MESH BUFFER

This commit is contained in:
Jorijn van der Graaf 2025-04-27 01:57:25 +02:00
commit 523852da08
11 changed files with 93 additions and 51 deletions

View file

@ -14,6 +14,15 @@ layout (binding = 0) uniform UBO
mat4 view;
} ubo;
layout (binding = 1) buffer VERTEX
{
vec4 pos[];
} vertex;
layout (binding = 2) buffer INDEX {
uint index[];
} index;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(triangles, max_vertices = 3, max_primitives = 1) out;
@ -22,12 +31,6 @@ layout(location = 0) out VertexOutput
vec4 color;
} vertexOutput[];
const vec4[3] positions = {
vec4( 0.0, -1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0)
};
const vec4[3] colors = {
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
@ -38,13 +41,11 @@ void main()
{
uint iid = gl_LocalInvocationID.x;
vec4 offset = vec4(0.0, 0.0, gl_GlobalInvocationID.x, 0.0);
SetMeshOutputsEXT(3, 1);
mat4 mvp = ubo.projection * ubo.view * ubo.model;
gl_MeshVerticesEXT[0].gl_Position = mvp * (positions[0] + offset);
gl_MeshVerticesEXT[1].gl_Position = mvp * (positions[1] + offset);
gl_MeshVerticesEXT[2].gl_Position = mvp * (positions[2] + offset);
gl_MeshVerticesEXT[0].gl_Position = mvp * vertex.pos[0];
gl_MeshVerticesEXT[1].gl_Position = mvp * vertex.pos[1];
gl_MeshVerticesEXT[2].gl_Position = mvp * vertex.pos[2];
vertexOutput[0].color = colors[0];
vertexOutput[1].color = colors[1];
vertexOutput[2].color = colors[2];