vktutorial/simple_render_system.cpp

93 lines
3.0 KiB
C++

#include "simple_render_system.hpp"
// libs
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
// std
#include <stdexcept>
#include <array>
namespace hk
{
struct SimplePushConstantData
{
glm::mat2 transform{1.0f};
glm::vec2 offset;
alignas(16) glm::vec3 color;
};
SimpleRenderSystem::SimpleRenderSystem(Device &device, VkRenderPass renderPass) : m_device{device}
{
createPipelineLayout();
createPipeline(renderPass);
}
SimpleRenderSystem::~SimpleRenderSystem()
{
vkDestroyPipelineLayout(m_device.device(), m_pipelineLayout, nullptr);
}
void SimpleRenderSystem::createPipelineLayout()
{
VkPushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(SimplePushConstantData);
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 0;
pipelineLayoutInfo.pSetLayouts = nullptr;
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
if (vkCreatePipelineLayout(m_device.device(), &pipelineLayoutInfo, nullptr, &m_pipelineLayout) !=
VK_SUCCESS)
{
throw std::runtime_error("failed to create pipeline layout!");
}
}
void SimpleRenderSystem::createPipeline(VkRenderPass renderPass)
{
assert(m_pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
PipelineConfigInfo pipelineConfig{};
Pipeline::defaultPipelineConfigInfo(pipelineConfig);
pipelineConfig.renderPass = renderPass;
pipelineConfig.pipelineLayout = m_pipelineLayout;
m_pipeline = std::make_unique<Pipeline>(
m_device,
"shaders/simple_shader.vert.spv",
"shaders/simple_shader.frag.spv",
pipelineConfig);
}
void SimpleRenderSystem::renderGameObjects(VkCommandBuffer commandBuffer, std::vector<GameObject> &gameObjects)
{
m_pipeline->bind(commandBuffer);
for (auto &obj : gameObjects)
{
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);
}
}
}