90 lines
2.7 KiB
C++
90 lines
2.7 KiB
C++
#include "simple_render_system.hpp"
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// libs
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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// std
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#include <array>
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#include <cassert>
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#include <stdexcept>
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namespace lve {
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struct SimplePushConstantData {
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glm::mat4 transform{1.f};
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glm::mat4 normalMatrix{1.f};
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};
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SimpleRenderSystem::SimpleRenderSystem(LveDevice& device, VkRenderPass renderPass)
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: lveDevice{device} {
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createPipelineLayout();
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createPipeline(renderPass);
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}
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SimpleRenderSystem::~SimpleRenderSystem() {
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vkDestroyPipelineLayout(lveDevice.device(), pipelineLayout, nullptr);
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}
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void SimpleRenderSystem::createPipelineLayout() {
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VkPushConstantRange pushConstantRange{};
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pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
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pushConstantRange.offset = 0;
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pushConstantRange.size = sizeof(SimplePushConstantData);
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pSetLayouts = nullptr;
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pipelineLayoutInfo.pushConstantRangeCount = 1;
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pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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if (vkCreatePipelineLayout(lveDevice.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) !=
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VK_SUCCESS) {
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throw std::runtime_error("failed to create pipeline layout!");
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}
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}
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void SimpleRenderSystem::createPipeline(VkRenderPass renderPass) {
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assert(pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
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PipelineConfigInfo pipelineConfig{};
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LvePipeline::defaultPipelineConfigInfo(pipelineConfig);
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pipelineConfig.renderPass = renderPass;
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pipelineConfig.pipelineLayout = pipelineLayout;
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lvePipeline = std::make_unique<LvePipeline>(
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lveDevice,
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"shaders/simple_shader.vert.spv",
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"shaders/simple_shader.frag.spv",
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pipelineConfig);
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}
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void SimpleRenderSystem::renderGameObjects(
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VkCommandBuffer commandBuffer,
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std::vector<LveGameObject>& gameObjects,
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const LveCamera& camera) {
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lvePipeline->bind(commandBuffer);
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auto projectionView = camera.getProjection() * camera.getView();
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for (auto& obj : gameObjects) {
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SimplePushConstantData push{};
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auto modelMatrix = obj.transform.mat4();
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push.transform = projectionView * modelMatrix;
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push.normalMatrix = obj.transform.normalMatrix();
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vkCmdPushConstants(
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commandBuffer,
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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0,
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sizeof(SimplePushConstantData),
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&push);
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obj.model->bind(commandBuffer);
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obj.model->draw(commandBuffer);
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}
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}
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} // namespace lve
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