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#![forbid(unsafe_code)]
use crate::linear_algebra::{ Vec2, Vec3, Mat4, Transformation };
use std::mem::size_of;
use vulkanalia::vk::{ self, HasBuilder };
pub static VERTICES: [Vertex<f32>; 8] = [
Vertex::new(Vec3::new(-0.5, -0.5, 0.0), Vec3::new(1.0, 0.0, 0.0),
Vec2::new(1.0, 0.0)),
Vertex::new(Vec3::new( 0.5, -0.5, 0.0), Vec3::new(0.0, 1.0, 0.0),
Vec2::new(0.0, 0.0)),
Vertex::new(Vec3::new( 0.5, 0.5, 0.0), Vec3::new(0.0, 0.0, 1.0),
Vec2::new(0.0, 1.0)),
Vertex::new(Vec3::new(-0.5, 0.5, 0.0), Vec3::new(1.0, 1.0, 1.0),
Vec2::new(1.0, 1.0)),
Vertex::new(Vec3::new(-0.5, -0.5, 0.5), Vec3::new(1.0, 0.0, 0.0),
Vec2::new(1.0, 0.0)),
Vertex::new(Vec3::new( 0.5, -0.5, 0.5), Vec3::new(0.0, 1.0, 0.0),
Vec2::new(0.0, 0.0)),
Vertex::new(Vec3::new( 0.5, 0.5, 0.5), Vec3::new(0.0, 0.0, 1.0),
Vec2::new(0.0, 1.0)),
Vertex::new(Vec3::new(-0.5, 0.5, 0.5), Vec3::new(1.0, 1.0, 1.0),
Vec2::new(1.0, 1.0)),
];
pub const INDICES: &[u16] = &[
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
];
#[repr(C)]
#[derive(Clone, Debug)]
pub struct Vertex<T: Copy> {
pub position: Vec3<T>,
pub color: Vec3<T>,
pub texture_coordinates: Vec2<T>,
}
#[repr(C)]
#[derive(Clone, Debug)]
pub struct UniformBlock<T: Copy> {
pub scale: Vec3<T>,
pub model: Transformation<T>,
pub view: Transformation<T>,
pub projection: Mat4<T>,
}
impl<T: Copy> Vertex<T> {
const fn new(position: Vec3<T>, color: Vec3<T>,
texture_coordinates: Vec2<T>)
-> Self
{
Self { position, color, texture_coordinates }
}
pub fn binding_description() -> vk::VertexInputBindingDescription {
vk::VertexInputBindingDescription::builder()
.binding(0)
.stride(size_of::<Vertex<f32>>() as u32)
.input_rate(vk::VertexInputRate::VERTEX)
.build()
}
pub fn attribute_descriptions()
-> [vk::VertexInputAttributeDescription; 3]
{
let mut offset: usize = 0;
let position = vk::VertexInputAttributeDescription::builder()
.binding(0)
.location(0)
.format(vk::Format::R32G32B32_SFLOAT)
.offset(offset as u32)
.build();
offset += size_of::<Vec3<f32>>();
let color = vk::VertexInputAttributeDescription::builder()
.binding(0)
.location(1)
.format(vk::Format::R32G32B32_SFLOAT)
.offset(offset as u32)
.build();
offset += size_of::<Vec3<f32>>();
let texture_coordinates = vk::VertexInputAttributeDescription::builder()
.binding(0)
.location(2)
.format(vk::Format::R32G32_SFLOAT)
.offset(offset as u32)
.build();
[position, color, texture_coordinates]
}
}
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