Fixed really annoying colorblend issue caused by me setting two greens and no blues in my colorwritemask
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c4c796c98e
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@ -105,7 +105,7 @@ GraphicsPipeline::GraphicsPipeline(vk::Device dev, const std::vector<Shader>& sh
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const auto color_blend_attachment = vk::PipelineColorBlendAttachmentState{
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const auto color_blend_attachment = vk::PipelineColorBlendAttachmentState{
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.blendEnable = vk::False,
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.blendEnable = vk::False,
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.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG
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.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eB
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| vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eA,
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| vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eA,
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};
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};
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@ -14,6 +14,16 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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const static std::vector<Vertex> triangle = {
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{{ 1.0, -1.0, 1.0 }, { 1.0, 0.0 }},
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{{ 1.0, 1.0, 1.0 }, { 1.0, 1.0 }},
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{{-1.0, 1.0, 1.0 }, { 0.0, 1.0 }},
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{{-1.0, 1.0, 1.0 }, { 0.0, 1.0 }},
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{{-1.0, -1.0, 1.0 }, { 0.0, 0.0 }},
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{{ 1.0, -1.0, 1.0 }, { 1.0, 0.0 }},
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};
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using namespace std::string_literals;
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using namespace std::string_literals;
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Renderer::Renderer(Window& win) : win(win) {
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Renderer::Renderer(Window& win) : win(win) {
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@ -169,14 +179,6 @@ Renderer::Renderer(Window& win) : win(win) {
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command_buffer = std::make_unique<CommandBuffer>(dev, queue_family);
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command_buffer = std::make_unique<CommandBuffer>(dev, queue_family);
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/* basic triangle */
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const std::vector<Vertex> triangle = {
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{{ 1.0, 1.0, -50.0 }, {1.0, 0.0}},
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{{-1.0, 1.0, -50.0 }, {0.0, 0.0}},
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{{ 0.0,-1.0, -50.0 }, {0.0, 1.0}},
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};
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vertex_buffer = std::make_unique<VertexBuffer>(phys_dev, dev, triangle.size());
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vertex_buffer = std::make_unique<VertexBuffer>(phys_dev, dev, triangle.size());
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uniform_buffer = std::make_unique<UniformBuffer>(phys_dev, dev);
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uniform_buffer = std::make_unique<UniformBuffer>(phys_dev, dev);
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@ -266,12 +268,12 @@ void Renderer::draw() {
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const auto p = glm::perspective(glm::radians(90.0f), static_cast<float>(swapchain->extent.width) / static_cast<float>(swapchain->extent.height), 0.01f, 50.0f);
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const auto p = glm::perspective(glm::radians(90.0f), static_cast<float>(swapchain->extent.width) / static_cast<float>(swapchain->extent.height), 0.01f, 50.0f);
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uniform_buffer->upload(UniformData{
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uniform_buffer->upload(UniformData{
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.mvp = p * glm::rotate(glm::mat4(1.0), glm::radians(static_cast<float>(frame)), glm::vec3(1.0, 1.0, 1.0)),
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//.mvp = p * glm::rotate(glm::mat4(1.0), glm::radians(static_cast<float>(frame)), glm::vec3(1.0, 1.0, 1.0)),
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.time = static_cast<float>(frame),
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.time = static_cast<float>(frame),
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});
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});
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command_buffer->draw(9, 1, 0, 0);
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command_buffer->draw(std::size(triangle), 1, 0, 0);
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command_buffer->command_buffer.endRenderPass();
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command_buffer->command_buffer.endRenderPass();
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@ -9,5 +9,5 @@ layout (set = 0, binding = 0) uniform Matrices {
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};
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};
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void main() {
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void main() {
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FragColor = vec4(cos(time), 1.0, 0.0, 1.0);
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FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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}
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@ -10,6 +10,6 @@ layout (set = 0, binding = 0) uniform Matrices {
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};
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};
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void main() {
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void main() {
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gl_Position = mpv*vec4(aPos, 1.0);
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gl_Position = vec4(aPos, 1.0);
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texCoord = aTexCoord;
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texCoord = aTexCoord;
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}
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}
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