870a3011ed
There is something odd when running on Metal: note how the uv is vec3 instead of vec2, in order to make the vertex-tesc-tese data to look like this: struct main0_out { float3 out_uv; float3 out_normal; float4 gl_Position; }; if out_uv was float2 we'd get some strange rendering results, perhaps due to something related to alignment. But have no means to investigate this further. Change-Id: I79d4edb2ddde3971c599c4326d98e99a49aa7122 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
166 lines
3.5 KiB
C
166 lines
3.5 KiB
C
/*
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* Copyright (c) 2015-2016 The Khronos Group Inc.
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* Copyright (c) 2015-2016 Valve Corporation
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* Copyright (c) 2015-2016 LunarG, Inc.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* Author: Chia-I Wu <olv@lunarg.com>
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* Author: Courtney Goeltzenleuchter <courtney@LunarG.com>
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* Author: Ian Elliott <ian@LunarG.com>
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* Author: Ian Elliott <ianelliott@google.com>
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* Author: Jon Ashburn <jon@lunarg.com>
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* Author: Gwan-gyeong Mun <elongbug@gmail.com>
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* Author: Tony Barbour <tony@LunarG.com>
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* Author: Bill Hollings <bill.hollings@brenwill.com>
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*/
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// Normals added by Qt.
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#ifndef CUBE_H
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#define CUBE_H
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// clang-format off
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static const float cube[] = {
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-1.0f,-1.0f,-1.0f, // -X side
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-1.0f,-1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f, // -Z side
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f, // -Y side
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1.0f,-1.0f,-1.0f,
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f, // +Y side
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f, 1.0f,-1.0f, // +X side
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f, // +Z side
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-1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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// UVs
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0.0f, 1.0f, // -X side
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1.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f, // -Z side
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 0.0f,
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1.0f, 0.0f, // -Y side
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1.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f, // +Y side
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f, // +X side
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0.0f, 0.0f,
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0.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 0.0f, // +Z side
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0.0f, 1.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,
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// normals
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-1.0, 0.0, 0.0, // -X side
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-1.0, 0.0, 0.0,
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-1.0, 0.0, 0.0,
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-1.0, 0.0, 0.0,
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-1.0, 0.0, 0.0,
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-1.0, 0.0, 0.0,
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0.0, 0.0, -1.0, // -Z side
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0.0, 0.0, -1.0,
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0.0, 0.0, -1.0,
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0.0, 0.0, -1.0,
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0.0, 0.0, -1.0,
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0.0, 0.0, -1.0,
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0.0, -1.0, 0.0, // -Y side
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0.0, -1.0, 0.0,
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0.0, -1.0, 0.0,
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0.0, -1.0, 0.0,
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0.0, -1.0, 0.0,
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0.0, -1.0, 0.0,
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0.0, 1.0, 0.0, // +Y side
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0.0, 1.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 1.0, 0.0,
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1.0, 0.0, 0.0, // +X side
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1.0, 0.0, 0.0,
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1.0, 0.0, 0.0,
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1.0, 0.0, 0.0,
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1.0, 0.0, 0.0,
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1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, // +Z side
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0,
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0.0, 0.0, 1.0
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};
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// clang-format on
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#endif
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