Created a vertex input description
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2 changed files with 57 additions and 18 deletions
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@ -1,20 +1,12 @@
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#version 450
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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vec3 colors[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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fragColor = colors[gl_VertexIndex];
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gl_Position = vec4(inPosition, 0.0, 1.0);
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fragColor = inColor;
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}
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@ -14,6 +14,9 @@
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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#include <cglm/cglm.h>
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#include <cglm/types.h>
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#ifdef NDEBUG
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const bool enableValidationLayers = false;
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#else
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@ -648,6 +651,43 @@ VkShaderModule createShaderModule(VkDevice device, ShaderBuffer code) {
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return shaderModule;
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}
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typedef struct {
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vec2 pos;
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vec3 colour;
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} Vertex;
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const Vertex vertices[] = {{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
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{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}};
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static VkVertexInputBindingDescription getBindingDescription() {
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VkVertexInputBindingDescription bindingDescription = {0};
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bindingDescription.binding = 0;
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bindingDescription.stride = sizeof(Vertex);
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bindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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return bindingDescription;
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}
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// Currently this is for an array of 2
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static VkVertexInputAttributeDescription *populateAttributeDescriptions(
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VkVertexInputAttributeDescription *attributeDescriptions) {
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// location 0
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attributeDescriptions[0].binding = 0;
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attributeDescriptions[0].location = 0;
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attributeDescriptions[0].format = VK_FORMAT_R32G32_SFLOAT;
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attributeDescriptions[0].offset = offsetof(Vertex, pos);
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// location 1
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attributeDescriptions[1].binding = 0;
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attributeDescriptions[1].location = 1;
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attributeDescriptions[1].format = VK_FORMAT_R32G32B32_SFLOAT;
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attributeDescriptions[1].offset = offsetof(Vertex, colour);
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return attributeDescriptions;
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}
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void createGraphicsPipeline(VulkanApp *app) {
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ShaderBuffer vertShaderCode = loadShaderIntoBuffer("shaders/shader.vert.spv");
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ShaderBuffer fragShaderCode = loadShaderIntoBuffer("shaders/shader.frag.spv");
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@ -690,10 +730,17 @@ void createGraphicsPipeline(VulkanApp *app) {
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VkPipelineVertexInputStateCreateInfo vertexInputInfo = {0};
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vertexInputInfo.sType =
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VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputInfo.vertexBindingDescriptionCount = 0;
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vertexInputInfo.pVertexBindingDescriptions = NULL; // Optional
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vertexInputInfo.vertexAttributeDescriptionCount = 0;
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vertexInputInfo.pVertexAttributeDescriptions = NULL; // Optional
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VkVertexInputBindingDescription bindingDescription = getBindingDescription();
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#define attributeDescriptionsCount 2
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VkVertexInputAttributeDescription attributeDescriptions[attributeDescriptionsCount] = {0};
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populateAttributeDescriptions(
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(VkVertexInputAttributeDescription *)&attributeDescriptions);
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vertexInputInfo.vertexBindingDescriptionCount = 1;
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vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
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vertexInputInfo.vertexAttributeDescriptionCount = attributeDescriptionsCount;
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vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions;
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VkPipelineInputAssemblyStateCreateInfo inputAssembly = {0};
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inputAssembly.sType =
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