as u32 + 7);
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// near
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self.indices.push(index as u32 + 6);
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self.indices.push(index as u32 + 3);
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self.indices.push(index as u32 + 2);
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self.indices.push(index as u32 + 3);
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self.indices.push(index as u32 + 6);
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self.indices.push(index as u32 + 7);
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// far
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self.indices.push(index as u32 + 0);
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self.indices.push(index as u32 + 1);
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self.indices.push(index as u32 + 4);
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self.indices.push(index as u32 + 5);
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self.indices.push(index as u32 + 4);
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self.indices.push(index as u32 + 1);
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cube.draw(&vk::PrimitiveTopology::TRIANGLE_LIST, index, self);
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}
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}
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