Beispiel #1
0
        void setupVertexDescriptions()
        {
            // Binding description
            vertices_bindingDescriptions.Count = 1;
            vertices_bindingDescriptions[0]    =
                Initializers.vertexInputBindingDescription(
                    VERTEX_BUFFER_BIND_ID,
                    vertexLayout.stride(),
                    VkVertexInputRate.Vertex);

            // Attribute descriptions
            // Describes memory layout and shader positions
            vertices_attributeDescriptions.Count = 4;
            // Location 0 : Position
            vertices_attributeDescriptions[0] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    0,
                    VkFormat.R32g32b32Sfloat,
                    0);
            // Location 1 : Normal
            vertices_attributeDescriptions[1] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    1,
                    VkFormat.R32g32b32Sfloat,
                    sizeof(float) * 3);
            // Location 2 : Texture coordinates
            vertices_attributeDescriptions[2] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    2,
                    VkFormat.R32g32Sfloat,
                    sizeof(float) * 6);
            // Location 3 : Color
            vertices_attributeDescriptions[3] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    3,
                    VkFormat.R32g32b32Sfloat,
                    sizeof(float) * 8);

            vertices_inputState = Initializers.pipelineVertexInputStateCreateInfo();
            vertices_inputState.vertexBindingDescriptionCount   = vertices_bindingDescriptions.Count;
            vertices_inputState.pVertexBindingDescriptions      = (VkVertexInputBindingDescription *)vertices_bindingDescriptions.Data;
            vertices_inputState.vertexAttributeDescriptionCount = vertices_attributeDescriptions.Count;
            vertices_inputState.pVertexAttributeDescriptions    = (VkVertexInputAttributeDescription *)vertices_attributeDescriptions.Data;
        }
Beispiel #2
0
        void setupVertexDescriptions()
        {
            // Binding description
            vertices_bindingDescriptions.Count = 1;
            vertices_bindingDescriptions[0]    =
                Initializers.vertexInputBindingDescription(
                    VERTEX_BUFFER_BIND_ID,
                    vertexLayout.stride(),
                    VK_VERTEX_INPUT_RATE_VERTEX);

            // Attribute descriptions
            vertices_attributeDescriptions.Count = 4;
            // Location 0 : Position
            vertices_attributeDescriptions[0] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    0,
                    VK_FORMAT_R32G32B32_SFLOAT,
                    0);
            // Location 1 : Texture coordinates
            vertices_attributeDescriptions[1] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    1,
                    VK_FORMAT_R32G32_SFLOAT,
                    sizeof(float) * 3);
            // Location 2 : Color
            vertices_attributeDescriptions[2] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    2,
                    VK_FORMAT_R32G32B32_SFLOAT,
                    sizeof(float) * 5);
            // Location 3 : Normal
            vertices_attributeDescriptions[3] =
                Initializers.vertexInputAttributeDescription(
                    VERTEX_BUFFER_BIND_ID,
                    3,
                    VK_FORMAT_R32G32B32_SFLOAT,
                    sizeof(float) * 8);

            vertices_inputState = Initializers.pipelineVertexInputStateCreateInfo();
            vertices_inputState.vertexBindingDescriptionCount   = vertices_bindingDescriptions.Count;
            vertices_inputState.pVertexBindingDescriptions      = (VkVertexInputBindingDescription *)vertices_bindingDescriptions.Data;
            vertices_inputState.vertexAttributeDescriptionCount = vertices_attributeDescriptions.Count;
            vertices_inputState.pVertexAttributeDescriptions    = (VkVertexInputAttributeDescription *)vertices_attributeDescriptions.Data;
        }