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path: root/src/simple_render_system.cpp
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#include "simple_render_system.hpp"
#include "xe_device.hpp"
#include <vector>
#include <vulkan/vulkan_core.h>

#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);
  }
}

}