add Renderer to code
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VulkanTest
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VulkanTest
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212
first_app.cpp
212
first_app.cpp
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@ -1,55 +1,88 @@
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#include "first_app.hpp"
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#include "first_app.hpp"
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// libs
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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// std
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// std
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#include <stdexcept>
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#include <stdexcept>
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#include <array>
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#include <array>
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namespace hk
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namespace hk
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{
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{
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struct SimplePushConstantData
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{
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glm::mat2 transform{1.0f};
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glm::vec2 offset;
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alignas(16) glm::vec3 color;
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};
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FirstApp::FirstApp()
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FirstApp::FirstApp()
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{
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{
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loadModels();
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loadGameObjects();
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createPipelineLayout();
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createPipelineLayout();
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recreateSwapChain();
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createPipeline();
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createCommandBuffers();
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}
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}
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FirstApp::~FirstApp()
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FirstApp::~FirstApp()
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{
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{
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vkDestroyPipelineLayout(device.device(), pipelineLayout, nullptr);
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vkDestroyPipelineLayout(m_device.device(), m_pipelineLayout, nullptr);
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}
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}
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void FirstApp::run()
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void FirstApp::run()
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{
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{
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while (!window.shouldClose())
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while (!m_window.shouldClose())
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{
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{
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glfwPollEvents();
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glfwPollEvents();
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drawFrame();
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if (auto commandBuffer = m_renderer.beginFrame())
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{
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m_renderer.beginSwapChainRenderPass(commandBuffer);
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renderGameObjects(commandBuffer);
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m_renderer.endSwapChainRenderPass(commandBuffer);
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m_renderer.endFrame();
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}
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}
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}
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vkDeviceWaitIdle(device.device());
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vkDeviceWaitIdle(m_device.device());
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}
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}
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void FirstApp::loadModels()
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void FirstApp::loadGameObjects()
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{
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{
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std::vector<Model::Vertex> vertices{
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std::vector<Model::Vertex> vertices{
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{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
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{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
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{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}
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{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}
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};
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};
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model = std::make_unique<Model>(device, vertices);
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auto model = std::make_shared<Model>(m_device, vertices);
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auto triangle = GameObject::createGameObject();
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triangle.m_model = model;
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triangle.m_color = {.1f, .8f, .1f};
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triangle.m_transform2d.translation.x = .2f;
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triangle.m_transform2d.scale = {2.0f, .5f};
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triangle.m_transform2d.rotation = .25f * glm::two_pi<float>();
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m_gameObjects.push_back(std::move(triangle));
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}
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}
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void FirstApp::createPipelineLayout()
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void FirstApp::createPipelineLayout()
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{
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{
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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 = sizeof(SimplePushConstantData);
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pSetLayouts = nullptr;
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pipelineLayoutInfo.pSetLayouts = nullptr;
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pipelineLayoutInfo.pushConstantRangeCount = 0;
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pipelineLayoutInfo.pushConstantRangeCount = 1;
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pipelineLayoutInfo.pPushConstantRanges = nullptr;
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pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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if (vkCreatePipelineLayout(device.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) !=
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if (vkCreatePipelineLayout(m_device.device(), &pipelineLayoutInfo, nullptr, &m_pipelineLayout) !=
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VK_SUCCESS)
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VK_SUCCESS)
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{
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{
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throw std::runtime_error("failed to create pipeline layout!");
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throw std::runtime_error("failed to create pipeline layout!");
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@ -58,152 +91,41 @@ namespace hk
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void FirstApp::createPipeline()
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void FirstApp::createPipeline()
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{
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{
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assert(swapChain != nullptr && "Cannot create pipeline before swap chain");
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assert(m_pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
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assert(pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
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PipelineConfigInfo pipelineConfig{};
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PipelineConfigInfo pipelineConfig{};
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Pipeline::defaultPipelineConfigInfo(pipelineConfig);
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Pipeline::defaultPipelineConfigInfo(pipelineConfig);
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pipelineConfig.renderPass = swapChain->getRenderPass();
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pipelineConfig.renderPass = m_renderer.getSwapChainRenderPass();
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pipelineConfig.pipelineLayout = pipelineLayout;
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pipelineConfig.pipelineLayout = m_pipelineLayout;
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pipeline = std::make_unique<Pipeline>(
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m_pipeline = std::make_unique<Pipeline>(
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device,
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m_device,
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"shaders/simple_shader.vert.spv",
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"shaders/simple_shader.vert.spv",
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"shaders/simple_shader.frag.spv",
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"shaders/simple_shader.frag.spv",
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pipelineConfig);
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pipelineConfig);
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}
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}
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void FirstApp::recreateSwapChain()
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void FirstApp::renderGameObjects(VkCommandBuffer commandBuffer)
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{
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{
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auto extent = window.getExtend();
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m_pipeline->bind(commandBuffer);
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while (extent.width == 0 || extent.height == 0)
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for (auto &obj : m_gameObjects)
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{
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{
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extent = window.getExtend();
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obj.m_transform2d.rotation = glm::mod(obj.m_transform2d.rotation + 0.01f, glm::two_pi<float>());
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glfwWaitEvents();
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}
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vkDeviceWaitIdle(device.device());
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SimplePushConstantData push{};
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push.offset = obj.m_transform2d.translation;
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push.color = obj.m_color;
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push.transform = obj.m_transform2d.mat2();
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if (swapChain == nullptr)
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vkCmdPushConstants(
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{
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commandBuffer,
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swapChain = std::make_unique<SwapChain>(device, extent);
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m_pipelineLayout,
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}
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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else
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0,
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{
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sizeof(SimplePushConstantData),
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swapChain = std::make_unique<SwapChain>(device, extent, std::move(swapChain));
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&push);
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if (swapChain->imageCount() != commandBuffers.size())
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obj.m_model->bind(commandBuffer);
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{
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obj.m_model->draw(commandBuffer);
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freeCommandBuffers();
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createCommandBuffers();
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}
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}
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// if render pass compatible do nothing else
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createPipeline();
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}
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void FirstApp::createCommandBuffers()
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{
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commandBuffers.resize(swapChain->imageCount());
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VkCommandBufferAllocateInfo allocInfo{};
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allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
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allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
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allocInfo.commandPool = device.getCommandPool();
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allocInfo.commandBufferCount = static_cast<uint32_t>(commandBuffers.size());
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if (vkAllocateCommandBuffers(device.device(), &allocInfo, commandBuffers.data()) !=
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VK_SUCCESS)
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{
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throw std::runtime_error("failed to allocate command buffers!");
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}
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}
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void FirstApp::freeCommandBuffers()
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{
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vkFreeCommandBuffers(
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device.device(),
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device.getCommandPool(),
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static_cast<float>(commandBuffers.size()),
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commandBuffers.data());
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commandBuffers.clear();
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}
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void FirstApp::recordCommandBuffer(int imageIndex)
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{
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VkCommandBufferBeginInfo beginInfo{};
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beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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if (vkBeginCommandBuffer(commandBuffers[imageIndex], &beginInfo) != VK_SUCCESS)
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{
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throw std::runtime_error("failed to begin recording command buffer!");
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}
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VkRenderPassBeginInfo renderPassInfo{};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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renderPassInfo.renderPass = swapChain->getRenderPass();
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renderPassInfo.framebuffer = swapChain->getFrameBuffer(imageIndex);
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renderPassInfo.renderArea.offset = {0, 0};
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renderPassInfo.renderArea.extent = swapChain->getSwapChainExtent();
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std::array<VkClearValue, 2> clearValues{};
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clearValues[0].color = {0.1f, 0.1f, 0.1f, 1.0f};
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clearValues[1].depthStencil = {1.0f, 0};
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renderPassInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
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renderPassInfo.pClearValues = clearValues.data();
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vkCmdBeginRenderPass(commandBuffers[imageIndex], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
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VkViewport viewport{};
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = static_cast<float>(swapChain->getSwapChainExtent().width);
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viewport.height = static_cast<float>(swapChain->getSwapChainExtent().height);
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D scissor{{0, 0}, swapChain->getSwapChainExtent()};
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vkCmdSetViewport(commandBuffers[imageIndex], 0, 1, &viewport);
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vkCmdSetScissor(commandBuffers[imageIndex], 0, 1, &scissor);
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pipeline->bind(commandBuffers[imageIndex]);
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model->bind(commandBuffers[imageIndex]);
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model->draw(commandBuffers[imageIndex]);
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vkCmdEndRenderPass(commandBuffers[imageIndex]);
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if (vkEndCommandBuffer(commandBuffers[imageIndex]) != VK_SUCCESS)
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{
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throw std::runtime_error("failed to record command buffer!");
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}
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}
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void FirstApp::drawFrame()
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{
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uint32_t imageIndex;
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auto result = swapChain->acquireNextImage(&imageIndex);
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if (result == VK_ERROR_OUT_OF_DATE_KHR)
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{
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recreateSwapChain();
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return;
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}
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if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR)
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{
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throw std::runtime_error("failed to acquire swap chain image!");
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}
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recordCommandBuffer(imageIndex);
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result = swapChain->submitCommandBuffers(&commandBuffers[imageIndex], &imageIndex);
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if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR || window.wasWindowResized())
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{
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window.resetWindowResizedFlag();
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recreateSwapChain();
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return;
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}
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if (result != VK_SUCCESS)
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{
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throw std::runtime_error("failed to present swap chain image!");
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}
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}
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}
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}
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}
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}
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#pragma once
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#pragma once
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#include "hk_device.hpp"
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#include "hk_device.hpp"
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#include "hk_game_object.hpp"
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#include "hk_pipeline.hpp"
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#include "hk_pipeline.hpp"
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#include "hk_swap_chain.hpp"
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#include "hk_window.hpp"
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#include "hk_window.hpp"
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#include "hk_model.hpp"
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#include "hk_renderer.hpp"
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// std
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// std
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#include <memory>
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#include <memory>
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void run();
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void run();
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private:
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private:
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void loadModels();
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void loadGameObjects();
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void createPipelineLayout();
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void createPipelineLayout();
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void createPipeline();
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void createPipeline();
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void createCommandBuffers();
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void renderGameObjects(VkCommandBuffer commandBuffer);
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void freeCommandBuffers();
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void drawFrame();
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void recreateSwapChain();
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void recordCommandBuffer(int imageIndex);
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Window window{WIDTH, HEIGHT, "Hello Vulkan!"};
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Window m_window{WIDTH, HEIGHT, "Hello Vulkan!"};
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Device device{window};
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Device m_device{m_window};
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std::unique_ptr<SwapChain> swapChain;
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Renderer m_renderer{m_window, m_device};
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std::unique_ptr<Pipeline> pipeline;
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std::unique_ptr<Pipeline> m_pipeline;
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VkPipelineLayout pipelineLayout;
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VkPipelineLayout m_pipelineLayout;
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std::vector<VkCommandBuffer> commandBuffers;
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std::vector<GameObject> m_gameObjects;
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std::unique_ptr<Model> model;
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};
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};
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}
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}
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@ -0,0 +1,59 @@
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#pragma once
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#include "hk_model.hpp"
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// std
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#include <memory>
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namespace hk
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{
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struct Transform2dComponent
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{
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glm::vec2 translation{};
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glm::vec2 scale{1.0f, 1.0f};
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float rotation;
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glm::mat2 mat2()
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{
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const float cos = glm::cos(rotation);
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const float sin = glm::sin(rotation);
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glm::mat2 rotationMat{
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{cos, sin},
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{-sin, cos}};
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glm::mat2 scaleMat{
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{scale.x, .0f},
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{.0f, scale.y}};
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return rotationMat * scaleMat;
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}
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};
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class GameObject
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{
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public:
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using id_t = unsigned int;
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static GameObject createGameObject()
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{
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static id_t currentId = 0;
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return GameObject{currentId++};
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}
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GameObject(const GameObject &) = delete;
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GameObject &operator=(const GameObject &) = delete;
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GameObject(GameObject &&) = default;
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GameObject &operator=(GameObject &&) = default;
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id_t getId() const { return m_id; }
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std::shared_ptr<Model> m_model{};
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glm::vec3 m_color{};
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Transform2dComponent m_transform2d{};
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private:
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GameObject(id_t objId) : m_id(objId) {}
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id_t m_id;
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};
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} // namespace hk
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#include "hk_renderer.hpp"
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// std
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#include <stdexcept>
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#include <array>
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#include <cassert>
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namespace hk
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{
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Renderer::Renderer(Window &window, Device &device) : m_window{window}, m_device{device}
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{
|
||||||
|
recreateSwapChain();
|
||||||
|
createCommandBuffers();
|
||||||
|
}
|
||||||
|
|
||||||
|
Renderer::~Renderer()
|
||||||
|
{
|
||||||
|
freeCommandBuffers();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void Renderer::recreateSwapChain()
|
||||||
|
{
|
||||||
|
auto extent = m_window.getExtend();
|
||||||
|
while (extent.width == 0 || extent.height == 0)
|
||||||
|
{
|
||||||
|
extent = m_window.getExtend();
|
||||||
|
glfwWaitEvents();
|
||||||
|
}
|
||||||
|
|
||||||
|
vkDeviceWaitIdle(m_device.device());
|
||||||
|
|
||||||
|
if (m_swapChain == nullptr)
|
||||||
|
{
|
||||||
|
m_swapChain = std::make_unique<SwapChain>(m_device, extent);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_swapChain = std::make_unique<SwapChain>(m_device, extent, std::move(m_swapChain));
|
||||||
|
if (m_swapChain->imageCount() != m_commandBuffers.size())
|
||||||
|
{
|
||||||
|
freeCommandBuffers();
|
||||||
|
createCommandBuffers();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: we'll come back to this in just a moment
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::createCommandBuffers()
|
||||||
|
{
|
||||||
|
m_commandBuffers.resize(m_swapChain->imageCount());
|
||||||
|
|
||||||
|
VkCommandBufferAllocateInfo allocInfo{};
|
||||||
|
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||||||
|
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
|
||||||
|
allocInfo.commandPool = m_device.getCommandPool();
|
||||||
|
allocInfo.commandBufferCount = static_cast<uint32_t>(m_commandBuffers.size());
|
||||||
|
|
||||||
|
if (vkAllocateCommandBuffers(m_device.device(), &allocInfo, m_commandBuffers.data()) !=
|
||||||
|
VK_SUCCESS)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("failed to allocate command buffers!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::freeCommandBuffers()
|
||||||
|
{
|
||||||
|
vkFreeCommandBuffers(
|
||||||
|
m_device.device(),
|
||||||
|
m_device.getCommandPool(),
|
||||||
|
static_cast<float>(m_commandBuffers.size()),
|
||||||
|
m_commandBuffers.data());
|
||||||
|
m_commandBuffers.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
VkCommandBuffer Renderer::beginFrame()
|
||||||
|
{
|
||||||
|
assert(!m_isFrameStarted && "Can't call beginFrame while already in progress");
|
||||||
|
|
||||||
|
auto result = m_swapChain->acquireNextImage(&m_currentImageIndex);
|
||||||
|
if (result == VK_ERROR_OUT_OF_DATE_KHR)
|
||||||
|
{
|
||||||
|
recreateSwapChain();
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("failed to acquire swap chain image!");
|
||||||
|
}
|
||||||
|
m_isFrameStarted = true;
|
||||||
|
|
||||||
|
auto commandBuffer = getCurrentCommandBuffer();
|
||||||
|
VkCommandBufferBeginInfo beginInfo{};
|
||||||
|
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||||
|
if (vkBeginCommandBuffer(commandBuffer, &beginInfo) != VK_SUCCESS)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("failed to begin recording command buffer!");
|
||||||
|
}
|
||||||
|
|
||||||
|
return commandBuffer;
|
||||||
|
}
|
||||||
|
void Renderer::endFrame()
|
||||||
|
{
|
||||||
|
assert(m_isFrameStarted && "Can't call endFrame while frame is not in progress");
|
||||||
|
auto commandBuffer = getCurrentCommandBuffer();
|
||||||
|
|
||||||
|
if (vkEndCommandBuffer(commandBuffer) != VK_SUCCESS)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("failed to record command buffer!");
|
||||||
|
}
|
||||||
|
|
||||||
|
auto result = m_swapChain->submitCommandBuffers(&commandBuffer, &m_currentImageIndex);
|
||||||
|
if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR || m_window.wasWindowResized())
|
||||||
|
{
|
||||||
|
m_window.resetWindowResizedFlag();
|
||||||
|
recreateSwapChain();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (result != VK_SUCCESS)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("failed to present swap chain image!");
|
||||||
|
}
|
||||||
|
|
||||||
|
m_isFrameStarted = false;
|
||||||
|
}
|
||||||
|
void Renderer::beginSwapChainRenderPass(VkCommandBuffer commandBuffer)
|
||||||
|
{
|
||||||
|
assert(m_isFrameStarted && "Can't call beginSwapChainRenderPass if frame is not in progress");
|
||||||
|
assert(commandBuffer == getCurrentCommandBuffer() && "Can't beging render pass on command buffer from a differnt frame");
|
||||||
|
|
||||||
|
VkRenderPassBeginInfo renderPassInfo{};
|
||||||
|
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
|
||||||
|
renderPassInfo.renderPass = m_swapChain->getRenderPass();
|
||||||
|
renderPassInfo.framebuffer = m_swapChain->getFrameBuffer(m_currentImageIndex);
|
||||||
|
|
||||||
|
renderPassInfo.renderArea.offset = {0, 0};
|
||||||
|
renderPassInfo.renderArea.extent = m_swapChain->getSwapChainExtent();
|
||||||
|
|
||||||
|
std::array<VkClearValue, 2> clearValues{};
|
||||||
|
clearValues[0].color = {0.01f, 0.01f, 0.01f, 1.0f};
|
||||||
|
clearValues[1].depthStencil = {1.0f, 0};
|
||||||
|
renderPassInfo.clearValueCount = static_cast<uint32_t>(clearValues.size());
|
||||||
|
renderPassInfo.pClearValues = clearValues.data();
|
||||||
|
|
||||||
|
vkCmdBeginRenderPass(commandBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||||
|
|
||||||
|
VkViewport viewport{};
|
||||||
|
viewport.x = 0.0f;
|
||||||
|
viewport.y = 0.0f;
|
||||||
|
viewport.width = static_cast<float>(m_swapChain->getSwapChainExtent().width);
|
||||||
|
viewport.height = static_cast<float>(m_swapChain->getSwapChainExtent().height);
|
||||||
|
viewport.minDepth = 0.0f;
|
||||||
|
viewport.maxDepth = 1.0f;
|
||||||
|
VkRect2D scissor{{0, 0}, m_swapChain->getSwapChainExtent()};
|
||||||
|
vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
|
||||||
|
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
|
||||||
|
}
|
||||||
|
void Renderer::endSwapChainRenderPass(VkCommandBuffer commandBuffer)
|
||||||
|
{
|
||||||
|
assert(m_isFrameStarted && "Can't call endSwapChainRenderPass if frame is not in progress");
|
||||||
|
assert(commandBuffer == getCurrentCommandBuffer() && "Can't end render pass on command buffer from a differnt frame");
|
||||||
|
|
||||||
|
vkCmdEndRenderPass(commandBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,51 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "hk_device.hpp"
|
||||||
|
#include "hk_swap_chain.hpp"
|
||||||
|
#include "hk_window.hpp"
|
||||||
|
#include "hk_game_object.hpp"
|
||||||
|
|
||||||
|
// std
|
||||||
|
#include <memory>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
namespace hk
|
||||||
|
{
|
||||||
|
class Renderer
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
|
||||||
|
Renderer(Window &window, Device &device);
|
||||||
|
~Renderer();
|
||||||
|
|
||||||
|
Renderer(const Renderer &) = delete;
|
||||||
|
Renderer &operator=(const Renderer &) = delete;
|
||||||
|
|
||||||
|
VkRenderPass getSwapChainRenderPass() const { return m_swapChain->getRenderPass(); }
|
||||||
|
bool isFrameInProgress() const {return m_isFrameStarted;}
|
||||||
|
VkCommandBuffer getCurrentCommandBuffer() const {
|
||||||
|
assert(m_isFrameStarted && "Cannot get command buffer when frame not in progress");
|
||||||
|
return m_commandBuffers[m_currentImageIndex];
|
||||||
|
}
|
||||||
|
|
||||||
|
VkCommandBuffer beginFrame();
|
||||||
|
void endFrame();
|
||||||
|
void beginSwapChainRenderPass(VkCommandBuffer commandBuffer);
|
||||||
|
void endSwapChainRenderPass(VkCommandBuffer commandBuffer);
|
||||||
|
|
||||||
|
|
||||||
|
private:
|
||||||
|
void createCommandBuffers();
|
||||||
|
void freeCommandBuffers();
|
||||||
|
void drawFrame();
|
||||||
|
void recreateSwapChain();
|
||||||
|
|
||||||
|
Window& m_window;
|
||||||
|
Device& m_device;
|
||||||
|
std::unique_ptr<SwapChain> m_swapChain;
|
||||||
|
std::vector<VkCommandBuffer> m_commandBuffers;
|
||||||
|
|
||||||
|
uint32_t m_currentImageIndex;
|
||||||
|
bool m_isFrameStarted;
|
||||||
|
};
|
||||||
|
}
|
|
@ -431,8 +431,10 @@ namespace hk
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// for (const auto &availablePresentMode : availablePresentModes) {
|
// for (const auto &availablePresentMode : availablePresentModes)
|
||||||
// if (availablePresentMode == VK_PRESENT_MODE_IMMEDIATE_KHR) {
|
// {
|
||||||
|
// if (availablePresentMode == VK_PRESENT_MODE_IMMEDIATE_KHR)
|
||||||
|
// {
|
||||||
// std::cout << "Present mode: Immediate" << std::endl;
|
// std::cout << "Present mode: Immediate" << std::endl;
|
||||||
// return availablePresentMode;
|
// return availablePresentMode;
|
||||||
// }
|
// }
|
||||||
|
|
|
@ -1,8 +1,13 @@
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
layout (location = 0) in vec3 fragColor;
|
|
||||||
layout (location = 0) out vec4 outColor;
|
layout (location = 0) out vec4 outColor;
|
||||||
|
|
||||||
|
layout(push_constant) uniform Push{
|
||||||
|
mat2 transform;
|
||||||
|
vec2 offset;
|
||||||
|
vec3 color;
|
||||||
|
} push;
|
||||||
|
|
||||||
void main(){
|
void main(){
|
||||||
outColor = vec4(fragColor, 1.0);
|
outColor = vec4(push.color, 1.0);
|
||||||
}
|
}
|
Binary file not shown.
|
@ -3,9 +3,12 @@
|
||||||
layout(location = 0) in vec2 position;
|
layout(location = 0) in vec2 position;
|
||||||
layout(location = 1) in vec3 color;
|
layout(location = 1) in vec3 color;
|
||||||
|
|
||||||
layout(location = 0) out vec3 fragColor;
|
layout(push_constant) uniform Push{
|
||||||
|
mat2 transform;
|
||||||
|
vec2 offset;
|
||||||
|
vec3 color;
|
||||||
|
} push;
|
||||||
|
|
||||||
void main(){
|
void main(){
|
||||||
gl_Position = vec4(position, 0.0, 1.0);
|
gl_Position = vec4(push.transform * position + push.offset, 0.0, 1.0);
|
||||||
fragColor = color;
|
|
||||||
}
|
}
|
||||||
|
|
Binary file not shown.
Loading…
Reference in New Issue