mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 04:33:37 +00:00
add uvs to vertex layout
This commit is contained in:
parent
5ab026d943
commit
7a6c938409
9 changed files with 69 additions and 52 deletions
|
@ -67,10 +67,10 @@ pub fn create_quad(
|
|||
south_east: Vec2,
|
||||
) -> (Vec<Vertex>, Vec<u16>) {
|
||||
let vertex_data = [
|
||||
Vertex::from(([south_west.x(), south_west.y(), 0.0], [0.0, 0.0, 1.0])),
|
||||
Vertex::from(([north_west.x(), north_west.y(), 0.0], [0.0, 0.0, 1.0])),
|
||||
Vertex::from(([north_east.x(), north_east.y(), 0.0], [0.0, 0.0, 1.0])),
|
||||
Vertex::from(([south_east.x(), south_east.y(), 0.0], [0.0, 0.0, 1.0])),
|
||||
Vertex::from(([south_west.x(), south_west.y(), 0.0], [0.0, 0.0, 1.0], [0.0, 0.0])),
|
||||
Vertex::from(([north_west.x(), north_west.y(), 0.0], [0.0, 0.0, 1.0], [0.0, 1.0])),
|
||||
Vertex::from(([north_east.x(), north_east.y(), 0.0], [0.0, 0.0, 1.0], [1.0, 1.0])),
|
||||
Vertex::from(([south_east.x(), south_east.y(), 0.0], [0.0, 0.0, 1.0], [1.0, 0.0])),
|
||||
];
|
||||
|
||||
let index_data: &[u16] = &[0, 2, 1, 0, 3, 2];
|
||||
|
@ -80,35 +80,35 @@ pub fn create_quad(
|
|||
pub fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
|
||||
let vertex_data = [
|
||||
// top (0, 0, 1)
|
||||
Vertex::from(([-1, -1, 1], [0, 0, 1])),
|
||||
Vertex::from(([1, -1, 1], [0, 0, 1])),
|
||||
Vertex::from(([1, 1, 1], [0, 0, 1])),
|
||||
Vertex::from(([-1, 1, 1], [0, 0, 1])),
|
||||
Vertex::from(([-1, -1, 1], [0, 0, 1], [0, 0])),
|
||||
Vertex::from(([1, -1, 1], [0, 0, 1], [1, 0])),
|
||||
Vertex::from(([1, 1, 1], [0, 0, 1], [1, 1])),
|
||||
Vertex::from(([-1, 1, 1], [0, 0, 1], [0, 1])),
|
||||
// bottom (0, 0, -1)
|
||||
Vertex::from(([-1, 1, -1], [0, 0, -1])),
|
||||
Vertex::from(([1, 1, -1], [0, 0, -1])),
|
||||
Vertex::from(([1, -1, -1], [0, 0, -1])),
|
||||
Vertex::from(([-1, -1, -1], [0, 0, -1])),
|
||||
Vertex::from(([-1, 1, -1], [0, 0, -1], [1, 0])),
|
||||
Vertex::from(([1, 1, -1], [0, 0, -1], [0, 0])),
|
||||
Vertex::from(([1, -1, -1], [0, 0, -1], [0, 1])),
|
||||
Vertex::from(([-1, -1, -1], [0, 0, -1], [1, 1])),
|
||||
// right (1, 0, 0)
|
||||
Vertex::from(([1, -1, -1], [1, 0, 0])),
|
||||
Vertex::from(([1, 1, -1], [1, 0, 0])),
|
||||
Vertex::from(([1, 1, 1], [1, 0, 0])),
|
||||
Vertex::from(([1, -1, 1], [1, 0, 0])),
|
||||
Vertex::from(([1, -1, -1], [1, 0, 0], [0, 0])),
|
||||
Vertex::from(([1, 1, -1], [1, 0, 0], [1, 0])),
|
||||
Vertex::from(([1, 1, 1], [1, 0, 0], [1, 1])),
|
||||
Vertex::from(([1, -1, 1], [1, 0, 0], [0, 1])),
|
||||
// left (-1, 0, 0)
|
||||
Vertex::from(([-1, -1, 1], [-1, 0, 0])),
|
||||
Vertex::from(([-1, 1, 1], [-1, 0, 0])),
|
||||
Vertex::from(([-1, 1, -1], [-1, 0, 0])),
|
||||
Vertex::from(([-1, -1, -1], [-1, 0, 0])),
|
||||
Vertex::from(([-1, -1, 1], [-1, 0, 0], [1, 0])),
|
||||
Vertex::from(([-1, 1, 1], [-1, 0, 0], [0, 0])),
|
||||
Vertex::from(([-1, 1, -1], [-1, 0, 0], [0, 1])),
|
||||
Vertex::from(([-1, -1, -1], [-1, 0, 0], [1, 1])),
|
||||
// front (0, 1, 0)
|
||||
Vertex::from(([1, 1, -1], [0, 1, 0])),
|
||||
Vertex::from(([-1, 1, -1], [0, 1, 0])),
|
||||
Vertex::from(([-1, 1, 1], [0, 1, 0])),
|
||||
Vertex::from(([1, 1, 1], [0, 1, 0])),
|
||||
Vertex::from(([1, 1, -1], [0, 1, 0], [1, 0])),
|
||||
Vertex::from(([-1, 1, -1], [0, 1, 0], [0, 0])),
|
||||
Vertex::from(([-1, 1, 1], [0, 1, 0], [0, 1])),
|
||||
Vertex::from(([1, 1, 1], [0, 1, 0], [1, 1])),
|
||||
// back (0, -1, 0)
|
||||
Vertex::from(([1, -1, 1], [0, -1, 0])),
|
||||
Vertex::from(([-1, -1, 1], [0, -1, 0])),
|
||||
Vertex::from(([-1, -1, -1], [0, -1, 0])),
|
||||
Vertex::from(([1, -1, -1], [0, -1, 0])),
|
||||
Vertex::from(([1, -1, 1], [0, -1, 0], [0, 0])),
|
||||
Vertex::from(([-1, -1, 1], [0, -1, 0], [1, 0])),
|
||||
Vertex::from(([-1, -1, -1], [0, -1, 0], [1, 1])),
|
||||
Vertex::from(([1, -1, -1], [0, -1, 0], [0, 1])),
|
||||
];
|
||||
|
||||
let index_data: &[u16] = &[
|
||||
|
|
|
@ -50,6 +50,11 @@ pub fn get_vertex_buffer_descriptor<'a>() -> wgpu::VertexBufferDescriptor<'a> {
|
|||
offset: 4 * 4,
|
||||
shader_location: 1,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
offset: 8 * 4,
|
||||
shader_location: 2,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
layout(location = 0) in vec4 a_Pos;
|
||||
layout(location = 1) in vec4 a_Normal;
|
||||
layout(location = 2) in vec4 a_Uv;
|
||||
|
||||
layout(location = 0) out vec3 v_Normal;
|
||||
layout(location = 1) out vec4 v_Position;
|
||||
|
|
|
@ -3,10 +3,11 @@
|
|||
// vertex attributes
|
||||
layout(location = 0) in vec4 a_Pos;
|
||||
layout(location = 1) in vec4 a_Normal;
|
||||
layout(location = 2) in vec2 a_Uv;
|
||||
|
||||
// Instanced attributes
|
||||
layout (location = 2) in vec3 a_instancePos;
|
||||
layout (location = 3) in vec4 a_instanceColor;
|
||||
layout (location = 3) in vec3 a_instancePos;
|
||||
layout (location = 4) in vec4 a_instanceColor;
|
||||
|
||||
|
||||
layout(location = 0) out vec3 v_Normal;
|
||||
|
|
|
@ -199,12 +199,12 @@ impl Pipeline for ForwardInstancedPipeline {
|
|||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float3,
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
shader_location: 3,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
offset: 3 * 4,
|
||||
shader_location: 3,
|
||||
shader_location: 4,
|
||||
},
|
||||
],
|
||||
};
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
layout(location = 0) in vec4 a_Pos;
|
||||
layout(location = 1) in vec4 a_Normal;
|
||||
layout(location = 2) in vec2 a_Uv;
|
||||
|
||||
layout(location = 0) out vec3 v_Normal;
|
||||
layout(location = 1) out vec4 v_Position;
|
||||
|
|
|
@ -155,22 +155,22 @@ impl Pipeline for UiPipeline {
|
|||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
offset: 0,
|
||||
shader_location: 2,
|
||||
shader_location: 3,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float2,
|
||||
offset: 2 * 4,
|
||||
shader_location: 3,
|
||||
shader_location: 4,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
offset: 4 * 4,
|
||||
shader_location: 4,
|
||||
shader_location: 5,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float,
|
||||
offset: 8 * 4,
|
||||
shader_location: 5,
|
||||
shader_location: 6,
|
||||
},
|
||||
],
|
||||
};
|
||||
|
|
|
@ -3,12 +3,13 @@
|
|||
// vertex attributes
|
||||
layout(location = 0) in vec4 a_Pos;
|
||||
layout(location = 1) in vec4 a_Normal;
|
||||
layout(location = 2) in vec2 a_Uv;
|
||||
|
||||
// instanced attributes (RectData)
|
||||
layout (location = 2) in vec2 a_RectPosition;
|
||||
layout (location = 3) in vec2 a_RectSize;
|
||||
layout (location = 4) in vec4 a_RectColor;
|
||||
layout (location = 5) in float a_RectZIndex;
|
||||
layout (location = 3) in vec2 a_RectPosition;
|
||||
layout (location = 4) in vec2 a_RectSize;
|
||||
layout (location = 5) in vec4 a_RectColor;
|
||||
layout (location = 6) in float a_RectZIndex;
|
||||
|
||||
layout(location = 0) out vec4 v_Color;
|
||||
|
||||
|
|
|
@ -6,33 +6,36 @@ use zerocopy::{AsBytes, FromBytes};
|
|||
pub struct Vertex {
|
||||
pub position: [f32; 4],
|
||||
pub normal: [f32; 4],
|
||||
pub uv: [f32; 2],
|
||||
}
|
||||
|
||||
impl From<([f32; 4], [f32; 4])> for Vertex {
|
||||
fn from((position, normal): ([f32; 4], [f32; 4])) -> Self {
|
||||
impl From<([f32; 4], [f32; 4], [f32; 2])> for Vertex {
|
||||
fn from((position, normal, uv): ([f32; 4], [f32; 4], [f32; 2])) -> Self {
|
||||
Vertex {
|
||||
position: position,
|
||||
normal: normal,
|
||||
uv: uv,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<([f32; 3], [f32; 3])> for Vertex {
|
||||
fn from((position, normal): ([f32; 3], [f32; 3])) -> Self {
|
||||
impl From<([f32; 3], [f32; 3], [f32; 2])> for Vertex {
|
||||
fn from((position, normal, uv): ([f32; 3], [f32; 3], [f32; 2])) -> Self {
|
||||
Vertex {
|
||||
position: [
|
||||
position[0] as f32,
|
||||
position[1] as f32,
|
||||
position[2] as f32,
|
||||
position[0],
|
||||
position[1],
|
||||
position[2],
|
||||
1.0,
|
||||
],
|
||||
normal: [normal[0] as f32, normal[1] as f32, normal[2] as f32, 0.0],
|
||||
normal: [normal[0], normal[1], normal[2], 0.0],
|
||||
uv: uv
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<([i8; 4], [i8; 4])> for Vertex {
|
||||
fn from((position, normal): ([i8; 4], [i8; 4])) -> Self {
|
||||
impl From<([i8; 4], [i8; 4], [i8; 2])> for Vertex {
|
||||
fn from((position, normal, uv): ([i8; 4], [i8; 4], [i8; 2])) -> Self {
|
||||
Vertex {
|
||||
position: [
|
||||
position[0] as f32,
|
||||
|
@ -46,12 +49,16 @@ impl From<([i8; 4], [i8; 4])> for Vertex {
|
|||
normal[2] as f32,
|
||||
normal[3] as f32,
|
||||
],
|
||||
uv: [
|
||||
uv[0] as f32,
|
||||
uv[1] as f32,
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<([i8; 3], [i8; 3])> for Vertex {
|
||||
fn from((position, normal): ([i8; 3], [i8; 3])) -> Self {
|
||||
impl From<([i8; 3], [i8; 3], [i8; 2])> for Vertex {
|
||||
fn from((position, normal, uv): ([i8; 3], [i8; 3], [i8; 2])) -> Self {
|
||||
Vertex {
|
||||
position: [
|
||||
position[0] as f32,
|
||||
|
@ -60,6 +67,7 @@ impl From<([i8; 3], [i8; 3])> for Vertex {
|
|||
1.0,
|
||||
],
|
||||
normal: [normal[0] as f32, normal[1] as f32, normal[2] as f32, 0.0],
|
||||
uv: [uv[0] as f32, uv[1] as f32],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue