Created a vertex input description

This commit is contained in:
Warwick 2025-01-29 18:24:16 +00:00
parent a769169aa6
commit 85fd25f59a
2 changed files with 57 additions and 18 deletions

View file

@ -1,20 +1,12 @@
#version 450
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
vec3 colors[3] = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
fragColor = colors[gl_VertexIndex];
gl_Position = vec4(inPosition, 0.0, 1.0);
fragColor = inColor;
}

View file

@ -14,6 +14,9 @@
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <cglm/cglm.h>
#include <cglm/types.h>
#ifdef NDEBUG
const bool enableValidationLayers = false;
#else
@ -648,6 +651,43 @@ VkShaderModule createShaderModule(VkDevice device, ShaderBuffer code) {
return shaderModule;
}
typedef struct {
vec2 pos;
vec3 colour;
} Vertex;
const Vertex vertices[] = {{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}};
static VkVertexInputBindingDescription getBindingDescription() {
VkVertexInputBindingDescription bindingDescription = {0};
bindingDescription.binding = 0;
bindingDescription.stride = sizeof(Vertex);
bindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
return bindingDescription;
}
// Currently this is for an array of 2
static VkVertexInputAttributeDescription *populateAttributeDescriptions(
VkVertexInputAttributeDescription *attributeDescriptions) {
// location 0
attributeDescriptions[0].binding = 0;
attributeDescriptions[0].location = 0;
attributeDescriptions[0].format = VK_FORMAT_R32G32_SFLOAT;
attributeDescriptions[0].offset = offsetof(Vertex, pos);
// location 1
attributeDescriptions[1].binding = 0;
attributeDescriptions[1].location = 1;
attributeDescriptions[1].format = VK_FORMAT_R32G32B32_SFLOAT;
attributeDescriptions[1].offset = offsetof(Vertex, colour);
return attributeDescriptions;
}
void createGraphicsPipeline(VulkanApp *app) {
ShaderBuffer vertShaderCode = loadShaderIntoBuffer("shaders/shader.vert.spv");
ShaderBuffer fragShaderCode = loadShaderIntoBuffer("shaders/shader.frag.spv");
@ -690,10 +730,17 @@ void createGraphicsPipeline(VulkanApp *app) {
VkPipelineVertexInputStateCreateInfo vertexInputInfo = {0};
vertexInputInfo.sType =
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.vertexBindingDescriptionCount = 0;
vertexInputInfo.pVertexBindingDescriptions = NULL; // Optional
vertexInputInfo.vertexAttributeDescriptionCount = 0;
vertexInputInfo.pVertexAttributeDescriptions = NULL; // Optional
VkVertexInputBindingDescription bindingDescription = getBindingDescription();
#define attributeDescriptionsCount 2
VkVertexInputAttributeDescription attributeDescriptions[attributeDescriptionsCount] = {0};
populateAttributeDescriptions(
(VkVertexInputAttributeDescription *)&attributeDescriptions);
vertexInputInfo.vertexBindingDescriptionCount = 1;
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
vertexInputInfo.vertexAttributeDescriptionCount = attributeDescriptionsCount;
vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions;
VkPipelineInputAssemblyStateCreateInfo inputAssembly = {0};
inputAssembly.sType =