even more refactoring
This commit is contained in:
parent
430a008ab3
commit
2f99eee7c5
11 changed files with 154 additions and 201 deletions
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@ -1,15 +1,17 @@
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#include "xe_engine.hpp"
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#include "xe_descriptors.hpp"
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#include <string>
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namespace xe {
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XeEngine::XeEngine(int width, int height, std::string name)
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: xeWindow{width, height, name}, xeDevice{xeWindow}, xeRenderer{xeWindow, xeDevice} {
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: xeWindow{width, height, name},
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xeDevice{xeWindow},
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xeRenderer{xeWindow, xeDevice},
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xeCamera{} {
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loadDescriptors();
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};
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XeEngine::~XeEngine() {};
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void XeEngine::loadDescriptors() {
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xeDescriptorPool = XeDescriptorPool::Builder(xeDevice)
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.setMaxSets(XeSwapChain::MAX_FRAMES_IN_FLIGHT)
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@ -22,12 +24,12 @@ void XeEngine::loadDescriptors() {
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.build();
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}
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std::unique_ptr<XeRenderSystem> XeEngine::createRenderSystem(const std::string &vert, const std::string &frag, typename pushCunstant, typename uniformBuffer) {
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std::unique_ptr<XeRenderSystem> XeEngine::createRenderSystem(const std::string &vert, const std::string &frag, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize) {
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return std::make_unique<XeRenderSystem>(
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xeDevice,
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xeRenderer,
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xeDescriptorPool,
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xeDescriptorSetLayout,
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*xeDescriptorPool,
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*xeDescriptorSetLayout,
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vert,
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frag,
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pushCunstantDataSize,
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@ -35,4 +37,32 @@ std::unique_ptr<XeRenderSystem> XeEngine::createRenderSystem(const std::string &
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);
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}
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std::shared_ptr<XeModel> XeEngine::createModel(const std::string &filename) {
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return XeModel::createModelFromFile(xeDevice, filename);
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}
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void XeEngine::render(
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XeRenderSystem& xeRenderSystem,
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std::vector<XeGameObject>& gameObjects,
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void* pushConstantData,
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uint32_t pushConstantSize,
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void* uniformBufferData,
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uint32_t uniformBufferSize) {
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auto commandBuffer = xeRenderer.getCurrentCommandBuffer();
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xeRenderer.beginSwapChainRenderPass(commandBuffer);
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xeRenderSystem.renderGameObjects(
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xeRenderer.getFrameIndex(),
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commandBuffer,
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gameObjects,
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pushConstantData,
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pushConstantSize,
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uniformBufferData,
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uniformBufferSize
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);
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xeRenderer.endSwapChainRenderPass(commandBuffer);
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}
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}
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@ -6,6 +6,7 @@
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#include "xe_render_system.hpp"
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#include "xe_descriptors.hpp"
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#include <string>
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namespace xe {
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class XeEngine {
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@ -26,8 +27,28 @@ class XeEngine {
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return xeRenderer;
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};
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XeCamera& getCamera() {
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return xeCamera;
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};
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std::unique_ptr<XeRenderSystem> createRenderSystem(const std::string &vert, const std::string &frag, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize);
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std::shared_ptr<XeModel> createModel(const std::string &filename);
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bool beginFrame() { return xeRenderer.beginFrame(); }
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void endFrame() { return xeRenderer.endFrame(); }
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void render(
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XeRenderSystem& xeRenderSystem,
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std::vector<XeGameObject>& gameObjects,
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void* pushConstantData,
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uint32_t pushConstantSize,
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void* uniformBufferData,
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uint32_t uniformBufferSize);
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void close() { vkDeviceWaitIdle(xeDevice.device()); }
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private:
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void loadDescriptors();
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@ -35,6 +56,7 @@ class XeEngine {
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XeWindow xeWindow;
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XeDevice xeDevice;
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XeRenderer xeRenderer;
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XeCamera xeCamera;
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std::unique_ptr<XeDescriptorPool> xeDescriptorPool;
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std::unique_ptr<XeDescriptorSetLayout> xeDescriptorSetLayout;
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@ -145,7 +145,7 @@ namespace xe {
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configInfo.rasterizationInfo.rasterizerDiscardEnable = VK_FALSE;
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configInfo.rasterizationInfo.polygonMode = VK_POLYGON_MODE_FILL;
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configInfo.rasterizationInfo.lineWidth = 1.0f;
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configInfo.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
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configInfo.rasterizationInfo.cullMode = VK_CULL_MODE_BACK_BIT;
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configInfo.rasterizationInfo.frontFace = VK_FRONT_FACE_CLOCKWISE;
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configInfo.rasterizationInfo.depthBiasEnable = VK_FALSE;
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configInfo.rasterizationInfo.depthBiasConstantFactor = 0.0f;
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@ -12,14 +12,15 @@
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#include <memory>
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#include <stdexcept>
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#include <iostream>
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namespace xe {
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template <typename P, typename U>
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XeRenderSystem::XeRenderSystem(
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XeDevice &device,
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XeRenderer &renderer,
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std::unique_ptr<XeDescriptorPool> &xeDescriptorPool,
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std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout,
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XeDescriptorPool &xeDescriptorPool,
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XeDescriptorSetLayout &xeDescriptorSetLayout,
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std::string vert,
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std::string frag,
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uint32_t pushCunstantDataSize,
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@ -31,12 +32,9 @@ XeRenderSystem::XeRenderSystem(
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}
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template <typename P, typename U>
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XeRenderSystem::~XeRenderSystem() {};
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template <typename P, typename U>
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void XeRenderSystem::createUniformBuffers(std::unique_ptr<XeDescriptorPool> &xeDescriptorPool, std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout, uint32_t uniformBufferDataSize) {
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void XeRenderSystem::createUniformBuffers(XeDescriptorPool &xeDescriptorPool, XeDescriptorSetLayout &xeDescriptorSetLayout, uint32_t uniformBufferDataSize) {
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if(uniformBufferDataSize == 0) return;
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uboBuffers = std::vector<std::unique_ptr<XeBuffer>>(XeSwapChain::MAX_FRAMES_IN_FLIGHT);
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@ -53,24 +51,24 @@ void XeRenderSystem::createUniformBuffers(std::unique_ptr<XeDescriptorPool> &xeD
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descriptorSets = std::vector<VkDescriptorSet>(XeSwapChain::MAX_FRAMES_IN_FLIGHT);
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for (int i = 0; i < descriptorSets.size(); i++) {
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auto bufferInfo = uboBuffers[i]->descriptorInfo();
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XeDescriptorWriter(*xeDescriptorSetLayout, *xeDescriptorPool)
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XeDescriptorWriter(xeDescriptorSetLayout, xeDescriptorPool)
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.writeBuffer(0, &bufferInfo)
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.build(descriptorSets[i]);
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}
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}
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template <typename P, typename U>
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void XeRenderSystem::createPipelineLayout(std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize) {
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void XeRenderSystem::createPipelineLayout(XeDescriptorSetLayout &xeDescriptorSetLayout, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize) {
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VkPushConstantRange pushConstantRange;
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pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
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pushConstantRange.offset = 0;
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pushConstantRange.size = pushCunstantDataSize;
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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if (pushCunstantDataSize > 0) {
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VkPushConstantRange pushConstantRange;
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pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
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pushConstantRange.offset = 0;
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pushConstantRange.size = pushCunstantDataSize;
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pipelineLayoutInfo.pushConstantRangeCount = 1;
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pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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} else {
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}
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if (uniformBufferDataSize > 0) {
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std::vector<VkDescriptorSetLayout> descriptorSetLayouts{xeDescriptorSetLayout->getDescriptorSetLayout()};
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std::vector<VkDescriptorSetLayout> descriptorSetLayouts{xeDescriptorSetLayout.getDescriptorSetLayout()};
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pipelineLayoutInfo.setLayoutCount = static_cast<uint32_t>(descriptorSetLayouts.size());
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pipelineLayoutInfo.pSetLayouts = descriptorSetLayouts.data();
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} else {
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if(vkCreatePipelineLayout(xeDevice.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
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std::runtime_error("failed to create pipeline layout!");
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}
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}
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template <typename P, typename U>
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void XeRenderSystem::createPipeline(VkRenderPass renderPass, std::string vert, std::string frag) {
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assert(pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
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);
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}
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void XeRenderSystem::renderGameObjects(
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int frameIndex,
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VkCommandBuffer commandBuffer,
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std::vector<XeGameObject> &gameObjects,
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void *pushConstantData,
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uint32_t pushConstantSize,
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void* uniformBufferData,
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uint32_t uniformBufferSize) {
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template <typename P, typename U>
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void XeRenderSystem::renderGameObjects(XeFrameInfo &frameInfo, std::vector<XeGameObject> &gameObjects, XeRenderSystem::XeData pushConstantData) {
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xePipeline->bind(frameInfo.commandBuffer);
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uboBuffers[frameIndex]->writeToBuffer(uniformBufferData);
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uboBuffers[frameIndex]->flush();
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if(uboBuffers.size() > 0) {
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xePipeline->bind(commandBuffer);
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if(pushConstantData == NULL) {
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vkCmdBindDescriptorSets(
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frameInfo.commandBuffer,
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commandBuffer,
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VK_PIPELINE_BIND_POINT_GRAPHICS,
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pipelineLayout,
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0,
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1,
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&descriptorSets[frameInfo.frameIndex],
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&descriptorSets[frameIndex],
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0,
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nullptr);
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}
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for (auto& obj: gameObjects) {
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vkCmdPushConstants(
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frameInfo.commandBuffer,
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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0,
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sizeof(pushConstantData),
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&pushConstantData);
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if(pushConstantData == NULL) {
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vkCmdPushConstants(
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commandBuffer,
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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0,
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pushConstantSize,
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&pushConstantData);
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}
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obj.model->bind(frameInfo.commandBuffer);
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obj.model->draw(frameInfo.commandBuffer);
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obj.model->bind(commandBuffer);
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obj.model->draw(commandBuffer);
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}
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}
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@ -5,12 +5,13 @@
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#include "xe_pipeline.hpp"
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#include "xe_frame_info.hpp"
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#include "xe_game_object.hpp"
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#include "xe_descriptors.hpp"
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#include "xe_renderer.hpp"
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#include <memory>
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namespace xe {
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template<typename P, typename U>
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class XeRenderSystem {
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public:
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@ -19,23 +20,33 @@ class XeRenderSystem {
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XeRenderSystem(
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XeDevice &device,
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XeRenderer &renderer,
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std::unique_ptr<XeDescriptorPool> &xeDescriptorPool,
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std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout,
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XeDescriptorPool &xeDescriptorPool,
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XeDescriptorSetLayout &xeDescriptorSetLayout,
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std::string vert,
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std::string frag,
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uint32_t pushCunstantDataSize,
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uint32_t uniformBufferDataSize);
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uint32_t uniformBufferDataSize
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);
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~XeRenderSystem();
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XeRenderSystem(const XeRenderSystem &) = delete;
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XeRenderSystem operator=(const XeRenderSystem &) = delete;
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void renderGameObjects(XeFrameInfo &frameInfo, std::vector<XeGameObject> &gameObjects, XeRenderSystem::XeData pushConstantData);
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void setUnifroms(XeFrameInfo & frameInfo);
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void renderGameObjects(
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int frameIndex,
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VkCommandBuffer commandBuffer,
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std::vector<XeGameObject> &gameObjects,
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void *pushConstantData,
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uint32_t pushConstantSize,
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void* uniformBufferData,
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uint32_t uniformBufferSize);
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private:
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void createUniformBuffers(std::unique_ptr<XeDescriptorPool> &xeDescriptorPool, std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout, uint32_t uniformBufferDataSize);
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void createPipelineLayout(std::unique_ptr<XeDescriptorSetLayout> &xeDescriptorSetLayout, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize);
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void createUniformBuffers(XeDescriptorPool &xeDescriptorPool, XeDescriptorSetLayout &xeDescriptorSetLayout, uint32_t uniformBufferDataSize);
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void createPipelineLayout(XeDescriptorSetLayout &xeDescriptorSetLayout, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize);
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void createPipeline(VkRenderPass renderPass, std::string vert, std::string frag);
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XeDevice& xeDevice;
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XeRenderer::XeRenderer(XeWindow& window, XeDevice& device) : xeWindow{window}, xeDevice{device} {
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recreateSwapChain();
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createCommandBuffers();
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loadDescriptorPool();
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}
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XeRenderer::~XeRenderer() { freeCommandBuffers(); }
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BIN
res/shaders/simple_shader.frag.spv
Normal file
BIN
res/shaders/simple_shader.frag.spv
Normal file
Binary file not shown.
BIN
res/shaders/simple_shader.vert.spv
Normal file
BIN
res/shaders/simple_shader.vert.spv
Normal file
Binary file not shown.
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#include "xe_camera.hpp"
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#include "xe_game_object.hpp"
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#include "xe_model.hpp"
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#include "simple_render_system.hpp"
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#include "keyboard_movement_controller.hpp"
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#include <chrono>
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#include <cassert>
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#include <stdexcept>
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#include <iostream>
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namespace xe {
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struct GlobalUbo {
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glm::mat4 projectionView{1.f};
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glm::vec3 lightDirection = glm::normalize(glm::vec3{-1.f, 3.f, 1.f});
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struct UniformBuffer {
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alignas(16) glm::mat4 projectionView{1.f};
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alignas(4) glm::vec3 lightDirection = glm::normalize(glm::vec3{-1.f, 3.f, 1.f});
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};
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struct PushConstant {
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alignas(16) glm::mat4 modelMatrix{1.f};
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alignas(16) glm::mat4 normalMatrix{1.f};
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};
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FirstApp::FirstApp() : xeEngine{WIDTH, HEIGHT, "Hello, Vulkan!"} {
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@ -32,7 +36,12 @@ FirstApp::~FirstApp() {}
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void FirstApp::run() {
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std::unique_ptr<XeRenderSystem> renderSystem = xeEngine.createRenderSystem("fw","fd",0,0);
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std::unique_ptr<XeRenderSystem> simpleRenderSystem = xeEngine.createRenderSystem(
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"res/shaders/simple_shader.vert.spv",
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"res/shaders/simple_shader.frag.spv",
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sizeof(PushConstant),
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sizeof(UniformBuffer));
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XeCamera camera{};
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camera.setViewTarget(glm::vec3(-1.f, -2.f, 20.f), glm::vec3(0.f, 0.f, 2.5f));
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@ -51,34 +60,38 @@ void FirstApp::run() {
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cameraController.moveInPlaneXZ(xeEngine.getWindow().getGLFWwindow(), frameTime, viewerObject);
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camera.setViewYXZ(viewerObject.transform.translation, viewerObject.transform.rotation);
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float aspect = xeRenderer.getAspectRatio();
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float aspect = xeEngine.getRenderer().getAspectRatio();
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camera.setPerspectiveProjection(glm::radians(50.f), aspect, 0.1f, 100.f);
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if(auto commandBuffer = xeRenderer.beginFrame()) {
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if(xeEngine.beginFrame()) {
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int frameIndex = xeRenderer.getFrameIndex();
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PushConstant pc{};
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pc.modelMatrix = gameObjects[0].transform.mat4();
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pc.normalMatrix = gameObjects[0].transform.normalMatrix();
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// update
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GlobalUbo ubo{};
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UniformBuffer ubo{};
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ubo.projectionView = camera.getProjection() * camera.getView();
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// uboBuffers[frameIndex]->writeToBuffer(&ubo);
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// uboBuffers[frameIndex]->flush();
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// // render
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// xeRenderer.beginSwapChainRenderPass(commandBuffer);
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// simpleRenderSystem.renderGameObjects(frameInfo, gameObjects);
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// xeRenderer.endSwapChainRenderPass(commandBuffer);
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// xeRenderer.endFrame();
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xeEngine.render(
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*simpleRenderSystem,
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gameObjects,
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&pc,
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sizeof(pc),
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&ubo,
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sizeof(ubo)
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);
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xeEngine.endFrame();
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}
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}
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vkDeviceWaitIdle(xeDevice.device());
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xeEngine.close();
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}
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void FirstApp::loadGameObjects() {
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std::shared_ptr<XeModel> xeModel = XeModel::createModelFromFile(xeDevice, "res/models/stanford-dragon.obj");
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std::shared_ptr<XeModel> xeModel = xeEngine.createModel("res/models/stanford-dragon.obj");
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auto cube = XeGameObject::createGameObject();
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cube.model = xeModel;
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@ -1,94 +0,0 @@
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#include "simple_render_system.hpp"
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#include "xe_device.hpp"
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#include <vector>
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#include <vulkan/vulkan_core.h>
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|
||||
#define GLM_FORCE_RADIANS
|
||||
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
|
||||
#include <array>
|
||||
#include <cassert>
|
||||
#include <stdexcept>
|
||||
|
||||
namespace xe {
|
||||
|
||||
struct SimplePushConstantData {
|
||||
glm::mat4 modelMatrix{1.f};
|
||||
glm::mat4 normalMatrix{1.f};
|
||||
};
|
||||
|
||||
SimpleRenderSystem::SimpleRenderSystem(XeDevice& device, VkRenderPass renderPass, VkDescriptorSetLayout globalSetLayout) : xeDevice{device} {
|
||||
createPipelineLayout(globalSetLayout);
|
||||
createPipeline(renderPass);
|
||||
}
|
||||
|
||||
SimpleRenderSystem::~SimpleRenderSystem() { vkDestroyPipelineLayout(xeDevice.device(), pipelineLayout, nullptr); }
|
||||
|
||||
void SimpleRenderSystem::createPipelineLayout(VkDescriptorSetLayout globalSetLayout) {
|
||||
|
||||
VkPushConstantRange pushConstantRange;
|
||||
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
pushConstantRange.offset = 0;
|
||||
pushConstantRange.size = sizeof(SimplePushConstantData);
|
||||
|
||||
std::vector<VkDescriptorSetLayout> descriptorSetLayouts{globalSetLayout};
|
||||
|
||||
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
|
||||
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
pipelineLayoutInfo.setLayoutCount = static_cast<uint32_t>(descriptorSetLayouts.size());
|
||||
pipelineLayoutInfo.pSetLayouts = descriptorSetLayouts.data();
|
||||
pipelineLayoutInfo.pushConstantRangeCount = 1;
|
||||
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
|
||||
if(vkCreatePipelineLayout(xeDevice.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
|
||||
std::runtime_error("failed to create pipeline layout!");
|
||||
}
|
||||
}
|
||||
|
||||
void SimpleRenderSystem::createPipeline(VkRenderPass renderPass) {
|
||||
assert(pipelineLayout != nullptr && "Canor create pipeline before pipeline layout");
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
XePipeline::defaultPipelineConfigInfo(pipelineConfig);
|
||||
pipelineConfig.renderPass = renderPass;
|
||||
pipelineConfig.pipelineLayout = pipelineLayout;
|
||||
xePipeline = std::make_unique<XePipeline>(
|
||||
xeDevice,
|
||||
"res/shaders/simple_shader.vert.spv",
|
||||
"res/shaders/simple_shader.frag.spv",
|
||||
pipelineConfig
|
||||
);
|
||||
}
|
||||
|
||||
void SimpleRenderSystem::renderGameObjects(XeFrameInfo &frameInfo, std::vector<XeGameObject> &gameObjects) {
|
||||
xePipeline->bind(frameInfo.commandBuffer);
|
||||
|
||||
vkCmdBindDescriptorSets(
|
||||
frameInfo.commandBuffer,
|
||||
VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
pipelineLayout,
|
||||
0,
|
||||
1,
|
||||
&frameInfo.globalDescriptorSet,
|
||||
0,
|
||||
nullptr);
|
||||
|
||||
for (auto& obj: gameObjects) {
|
||||
SimplePushConstantData push{};
|
||||
push.modelMatrix = obj.transform.mat4();
|
||||
push.normalMatrix = obj.transform.normalMatrix();
|
||||
|
||||
vkCmdPushConstants(
|
||||
frameInfo.commandBuffer,
|
||||
pipelineLayout,
|
||||
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
|
||||
0,
|
||||
sizeof(SimplePushConstantData),
|
||||
&push);
|
||||
obj.model->bind(frameInfo.commandBuffer);
|
||||
obj.model->draw(frameInfo.commandBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -1,37 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include "xe_camera.hpp"
|
||||
#include "xe_pipeline.hpp"
|
||||
#include "xe_device.hpp"
|
||||
#include "xe_game_object.hpp"
|
||||
#include "xe_frame_info.hpp"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <vulkan/vulkan_core.h>
|
||||
|
||||
namespace xe {
|
||||
class SimpleRenderSystem {
|
||||
public:
|
||||
|
||||
SimpleRenderSystem(XeDevice& device, VkRenderPass renderPass, VkDescriptorSetLayout globalSetLayout);
|
||||
~SimpleRenderSystem();
|
||||
|
||||
SimpleRenderSystem(const SimpleRenderSystem &) = delete;
|
||||
SimpleRenderSystem operator=(const SimpleRenderSystem &) = delete;
|
||||
|
||||
void renderGameObjects(
|
||||
XeFrameInfo &frameInfo,
|
||||
std::vector<XeGameObject> &gameObjects
|
||||
);
|
||||
|
||||
private:
|
||||
void createPipelineLayout(VkDescriptorSetLayout globalSetLayout);
|
||||
void createPipeline(VkRenderPass renderPass);
|
||||
|
||||
XeDevice& xeDevice;
|
||||
|
||||
std::unique_ptr<XePipeline> xePipeline;
|
||||
VkPipelineLayout pipelineLayout;
|
||||
};
|
||||
}
|
Loading…
Reference in a new issue