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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);
}
}
}
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