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Add triangle rendering

This commit is contained in:
Joshua Goins 2018-10-15 19:52:16 -04:00
parent 8fe2718606
commit 162252e38d
7 changed files with 211 additions and 2 deletions

View file

@ -14,6 +14,23 @@ endif()
add_executable(Graph
src/main.cpp
src/renderer.cpp)
src/renderer.cpp
src/worldpass.cpp)
target_link_libraries(Graph PUBLIC SDL2::SDL2 SDL2::SDL2main ${Vulkan_LIBRARY})
target_include_directories(Graph PUBLIC include ${Vulkan_INCLUDE_DIRS})
macro(compile_shader src)
add_custom_command(
OUTPUT ${src}.spv
COMMAND glslangValidator -V ${CMAKE_CURRENT_SOURCE_DIR}/shaders/${src} -o ${CMAKE_CURRENT_SOURCE_DIR}/build/${src}.spv
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/shaders/${src}
)
list(APPEND SPV_FILES ${src}.spv)
endmacro()
compile_shader(triangle.vert)
compile_shader(triangle.frag)
add_custom_target(BuildShaders DEPENDS ${SPV_FILES})
add_dependencies(Graph BuildShaders)

View file

@ -2,6 +2,8 @@
#include <vulkan/vulkan.h>
#include "worldpass.h"
struct RenderTarget {
VkSurfaceKHR surface = nullptr;
VkSwapchainKHR swapchain = nullptr;
@ -30,10 +32,20 @@ public:
RenderTarget* createSurfaceRenderTarget(VkSurfaceKHR surface, RenderTarget* oldRenderTarget = nullptr);
void destroyRenderTarget(RenderTarget* target);
VkShaderModule createShader(const char* path);
VkInstance getInstance() const {
return instance_;
}
VkDevice getDevice() const {
return device_;
}
VkRenderPass getRenderPass() const {
return presentationRenderPass_;
}
private:
void createInstance();
#ifdef DEBUG
@ -66,4 +78,6 @@ private:
VkCommandPool commandPool_ = nullptr;
VkRenderPass presentationRenderPass_ = nullptr;
WorldPass* worldPass_ = nullptr;
};

20
include/worldpass.h Normal file
View file

@ -0,0 +1,20 @@
#pragma once
#include <vulkan/vulkan.h>
class Renderer;
class WorldPass {
public:
WorldPass(Renderer& renderer);
void render(VkCommandBuffer commandBuffer);
private:
void createPipeline();
VkPipelineLayout pipelineLayout_ = nullptr;
VkPipeline pipeline_ = nullptr;
Renderer& renderer_;
};

7
shaders/triangle.frag Normal file
View file

@ -0,0 +1,7 @@
#version 460 core
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(1.0);
}

11
shaders/triangle.vert Normal file
View file

@ -0,0 +1,11 @@
#version 460 core
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
}

View file

@ -3,6 +3,7 @@
#include <set>
#include <vector>
#include <iostream>
#include <fstream>
#include <cstring>
#include <cmath>
@ -17,11 +18,15 @@ Renderer::Renderer() {
createLogicalDevice();
createCommandPool();
createPresentationRenderPass();
worldPass_ = new WorldPass(*this);
}
Renderer::~Renderer() {
vkDeviceWaitIdle(device_);
delete worldPass_;
vkDestroyRenderPass(device_, presentationRenderPass_, nullptr);
vkDestroyCommandPool(device_, commandPool_, nullptr);
@ -49,6 +54,18 @@ void Renderer::render(RenderTarget* target) {
vkBeginCommandBuffer(commandBuffer, &beginInfo);
VkViewport viewport = {};
viewport.width = target->extent.width;
viewport.height = target->extent.height;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(commandBuffer, 0, 1, &viewport);
VkRect2D scissor = {};
scissor.extent = target->extent;
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
VkClearValue clearColor = {};
clearColor.color.float32[0] = sin((platform::getTime() / 500.0f) * 0.2f) * 0.5f + 0.5f;
clearColor.color.float32[1] = sin((platform::getTime() / 500.0f) * 0.4f) * 0.5f + 0.5f;
@ -63,7 +80,9 @@ void Renderer::render(RenderTarget* target) {
renderPassBeginInfo.pClearValues = &clearColor;
vkCmdBeginRenderPass(commandBuffer, &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
worldPass_->render(commandBuffer);
vkCmdEndRenderPass(commandBuffer);
vkEndCommandBuffer(commandBuffer);
@ -238,6 +257,26 @@ void Renderer::destroyRenderTarget(RenderTarget* target) {
delete target;
}
VkShaderModule Renderer::createShader(const char* path) {
std::ifstream file(path, std::ios::ate | std::ios::binary);
size_t fileSize = (size_t) file.tellg();
std::vector<char> buffer(fileSize);
file.seekg(0);
file.read(buffer.data(), fileSize);
file.close();
VkShaderModuleCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
createInfo.codeSize = buffer.size();
createInfo.pCode = reinterpret_cast<const uint32_t*>(buffer.data());
VkShaderModule shaderModule;
vkCreateShaderModule(device_, &createInfo, nullptr, &shaderModule);
return shaderModule;
}
void Renderer::createInstance() {
uint32_t layerCount = 0;
vkEnumerateInstanceLayerProperties(&layerCount, nullptr);

101
src/worldpass.cpp Normal file
View file

@ -0,0 +1,101 @@
#include "worldpass.h"
#include <array>
#include "renderer.h"
WorldPass::WorldPass(Renderer& renderer) : renderer_(renderer) {
createPipeline();
}
void WorldPass::render(VkCommandBuffer commandBuffer) {
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_);
vkCmdDraw(commandBuffer, 3, 1, 0, 0);
}
void WorldPass::createPipeline() {
VkShaderModule vertShaderModule = renderer_.createShader("triangle.vert.spv");
VkShaderModule fragShaderModule = renderer_.createShader("triangle.frag.spv");
VkPipelineShaderStageCreateInfo vertShaderStageInfo = {};
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertShaderStageInfo.module = vertShaderModule;
vertShaderStageInfo.pName = "main";
VkPipelineShaderStageCreateInfo fragShaderStageInfo = {};
fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragShaderStageInfo.module = fragShaderModule;
fragShaderStageInfo.pName = "main";
const std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages = {vertShaderStageInfo, fragShaderStageInfo};
VkPipelineVertexInputStateCreateInfo vertexInputInfo = {};
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.vertexBindingDescriptionCount = 0;
vertexInputInfo.vertexAttributeDescriptionCount = 0;
VkPipelineInputAssemblyStateCreateInfo inputAssembly = {};
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineViewportStateCreateInfo viewportState = {};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.scissorCount = 1;
VkPipelineRasterizationStateCreateInfo rasterizer = {};
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
rasterizer.lineWidth = 1.0f;
rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
VkPipelineMultisampleStateCreateInfo multisampling = {};
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_FALSE;
VkPipelineColorBlendStateCreateInfo colorBlending = {};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.attachmentCount = 1;
colorBlending.pAttachments = &colorBlendAttachment;
const std::array<VkDynamicState, 2> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamicState = {};
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicState.dynamicStateCount = dynamicStates.size();
dynamicState.pDynamicStates = dynamicStates.data();
VkPipelineLayoutCreateInfo pipelineLayoutInfo = {};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
vkCreatePipelineLayout(renderer_.getDevice(), &pipelineLayoutInfo, nullptr, &pipelineLayout_);
VkGraphicsPipelineCreateInfo pipelineInfo = {};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = shaderStages.size();
pipelineInfo.pStages = shaderStages.data();
pipelineInfo.pVertexInputState = &vertexInputInfo;
pipelineInfo.pInputAssemblyState = &inputAssembly;
pipelineInfo.pViewportState = &viewportState;
pipelineInfo.pRasterizationState = &rasterizer;
pipelineInfo.pMultisampleState = &multisampling;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDynamicState = &dynamicState;
pipelineInfo.layout = pipelineLayout_;
pipelineInfo.renderPass = renderer_.getRenderPass();
vkCreateGraphicsPipelines(renderer_.getDevice(), nullptr, 1, &pipelineInfo, nullptr, &pipeline_);
vkDestroyShaderModule(renderer_.getDevice(), fragShaderModule, nullptr);
vkDestroyShaderModule(renderer_.getDevice(), vertShaderModule, nullptr);
}