add simple render system
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1f3b73f5ce
commit
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BIN
VulkanTest
BIN
VulkanTest
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@ -1,4 +1,5 @@
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#include "first_app.hpp"
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#include "simple_render_system.hpp"
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// libs
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#define GLM_FORCE_RADIANS
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@ -12,27 +13,18 @@
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namespace hk
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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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{
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loadGameObjects();
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createPipelineLayout();
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createPipeline();
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}
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FirstApp::~FirstApp()
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{
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vkDestroyPipelineLayout(m_device.device(), m_pipelineLayout, nullptr);
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}
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void FirstApp::run()
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{
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SimpleRenderSystem simpleRenderSystem{m_device, m_renderer.getSwapChainRenderPass()};
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while (!m_window.shouldClose())
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{
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glfwPollEvents();
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@ -40,7 +32,7 @@ namespace hk
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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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simpleRenderSystem.renderGameObjects(commandBuffer, m_gameObjects);
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m_renderer.endSwapChainRenderPass(commandBuffer);
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m_renderer.endFrame();
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}
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@ -67,65 +59,4 @@ namespace hk
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m_gameObjects.push_back(std::move(triangle));
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}
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void FirstApp::createPipelineLayout()
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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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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pSetLayouts = nullptr;
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pipelineLayoutInfo.pushConstantRangeCount = 1;
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pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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if (vkCreatePipelineLayout(m_device.device(), &pipelineLayoutInfo, nullptr, &m_pipelineLayout) !=
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VK_SUCCESS)
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{
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throw std::runtime_error("failed to create pipeline layout!");
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}
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}
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void FirstApp::createPipeline()
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{
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assert(m_pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
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PipelineConfigInfo pipelineConfig{};
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Pipeline::defaultPipelineConfigInfo(pipelineConfig);
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pipelineConfig.renderPass = m_renderer.getSwapChainRenderPass();
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pipelineConfig.pipelineLayout = m_pipelineLayout;
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m_pipeline = std::make_unique<Pipeline>(
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m_device,
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"shaders/simple_shader.vert.spv",
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"shaders/simple_shader.frag.spv",
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pipelineConfig);
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}
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void FirstApp::renderGameObjects(VkCommandBuffer commandBuffer)
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{
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m_pipeline->bind(commandBuffer);
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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>());
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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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vkCmdPushConstants(
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commandBuffer,
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m_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(SimplePushConstantData),
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&push);
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obj.m_model->bind(commandBuffer);
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obj.m_model->draw(commandBuffer);
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}
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}
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}
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} // namespace hk
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@ -2,7 +2,6 @@
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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_window.hpp"
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#include "hk_renderer.hpp"
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@ -28,15 +27,10 @@ namespace hk
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private:
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void loadGameObjects();
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void createPipelineLayout();
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void createPipeline();
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void renderGameObjects(VkCommandBuffer commandBuffer);
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Window m_window{WIDTH, HEIGHT, "Hello Vulkan!"};
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Device m_device{m_window};
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Renderer m_renderer{m_window, m_device};
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std::unique_ptr<Pipeline> m_pipeline;
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VkPipelineLayout m_pipelineLayout;
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std::vector<GameObject> m_gameObjects;
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};
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}
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@ -37,11 +37,12 @@ namespace hk
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}
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else
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{
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m_swapChain = std::make_unique<SwapChain>(m_device, extent, std::move(m_swapChain));
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if (m_swapChain->imageCount() != m_commandBuffers.size())
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std::shared_ptr<SwapChain> oldSwapChain = std::move(m_swapChain);
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m_swapChain = std::make_unique<SwapChain>(m_device, extent, oldSwapChain);
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if (!oldSwapChain->compareSwapFormats(*m_swapChain.get()))
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{
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freeCommandBuffers();
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createCommandBuffers();
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throw std::runtime_error("Swap chain image(or depth) format has changed!");
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}
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}
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@ -51,7 +52,7 @@ namespace hk
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void Renderer::createCommandBuffers()
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{
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m_commandBuffers.resize(m_swapChain->imageCount());
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m_commandBuffers.resize(SwapChain::MAX_FRAMES_IN_FLIGHT);
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VkCommandBufferAllocateInfo allocInfo{};
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allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
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@ -126,6 +127,7 @@ namespace hk
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}
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m_isFrameStarted = false;
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m_currentFrameIndex = (m_currentFrameIndex + 1) % SwapChain::MAX_FRAMES_IN_FLIGHT;
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}
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void Renderer::beginSwapChainRenderPass(VkCommandBuffer commandBuffer)
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{
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@ -25,7 +25,12 @@ namespace hk
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bool isFrameInProgress() const {return m_isFrameStarted;}
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VkCommandBuffer getCurrentCommandBuffer() const {
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assert(m_isFrameStarted && "Cannot get command buffer when frame not in progress");
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return m_commandBuffers[m_currentImageIndex];
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return m_commandBuffers[m_currentFrameIndex];
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}
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int getFrameIndex() const {
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assert(m_isFrameStarted && "Cannot get frame index when frame not in progress");
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return m_currentFrameIndex;
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}
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VkCommandBuffer beginFrame();
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std::vector<VkCommandBuffer> m_commandBuffers;
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uint32_t m_currentImageIndex;
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int m_currentFrameIndex;
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bool m_isFrameStarted;
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};
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}
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@ -272,15 +272,15 @@ namespace hk
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subpass.pDepthStencilAttachment = &depthAttachmentRef;
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VkSubpassDependency dependency = {};
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.srcAccessMask = 0;
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dependency.srcStageMask =
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dependency.dstSubpass = 0;
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dependency.dstStageMask =
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dependency.dstAccessMask =
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VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.srcAccessMask = 0;
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dependency.srcStageMask =
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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std::array<VkAttachmentDescription, 2> attachments = {colorAttachment, depthAttachment};
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VkRenderPassCreateInfo renderPassInfo = {};
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void SwapChain::createDepthResources()
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{
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VkFormat depthFormat = findDepthFormat();
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swapChainDepthFormat = depthFormat;
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VkExtent2D swapChainExtent = getSwapChainExtent();
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depthImages.resize(imageCount());
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VkPresentModeKHR SwapChain::chooseSwapPresentMode(
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const std::vector<VkPresentModeKHR> &availablePresentModes)
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{
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for (const auto &availablePresentMode : availablePresentModes)
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{
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if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR)
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{
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std::cout << "Present mode: Mailbox" << std::endl;
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return availablePresentMode;
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}
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}
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// for (const auto &availablePresentMode : availablePresentModes)
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// {
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// if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR)
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// {
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// std::cout << "Present mode: Mailbox" << std::endl;
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// return availablePresentMode;
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// }
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// }
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// for (const auto &availablePresentMode : availablePresentModes)
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// {
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VkResult acquireNextImage(uint32_t *imageIndex);
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VkResult submitCommandBuffers(const VkCommandBuffer *buffers, uint32_t *imageIndex);
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bool compareSwapFormats(const SwapChain &swapCahin) const
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{
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return swapCahin.swapChainDepthFormat == swapChainDepthFormat &&
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swapCahin.swapChainImageFormat == swapChainImageFormat;
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}
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private:
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void init();
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void createSwapChain();
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VkExtent2D chooseSwapExtent(const VkSurfaceCapabilitiesKHR &capabilities);
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VkFormat swapChainImageFormat;
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VkFormat swapChainDepthFormat;
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VkExtent2D swapChainExtent;
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std::vector<VkFramebuffer> swapChainFramebuffers;
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#include "simple_render_system.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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#include <stdexcept>
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#include <array>
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namespace hk
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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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SimpleRenderSystem::SimpleRenderSystem(Device &device, VkRenderPass renderPass) : m_device{device}
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{
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createPipelineLayout();
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createPipeline(renderPass);
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}
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SimpleRenderSystem::~SimpleRenderSystem()
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{
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vkDestroyPipelineLayout(m_device.device(), m_pipelineLayout, nullptr);
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}
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void SimpleRenderSystem::createPipelineLayout()
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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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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pSetLayouts = nullptr;
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pipelineLayoutInfo.pushConstantRangeCount = 1;
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pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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if (vkCreatePipelineLayout(m_device.device(), &pipelineLayoutInfo, nullptr, &m_pipelineLayout) !=
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VK_SUCCESS)
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{
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throw std::runtime_error("failed to create pipeline layout!");
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}
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}
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void SimpleRenderSystem::createPipeline(VkRenderPass renderPass)
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{
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assert(m_pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
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PipelineConfigInfo pipelineConfig{};
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Pipeline::defaultPipelineConfigInfo(pipelineConfig);
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pipelineConfig.renderPass = renderPass;
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pipelineConfig.pipelineLayout = m_pipelineLayout;
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m_pipeline = std::make_unique<Pipeline>(
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m_device,
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"shaders/simple_shader.vert.spv",
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"shaders/simple_shader.frag.spv",
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pipelineConfig);
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}
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void SimpleRenderSystem::renderGameObjects(VkCommandBuffer commandBuffer, std::vector<GameObject> &gameObjects)
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{
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m_pipeline->bind(commandBuffer);
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for (auto &obj : 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>());
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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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vkCmdPushConstants(
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commandBuffer,
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m_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(SimplePushConstantData),
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&push);
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obj.m_model->bind(commandBuffer);
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obj.m_model->draw(commandBuffer);
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}
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}
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}
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@ -0,0 +1,33 @@
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#pragma once
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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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// std
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#include <memory>
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#include <vector>
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namespace hk
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{
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class SimpleRenderSystem
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{
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public:
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SimpleRenderSystem(Device &device, VkRenderPass renderPass);
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~SimpleRenderSystem();
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SimpleRenderSystem(const SimpleRenderSystem &) = delete;
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SimpleRenderSystem &operator=(const SimpleRenderSystem &) = delete;
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void renderGameObjects(VkCommandBuffer commandBuffer, std::vector<GameObject> &gameObjects);
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private:
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void createPipelineLayout();
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void createPipeline(VkRenderPass renderPass);
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Device &m_device;
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std::unique_ptr<Pipeline> m_pipeline;
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VkPipelineLayout m_pipelineLayout;
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};
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}
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