indexed drawing
This commit is contained in:
12
models/box.mtl
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12
models/box.mtl
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Material
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Ns 323.999994
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.0 0.0 0.0
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Ni 1.450000
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d 1.000000
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illum 2
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46
models/box.obj
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46
models/box.obj
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@@ -0,0 +1,46 @@
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# Blender v2.80 (sub 74) OBJ File: ''
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# www.blender.org
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mtllib box.mtl
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vt 0.375000 0.000000
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vt 0.625000 0.000000
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vt 0.625000 0.250000
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vt 0.375000 0.250000
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vt 0.375000 0.250000
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vt 0.625000 0.250000
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vt 0.625000 0.500000
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vt 0.375000 0.500000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.625000 0.750000
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vt 0.625000 1.000000
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vt 0.375000 1.000000
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vt 0.125000 0.500000
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vt 0.375000 0.500000
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vt 0.375000 0.750000
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vt 0.125000 0.750000
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vt 0.625000 0.500000
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vt 0.875000 0.500000
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vt 0.875000 0.750000
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vn 0.0000 1.0000 0.0000
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vn 0.0000 0.0000 1.0000
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vn -1.0000 0.0000 0.0000
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vn 0.0000 -1.0000 0.0000
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vn 1.0000 0.0000 0.0000
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vn 0.0000 0.0000 -1.0000
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usemtl Material
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s off
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f 1/1/1 5/2/1 7/3/1 3/4/1
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f 4/5/2 3/6/2 7/7/2 8/8/2
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f 8/8/3 7/7/3 5/9/3 6/10/3
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f 6/10/4 2/11/4 4/12/4 8/13/4
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f 2/14/5 1/15/5 3/16/5 4/17/5
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f 6/18/6 5/19/6 1/20/6 2/11/6
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17
src/main.rs
17
src/main.rs
@@ -67,15 +67,12 @@ impl Game for TestGame {
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fn main() {
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let mut game = TestGame {};
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vulkan::init(vec![
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Vertex { position: [0.1, 0.2, 0.2] },
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Vertex { position: [0.2, 0.4, 0.2] },
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Vertex { position: [0.2, 0.2, 0.3] }
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],
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vec![
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Vertex { position: [-0.9, 1., 0.] },
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Vertex { position: [0.9, 0., 0.] },
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],
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&mut game
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vulkan::init(
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"models/box.obj",
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vec![
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Vertex { position: [-0.9, 1., 0.] },
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Vertex { position: [0.9, 0., 0.] },
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],
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&mut game
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);
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}
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@@ -33,6 +33,8 @@ use shaderc;
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use crate::PushConstants;
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use vulkano::instance::debug::{DebugCallback, MessageTypes};
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use tobj::{load_obj};
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const VALIDATION_LAYERS: &[&str] = &[
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"VK_LAYER_LUNARG_standard_validation"
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];
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@@ -57,7 +59,6 @@ pub trait Game {
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pub struct GameData {
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pub start_time: SystemTime,
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pub mesh_vertices: Vec<Vertex>,
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pub line_vertices: Vec<Vertex>,
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pub push_constants: PushConstants,
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pub recreate_pipeline: bool,
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@@ -65,7 +66,9 @@ pub struct GameData {
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pub shutdown: bool,
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}
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pub fn init(mesh_vertices: Vec<Vertex>, line_vertices: Vec<Vertex>, game: &mut dyn Game) {
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pub fn init(mesh_path: &str, line_vertices: Vec<Vertex>, game: &mut dyn Game) {
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let mut data = GameData {
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push_constants: PushConstants {
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time: 0.0,
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@@ -78,7 +81,6 @@ pub fn init(mesh_vertices: Vec<Vertex>, line_vertices: Vec<Vertex>, game: &mut d
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recreate_pipeline: false,
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aspect_ratio: 1.0,
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shutdown: false,
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mesh_vertices,
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line_vertices,
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};
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@@ -192,8 +194,10 @@ pub fn init(mesh_vertices: Vec<Vertex>, line_vertices: Vec<Vertex>, game: &mut d
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PresentMode::Fifo, true, None).unwrap()
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};
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let mesh_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data.mesh_vertices.iter().cloned()).unwrap();
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let line_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::all(), data.line_vertices.iter().cloned()).unwrap();
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let (mesh_vertices, mesh_indices) = load_mesh(mesh_path);
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let mesh_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), mesh_vertices.into_iter()).unwrap();
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let mesh_index_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::index_buffer(), mesh_indices.into_iter()).unwrap();
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let line_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), data.line_vertices.iter().cloned()).unwrap();
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let render_pass = Arc::new(vulkano::single_pass_renderpass!(
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device.clone(),
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@@ -313,7 +317,7 @@ pub fn init(mesh_vertices: Vec<Vertex>, line_vertices: Vec<Vertex>, game: &mut d
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.begin_render_pass(framebuffers[image_num].clone(), false, clear_values).unwrap()
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// We are now inside the first subpass of the render pass. We add a draw command.
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.draw(pipeline.clone(), &dynamic_state, mesh_vertex_buffer.clone(), (), data.push_constants.clone()).unwrap()
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.draw_indexed(pipeline.clone(), &dynamic_state, mesh_vertex_buffer.clone(), mesh_index_buffer.clone(), (), data.push_constants.clone()).unwrap()
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.draw(line_pipeline.clone(), &dynamic_state, line_vertex_buffer.clone(), (), ()).unwrap()
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// We leave the render pass by calling `draw_end`. Note that if we had multiple
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@@ -479,3 +483,37 @@ fn read_shader(vert_path_relative: &str, frag_path_relative: &str) -> Option<(Co
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}
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}
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}
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fn load_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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let (models, _materials) = load_obj(mesh_path.as_ref()).unwrap();
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for model in models.iter() {
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let mesh = &model.mesh;
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for index in &mesh.indices {
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let ind_usize = *index as usize;
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let position = [
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mesh.positions[ind_usize * 3],
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mesh.positions[ind_usize * 3 + 1],
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mesh.positions[ind_usize * 3 + 2],
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];
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//
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// let color = [1.0, 1.0, 1.0];
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//
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// let tex_coord = [
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// mesh.texcoords[ind_usize * 2],
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// 1.0 - mesh.texcoords[ind_usize * 2 + 1],
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// ];
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let vertex = Vertex { position };
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vertices.push(vertex);
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let index = indices.len() as u32;
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indices.push(index);
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}
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}
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(vertices, indices)
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}
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