Use altitude: f32 and index: u32 instead of respectively position: vec3 and tex_coords: vec2
It reduces GPU memory usage from 20-21MiB to 16-17MiB.
This commit is contained in:
+25
-4
@@ -38,17 +38,38 @@ fn main() {
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uniform mat4 persp_matrix;
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uniform mat4 view_matrix;
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in vec3 position;
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in vec3 normal;
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in vec2 tex_coords;
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in uint index;
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in float altitude;
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out vec3 v_normal;
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out vec2 v_tex_coords;
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void main() {
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v_normal = normal;
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v_tex_coords = tex_coords;
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gl_Position = persp_matrix * view_matrix * vec4(position * 0.005, 1.0);
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uint index_mod = index % 6u;
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uint index_div = index / 6u;
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uint z = index_div / 250u;
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uint x = index_div % 250u;
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if(index_mod == 0u)
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v_tex_coords = vec2(0, 0);
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else if(index_mod == 1u || index_mod == 4u)
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{
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v_tex_coords = vec2(0, 1);
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x++;
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}
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else if(index_mod == 2u || index_mod == 3u)
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{
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v_tex_coords = vec2(1, 0);
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z++;
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}
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else //if(index_mod == 5u)
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{
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v_tex_coords = vec2(1, 1);
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x++;
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z++;
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}
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gl_Position = persp_matrix * view_matrix * vec4(vec3(x, altitude, z) * 0.005, 1.0);
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}
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",
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+23
-15
@@ -59,12 +59,12 @@ where
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pub fn load_ground(display: &Display) -> VertexBufferAny {
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#[derive(Copy, Clone)]
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struct Vertex {
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position: [f32; 3],
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altitude: f32,
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normal: [f32; 3],
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tex_coords: [f32; 2],
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index: u32,
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}
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implement_vertex!(Vertex, position, normal, tex_coords);
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implement_vertex!(Vertex, altitude, normal, index);
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let mut vertex_data: Vec<Vertex> = Vec::new();
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@@ -72,6 +72,8 @@ pub fn load_ground(display: &Display) -> VertexBufferAny {
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let lines: Vec<&str> = contents.split('\n').collect();
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let mut index: u32 = 0;
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for lines_index in 0..lines.len() - 1 {
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let line = lines[lines_index];
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let next_line = lines[lines_index + 1];
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@@ -88,42 +90,48 @@ pub fn load_ground(display: &Display) -> VertexBufferAny {
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// First triangle.
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vertex_data.push(Vertex {
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position: [lines_index as f32, column, columns_index as f32],
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altitude: column,
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normal: [0.0, 0.0, 1.0],
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tex_coords: [0.0, 0.0],
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index,
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});
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index += 1;
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vertex_data.push(Vertex {
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position: [lines_index as f32, column_right, (columns_index + 1) as f32],
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altitude: column_right,
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normal: [0.0, 0.0, 1.0],
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tex_coords: [0.0, 1.0],
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index,
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});
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index += 1;
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vertex_data.push(Vertex {
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position: [(lines_index + 1) as f32, column_below, columns_index as f32],
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altitude: column_below,
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normal: [0.0, 0.0, 1.0],
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tex_coords: [1.0, 0.0],
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index,
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});
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index += 1;
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// Second triangle.
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vertex_data.push(Vertex {
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position: [(lines_index + 1) as f32, column_below, columns_index as f32],
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altitude: column_below,
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normal: [0.0, 0.0, 1.0],
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tex_coords: [1.0, 0.0],
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index,
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});
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index += 1;
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vertex_data.push(Vertex {
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position: [lines_index as f32, column_right, (columns_index + 1) as f32],
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altitude: column_right,
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normal: [0.0, 0.0, 1.0],
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tex_coords: [0.0, 1.0],
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index,
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});
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index += 1;
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vertex_data.push(Vertex {
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position: [(lines_index + 1) as f32, column_below_right, (columns_index + 1) as f32],
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altitude: column_below_right,
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normal: [0.0, 0.0, 1.0],
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tex_coords: [1.0, 1.0],
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index,
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});
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index += 1;
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}
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}
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