zengine-old/test/littleVulkanEngine/src/Rendering/Systems/simple_render_system.cpp

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2023-07-05 09:27:55 +08:00
#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 <array>
#include <cassert>
#include <stdexcept>
namespace lve {
struct SimplePushConstantData {
glm::mat4 transform{1.f};
glm::mat4 normalMatrix{1.f};
};
SimpleRenderSystem::SimpleRenderSystem(LveDevice& device, VkRenderPass renderPass)
: lveDevice{device} {
createPipelineLayout();
createPipeline(renderPass);
}
SimpleRenderSystem::~SimpleRenderSystem() {
vkDestroyPipelineLayout(lveDevice.device(), 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(lveDevice.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) !=
VK_SUCCESS) {
throw std::runtime_error("failed to create pipeline layout!");
}
}
void SimpleRenderSystem::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 SimpleRenderSystem::renderGameObjects(
VkCommandBuffer commandBuffer,
std::vector<LveGameObject>& gameObjects,
const LveCamera& camera) {
lvePipeline->bind(commandBuffer);
auto projectionView = camera.getProjection() * camera.getView();
for (auto& obj : gameObjects) {
SimplePushConstantData push{};
auto modelMatrix = obj.transform.mat4();
push.transform = projectionView * modelMatrix;
push.normalMatrix = obj.transform.normalMatrix();
vkCmdPushConstants(
commandBuffer,
pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0,
sizeof(SimplePushConstantData),
&push);
obj.model->bind(commandBuffer);
obj.model->draw(commandBuffer);
}
}
} // namespace lve