vktutorial/first_app.cpp

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#include "first_app.hpp"
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// libs
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
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// std
#include <stdexcept>
#include <array>
namespace hk
{
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struct SimplePushConstantData
{
glm::mat2 transform{1.0f};
glm::vec2 offset;
alignas(16) glm::vec3 color;
};
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FirstApp::FirstApp()
{
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loadGameObjects();
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createPipelineLayout();
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createPipeline();
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}
FirstApp::~FirstApp()
{
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vkDestroyPipelineLayout(m_device.device(), m_pipelineLayout, nullptr);
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}
void FirstApp::run()
{
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while (!m_window.shouldClose())
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{
glfwPollEvents();
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if (auto commandBuffer = m_renderer.beginFrame())
{
m_renderer.beginSwapChainRenderPass(commandBuffer);
renderGameObjects(commandBuffer);
m_renderer.endSwapChainRenderPass(commandBuffer);
m_renderer.endFrame();
}
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}
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vkDeviceWaitIdle(m_device.device());
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}
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void FirstApp::loadGameObjects()
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{
std::vector<Model::Vertex> vertices{
{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}
};
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auto model = std::make_shared<Model>(m_device, vertices);
auto triangle = GameObject::createGameObject();
triangle.m_model = model;
triangle.m_color = {.1f, .8f, .1f};
triangle.m_transform2d.translation.x = .2f;
triangle.m_transform2d.scale = {2.0f, .5f};
triangle.m_transform2d.rotation = .25f * glm::two_pi<float>();
m_gameObjects.push_back(std::move(triangle));
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}
void FirstApp::createPipelineLayout()
{
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VkPushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(SimplePushConstantData);
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 0;
pipelineLayoutInfo.pSetLayouts = nullptr;
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pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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if (vkCreatePipelineLayout(m_device.device(), &pipelineLayoutInfo, nullptr, &m_pipelineLayout) !=
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VK_SUCCESS)
{
throw std::runtime_error("failed to create pipeline layout!");
}
}
void FirstApp::createPipeline()
{
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assert(m_pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
PipelineConfigInfo pipelineConfig{};
Pipeline::defaultPipelineConfigInfo(pipelineConfig);
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pipelineConfig.renderPass = m_renderer.getSwapChainRenderPass();
pipelineConfig.pipelineLayout = m_pipelineLayout;
m_pipeline = std::make_unique<Pipeline>(
m_device,
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"shaders/simple_shader.vert.spv",
"shaders/simple_shader.frag.spv",
pipelineConfig);
}
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void FirstApp::renderGameObjects(VkCommandBuffer commandBuffer)
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{
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m_pipeline->bind(commandBuffer);
for (auto &obj : m_gameObjects)
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{
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obj.m_transform2d.rotation = glm::mod(obj.m_transform2d.rotation + 0.01f, glm::two_pi<float>());
SimplePushConstantData push{};
push.offset = obj.m_transform2d.translation;
push.color = obj.m_color;
push.transform = obj.m_transform2d.mat2();
vkCmdPushConstants(
commandBuffer,
m_pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0,
sizeof(SimplePushConstantData),
&push);
obj.m_model->bind(commandBuffer);
obj.m_model->draw(commandBuffer);
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}
}
}