Add triangle rendering
This commit is contained in:
parent
8fe2718606
commit
162252e38d
7 changed files with 211 additions and 2 deletions
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@ -14,6 +14,23 @@ endif()
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add_executable(Graph
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src/main.cpp
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src/renderer.cpp)
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src/renderer.cpp
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src/worldpass.cpp)
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target_link_libraries(Graph PUBLIC SDL2::SDL2 SDL2::SDL2main ${Vulkan_LIBRARY})
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target_include_directories(Graph PUBLIC include ${Vulkan_INCLUDE_DIRS})
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macro(compile_shader src)
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add_custom_command(
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OUTPUT ${src}.spv
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COMMAND glslangValidator -V ${CMAKE_CURRENT_SOURCE_DIR}/shaders/${src} -o ${CMAKE_CURRENT_SOURCE_DIR}/build/${src}.spv
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/shaders/${src}
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)
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list(APPEND SPV_FILES ${src}.spv)
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endmacro()
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compile_shader(triangle.vert)
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compile_shader(triangle.frag)
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add_custom_target(BuildShaders DEPENDS ${SPV_FILES})
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add_dependencies(Graph BuildShaders)
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@ -2,6 +2,8 @@
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#include <vulkan/vulkan.h>
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#include "worldpass.h"
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struct RenderTarget {
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VkSurfaceKHR surface = nullptr;
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VkSwapchainKHR swapchain = nullptr;
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@ -30,10 +32,20 @@ public:
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RenderTarget* createSurfaceRenderTarget(VkSurfaceKHR surface, RenderTarget* oldRenderTarget = nullptr);
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void destroyRenderTarget(RenderTarget* target);
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VkShaderModule createShader(const char* path);
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VkInstance getInstance() const {
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return instance_;
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}
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VkDevice getDevice() const {
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return device_;
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}
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VkRenderPass getRenderPass() const {
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return presentationRenderPass_;
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}
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private:
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void createInstance();
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#ifdef DEBUG
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@ -66,4 +78,6 @@ private:
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VkCommandPool commandPool_ = nullptr;
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VkRenderPass presentationRenderPass_ = nullptr;
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WorldPass* worldPass_ = nullptr;
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};
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20
include/worldpass.h
Normal file
20
include/worldpass.h
Normal file
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@ -0,0 +1,20 @@
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#pragma once
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#include <vulkan/vulkan.h>
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class Renderer;
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class WorldPass {
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public:
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WorldPass(Renderer& renderer);
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void render(VkCommandBuffer commandBuffer);
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private:
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void createPipeline();
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VkPipelineLayout pipelineLayout_ = nullptr;
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VkPipeline pipeline_ = nullptr;
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Renderer& renderer_;
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};
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7
shaders/triangle.frag
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7
shaders/triangle.frag
Normal file
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@ -0,0 +1,7 @@
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#version 460 core
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(1.0);
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}
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11
shaders/triangle.vert
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11
shaders/triangle.vert
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@ -0,0 +1,11 @@
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#version 460 core
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vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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@ -3,6 +3,7 @@
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#include <set>
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#include <vector>
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#include <iostream>
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#include <fstream>
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#include <cstring>
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#include <cmath>
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@ -17,11 +18,15 @@ Renderer::Renderer() {
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createLogicalDevice();
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createCommandPool();
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createPresentationRenderPass();
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worldPass_ = new WorldPass(*this);
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}
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Renderer::~Renderer() {
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vkDeviceWaitIdle(device_);
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delete worldPass_;
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vkDestroyRenderPass(device_, presentationRenderPass_, nullptr);
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vkDestroyCommandPool(device_, commandPool_, nullptr);
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@ -49,6 +54,18 @@ void Renderer::render(RenderTarget* target) {
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vkBeginCommandBuffer(commandBuffer, &beginInfo);
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VkViewport viewport = {};
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viewport.width = target->extent.width;
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viewport.height = target->extent.height;
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viewport.maxDepth = 1.0f;
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vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
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VkRect2D scissor = {};
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scissor.extent = target->extent;
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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VkClearValue clearColor = {};
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clearColor.color.float32[0] = sin((platform::getTime() / 500.0f) * 0.2f) * 0.5f + 0.5f;
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clearColor.color.float32[1] = sin((platform::getTime() / 500.0f) * 0.4f) * 0.5f + 0.5f;
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@ -63,7 +80,9 @@ void Renderer::render(RenderTarget* target) {
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renderPassBeginInfo.pClearValues = &clearColor;
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vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
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worldPass_->render(commandBuffer);
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vkCmdEndRenderPass(commandBuffer);
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vkEndCommandBuffer(commandBuffer);
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@ -238,6 +257,26 @@ void Renderer::destroyRenderTarget(RenderTarget* target) {
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delete target;
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}
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VkShaderModule Renderer::createShader(const char* path) {
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std::ifstream file(path, std::ios::ate | std::ios::binary);
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size_t fileSize = (size_t) file.tellg();
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std::vector<char> buffer(fileSize);
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file.seekg(0);
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file.read(buffer.data(), fileSize);
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file.close();
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VkShaderModuleCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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createInfo.codeSize = buffer.size();
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createInfo.pCode = reinterpret_cast<const uint32_t*>(buffer.data());
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VkShaderModule shaderModule;
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vkCreateShaderModule(device_, &createInfo, nullptr, &shaderModule);
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return shaderModule;
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}
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void Renderer::createInstance() {
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uint32_t layerCount = 0;
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vkEnumerateInstanceLayerProperties(&layerCount, nullptr);
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101
src/worldpass.cpp
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101
src/worldpass.cpp
Normal file
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@ -0,0 +1,101 @@
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#include "worldpass.h"
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#include <array>
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#include "renderer.h"
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WorldPass::WorldPass(Renderer& renderer) : renderer_(renderer) {
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createPipeline();
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}
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void WorldPass::render(VkCommandBuffer commandBuffer) {
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vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
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vkCmdDraw(commandBuffer, 3, 1, 0, 0);
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}
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void WorldPass::createPipeline() {
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VkShaderModule vertShaderModule = renderer_.createShader("triangle.vert.spv");
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VkShaderModule fragShaderModule = renderer_.createShader("triangle.frag.spv");
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VkPipelineShaderStageCreateInfo vertShaderStageInfo = {};
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vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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vertShaderStageInfo.module = vertShaderModule;
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vertShaderStageInfo.pName = "main";
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VkPipelineShaderStageCreateInfo fragShaderStageInfo = {};
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fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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fragShaderStageInfo.module = fragShaderModule;
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fragShaderStageInfo.pName = "main";
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const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {vertShaderStageInfo, fragShaderStageInfo};
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VkPipelineVertexInputStateCreateInfo vertexInputInfo = {};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputInfo.vertexBindingDescriptionCount = 0;
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vertexInputInfo.vertexAttributeDescriptionCount = 0;
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VkPipelineInputAssemblyStateCreateInfo inputAssembly = {};
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inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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VkPipelineViewportStateCreateInfo viewportState = {};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.scissorCount = 1;
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VkPipelineRasterizationStateCreateInfo rasterizer = {};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.lineWidth = 1.0f;
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rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
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rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
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VkPipelineMultisampleStateCreateInfo multisampling = {};
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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colorBlendAttachment.blendEnable = VK_FALSE;
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VkPipelineColorBlendStateCreateInfo colorBlending = {};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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const std::array<VkDynamicState, 2> dynamicStates = {
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState = {};
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dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dynamicState.dynamicStateCount = dynamicStates.size();
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dynamicState.pDynamicStates = dynamicStates.data();
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VkPipelineLayoutCreateInfo pipelineLayoutInfo = {};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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vkCreatePipelineLayout(renderer_.getDevice(), &pipelineLayoutInfo, nullptr, &pipelineLayout_);
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VkGraphicsPipelineCreateInfo pipelineInfo = {};
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineInfo.stageCount = shaderStages.size();
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pipelineInfo.pStages = shaderStages.data();
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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pipelineInfo.pInputAssemblyState = &inputAssembly;
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pipelineInfo.pViewportState = &viewportState;
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pipelineInfo.pRasterizationState = &rasterizer;
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pipelineInfo.pMultisampleState = &multisampling;
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pipelineInfo.pColorBlendState = &colorBlending;
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pipelineInfo.pDynamicState = &dynamicState;
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pipelineInfo.layout = pipelineLayout_;
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pipelineInfo.renderPass = renderer_.getRenderPass();
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vkCreateGraphicsPipelines(renderer_.getDevice(), nullptr, 1, &pipelineInfo, nullptr, &pipeline_);
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vkDestroyShaderModule(renderer_.getDevice(), fragShaderModule, nullptr);
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vkDestroyShaderModule(renderer_.getDevice(), vertShaderModule, nullptr);
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}
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