flip y axis
This commit is contained in:
parent
e91afc8ada
commit
61f800cdd9
3 changed files with 7 additions and 8 deletions
|
@ -298,11 +298,12 @@ prepareRecording
|
||||||
prepareRecording (V2 width height) commandBuffer graphicsPipeline = do
|
prepareRecording (V2 width height) commandBuffer graphicsPipeline = do
|
||||||
Vk.cmdBindPipeline commandBuffer Vk.PIPELINE_BIND_POINT_GRAPHICS graphicsPipeline
|
Vk.cmdBindPipeline commandBuffer Vk.PIPELINE_BIND_POINT_GRAPHICS graphicsPipeline
|
||||||
|
|
||||||
|
-- Passing negative height and nonzero y origin to the viewport flips the models back in order
|
||||||
let viewport = Vk.zero
|
let viewport = Vk.zero
|
||||||
{ Vk.x = 0
|
{ Vk.x = 0
|
||||||
, Vk.y = 0
|
, Vk.y = fromIntegral height
|
||||||
, Vk.width = fromIntegral width
|
, Vk.width = fromIntegral width
|
||||||
, Vk.height = fromIntegral height
|
, Vk.height = - fromIntegral height
|
||||||
, Vk.minDepth = 0
|
, Vk.minDepth = 0
|
||||||
, Vk.maxDepth = 1
|
, Vk.maxDepth = 1
|
||||||
}
|
}
|
||||||
|
|
|
@ -57,7 +57,7 @@ drawFrame engineData frameNumber = do
|
||||||
let (V2 width height) = engineWindowDimensions engineData
|
let (V2 width height) = engineWindowDimensions engineData
|
||||||
camPosition = V3
|
camPosition = V3
|
||||||
(-10 * sin (fromIntegral frameNumber / 90))
|
(-10 * sin (fromIntegral frameNumber / 90))
|
||||||
(-2)
|
2
|
||||||
(-10 * cos (fromIntegral frameNumber / 90))
|
(-10 * cos (fromIntegral frameNumber / 90))
|
||||||
camCenter = V3 0 0 0
|
camCenter = V3 0 0 0
|
||||||
camUp = V3 0 1 0
|
camUp = V3 0 1 0
|
||||||
|
|
|
@ -16,8 +16,6 @@ import qualified Data.Map.Strict as M
|
||||||
import Data.Maybe (fromMaybe)
|
import Data.Maybe (fromMaybe)
|
||||||
import qualified Data.Vector as V
|
import qualified Data.Vector as V
|
||||||
|
|
||||||
import Debug.Trace
|
|
||||||
|
|
||||||
import Foreign
|
import Foreign
|
||||||
|
|
||||||
import Linear (V2(..), V3(..), V4(..))
|
import Linear (V2(..), V3(..), V4(..))
|
||||||
|
@ -40,9 +38,9 @@ loadMeshes
|
||||||
-> m ()
|
-> m ()
|
||||||
loadMeshes allocator uploadContext queue device = do
|
loadMeshes allocator uploadContext queue device = do
|
||||||
let triangle = V.fromList
|
let triangle = V.fromList
|
||||||
[ Vertex (V3 0.5 0.5 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
|
[ Vertex (V3 0.5 0 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
|
||||||
, Vertex (V3 (-0.5) 0.5 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
|
, Vertex (V3 (-0.5) 0 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
|
||||||
, Vertex (V3 0 (-0.5) 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
|
, Vertex (V3 0 1 0) (V3 0 0 0) (V4 0 1 0 1) (V2 0 0)
|
||||||
]
|
]
|
||||||
|
|
||||||
triMesh <- uploadMesh triangle allocator uploadContext queue device
|
triMesh <- uploadMesh triangle allocator uploadContext queue device
|
||||||
|
|
Loading…
Reference in a new issue