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render_system.cpp
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86 lines (75 loc) · 2.97 KB
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#pragma once
#include "render_system.hpp"
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include <stdexcept>
#include <array>
#include <cassert>
namespace lve {
struct SimplePushConstantData {
glm::mat4 modelMatrix{1.0f};
glm::mat4 normalMatrix{1.0f};
};
RenderSystem::RenderSystem(LveDevice& device, VkRenderPass renderPass, VkDescriptorSetLayout globalSetLayout) : lveDevice(device) {
createPipelineLayout(globalSetLayout);
createPipeline(renderPass);
}
RenderSystem::~RenderSystem() {
vkDestroyPipelineLayout(lveDevice.device(), pipelineLayout, nullptr);
}
void RenderSystem::createPipelineLayout(VkDescriptorSetLayout globalSetLayout) {
VkPushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(SimplePushConstantData);
std::vector<VkDescriptorSetLayout>desciptorSetLayouts{globalSetLayout};
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = static_cast<uint32_t>(desciptorSetLayouts.size());
pipelineLayoutInfo.pSetLayouts = desciptorSetLayouts.data();
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
if (vkCreatePipelineLayout(lveDevice.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
throw std::runtime_error("failed to create pipeline layout!");
}
}
void RenderSystem::createPipeline(VkRenderPass renderPass) {
assert(pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
PipelineConfigInfo pipelineConfig{};
LvePipeline::defaultPipelineConfigInfo(pipelineConfig);
pipelineConfig.renderPass = renderPass;
pipelineConfig.pipelineLayout = pipelineLayout;
lvePipeline = std::make_unique<LvePipeline>(
lveDevice,
"shaders/simple_shader.vert.spv",
"shaders/simple_shader.frag.spv",
pipelineConfig
);
}
void RenderSystem::renderGameObjects(FrameInfo& frameInfo) {
lvePipeline->bind(frameInfo.commandBuffer);
vkCmdBindDescriptorSets(
frameInfo.commandBuffer,
VK_PIPELINE_BIND_POINT_GRAPHICS,
pipelineLayout,
0,
1,
&frameInfo.globalDescriptorSet,
0,
nullptr
);
for (auto& keyValue : frameInfo.gameObjects) {
auto & obj = keyValue.second;
if(obj.model == nullptr) continue;
SimplePushConstantData push{};
auto modelMatrix = obj.transform.mat4();
push.modelMatrix = modelMatrix;
push.normalMatrix = obj.transform.normalMatrix();
vkCmdPushConstants(frameInfo.commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(SimplePushConstantData), &push);
obj.model->bind(frameInfo.commandBuffer);
obj.model->draw(frameInfo.commandBuffer);
}
}
}