#include "skypass.h" #include #include "renderer.h" SkyPass::SkyPass(Renderer& renderer) : renderer_(renderer) { createPipeline(); } SkyPass::~SkyPass() { vkDestroyPipeline(renderer_.getDevice(), pipeline_, nullptr); vkDestroyPipelineLayout(renderer_.getDevice(), pipelineLayout_, nullptr); } void SkyPass::render(VkCommandBuffer commandBuffer) { vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_); vkCmdDraw(commandBuffer, 3, 1, 0, 0); } void SkyPass::createPipeline() { VkShaderModule vertShaderModule = renderer_.createShader("shaders/sky.vert.spv"); VkShaderModule fragShaderModule = renderer_.createShader("shaders/sky.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 shaderStages = {vertShaderStageInfo, fragShaderStageInfo}; VkPipelineVertexInputStateCreateInfo vertexInputInfo = {}; vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; 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.cullMode = VK_CULL_MODE_NONE; rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; rasterizer.lineWidth = 1.0f; 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; VkPipelineColorBlendStateCreateInfo colorBlending = {}; colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; colorBlending.attachmentCount = 1; colorBlending.pAttachments = &colorBlendAttachment; VkPipelineDepthStencilStateCreateInfo depthState = {}; depthState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; depthState.depthTestEnable = VK_TRUE; depthState.depthWriteEnable = VK_FALSE; depthState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; const std::array 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.pDepthStencilState = &depthState; pipelineInfo.pDynamicState = &dynamicState; pipelineInfo.layout = pipelineLayout_; pipelineInfo.renderPass = renderer_.getWorldPass().getRenderPass(); vkCreateGraphicsPipelines(renderer_.getDevice(), nullptr, 1, &pipelineInfo, nullptr, &pipeline_); vkDestroyShaderModule(renderer_.getDevice(), fragShaderModule, nullptr); vkDestroyShaderModule(renderer_.getDevice(), vertShaderModule, nullptr); }