flip y axis
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3 changed files with 7 additions and 8 deletions
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@ -298,11 +298,12 @@ prepareRecording
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prepareRecording (V2 width height) commandBuffer graphicsPipeline = do
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Vk.cmdBindPipeline commandBuffer Vk.PIPELINE_BIND_POINT_GRAPHICS graphicsPipeline
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-- Passing negative height and nonzero y origin to the viewport flips the models back in order
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let viewport = Vk.zero
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{ Vk.x = 0
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, Vk.y = 0
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, Vk.y = fromIntegral height
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, Vk.width = fromIntegral width
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, Vk.height = fromIntegral height
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, Vk.height = - fromIntegral height
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, Vk.minDepth = 0
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, Vk.maxDepth = 1
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}
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@ -57,7 +57,7 @@ drawFrame engineData frameNumber = do
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let (V2 width height) = engineWindowDimensions engineData
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camPosition = V3
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(-10 * sin (fromIntegral frameNumber / 90))
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(-2)
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2
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(-10 * cos (fromIntegral frameNumber / 90))
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camCenter = V3 0 0 0
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camUp = V3 0 1 0
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@ -16,8 +16,6 @@ import qualified Data.Map.Strict as M
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import Data.Maybe (fromMaybe)
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import qualified Data.Vector as V
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import Debug.Trace
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import Foreign
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import Linear (V2(..), V3(..), V4(..))
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@ -40,9 +38,9 @@ loadMeshes
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-> m ()
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loadMeshes allocator uploadContext queue device = do
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let triangle = V.fromList
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[ Vertex (V3 0.5 0.5 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
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, Vertex (V3 (-0.5) 0.5 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
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, Vertex (V3 0 (-0.5) 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
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[ Vertex (V3 0.5 0 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
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, Vertex (V3 (-0.5) 0 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
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, Vertex (V3 0 1 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
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]
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triMesh <- uploadMesh triangle allocator uploadContext queue device
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