Add vertex input
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c4193db891
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2ec8a315c6
9 changed files with 179 additions and 88 deletions
94
src/Mesh.zig
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94
src/Mesh.zig
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@ -0,0 +1,94 @@
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const std = @import("std");
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const vk = @import("vulkan");
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const Utilities = @import("utilities.zig");
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const Vertex = Utilities.Vertex;
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const Device = @import("vulkan_renderer.zig").Device;
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const Instance = @import("vulkan_renderer.zig").Instance;
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const Self = @This();
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vertex_count: u32,
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vertex_buffer: vk.Buffer,
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vertex_buffer_memory: vk.DeviceMemory,
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instance: Instance,
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physical_device: vk.PhysicalDevice,
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device: Device,
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pub fn new(instance: Instance, pdev: vk.PhysicalDevice, device: Device, vertices: []const Vertex) !Self {
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var mesh: Self = undefined;
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mesh.vertex_count = @intCast(vertices.len);
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mesh.instance = instance;
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mesh.physical_device = pdev;
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mesh.device = device;
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try mesh.createVertexBuffer(vertices);
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return mesh;
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}
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pub fn destroyVertexBuffer(self: Self) void {
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self.device.destroyBuffer(self.vertex_buffer, null);
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self.device.freeMemory(self.vertex_buffer_memory, null);
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}
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fn createVertexBuffer(self: *Self, vertices: []const Vertex) !void {
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// Create vertex buffer
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// Information to create buffer (doesn't include assigning memory)
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const buffer_create_info: vk.BufferCreateInfo = .{
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.size = @sizeOf(Vertex) * vertices.len, // Size of buffer (size of 1 vertex * number of vertices)
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.usage = .{ .vertex_buffer_bit = true }, // Multiple types of buffer possible, we want vertex buffer
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.sharing_mode = .exclusive, // Similar to swapchain images, can share vertex buffers
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};
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self.vertex_buffer = try self.device.createBuffer(&buffer_create_info, null);
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// Get buffer memory requirements
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const mem_requirements = self.device.getBufferMemoryRequirements(self.vertex_buffer);
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// Allocate memory to buffer
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const allocate_info: vk.MemoryAllocateInfo = .{
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.allocation_size = mem_requirements.size,
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.memory_type_index = self.findMemoryTypeIndex(
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mem_requirements.memory_type_bits, // Index of memory type of physical device that has required bit flags
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.{
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.host_visible_bit = true, // CPU can interact with memory
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.host_coherent_bit = true, // Allows placement of data straight into buffer after mapping (otherwise would have to specify manually)
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},
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),
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};
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// Allocate memory to vkDeviceMemory
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self.vertex_buffer_memory = try self.device.allocateMemory(&allocate_info, null);
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// Allocate memory to given vertex buffer
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try self.device.bindBufferMemory(self.vertex_buffer, self.vertex_buffer_memory, 0);
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// Map memory to vertex
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// 1. Create pointer to a point in normal memory
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// 2. Map the vertex buffer memory to that point
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const data = try self.device.mapMemory(self.vertex_buffer_memory, 0, vk.WHOLE_SIZE, .{});
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// 3. Copy memory from vertices vector to the point in memory
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const gpu_vertices: [*]Vertex = @ptrCast(@alignCast(data));
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@memcpy(gpu_vertices, vertices[0..]);
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// 4. Unmap the vertex buffer memory
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self.device.unmapMemory(self.vertex_buffer_memory);
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}
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fn findMemoryTypeIndex(self: Self, allowed_types: u32, properties: vk.MemoryPropertyFlags) u32 {
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// Get properties of physical device memory
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const memory_properties = self.instance.getPhysicalDeviceMemoryProperties(self.physical_device);
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const mem_type_count = memory_properties.memory_type_count;
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for (memory_properties.memory_types[0..mem_type_count], 0..mem_type_count) |mem_type, i| {
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// Index of memory type must match corresponding bit in allowed_types
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if (allowed_types & (@as(u32, 1) << @truncate(i)) != 0 and mem_type.property_flags.contains(properties)) {
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// Return the index of the valid memory type
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return @truncate(i);
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}
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}
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unreachable;
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}
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@ -1,11 +1,8 @@
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#version 450
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// Interpolated colour from vertex (location must match)
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layout(location = 0) in vec3 fragColour;
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// Final output output (must also have location)
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layout(location = 0) out vec4 outColour;
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void main() {
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outColour = vec4(fragColour, 1.0);
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outColour = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@ -1,23 +1,8 @@
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#version 450
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// Output colour for vertex (location is required)
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layout(location = 0) out vec3 fragColour;
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// Triangle vertex positions
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vec3 positions[3] = vec3[](
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vec3(0.0, -0.4, 0.0),
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vec3(0.4, 0.4, 0.0),
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vec3(-0.4, 0.4, 0.0)
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);
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// Triangle vertex colours
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vec3 colours[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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layout(location = 0) in vec3 pos;
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 1.0);
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fragColour = colours[gl_VertexIndex];
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gl_Position = vec4(pos, 1.0);
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// fragColour = colours[gl_VertexIndex];
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}
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@ -3,6 +3,12 @@ const vk = @import("vulkan");
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pub const device_extensions = [_][*:0]const u8{vk.extensions.khr_swapchain.name};
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// Vertex data representation
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pub const Vertex = struct {
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// Vertex position (x, y, z)
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pos: @Vector(3, f32),
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};
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pub const QueueFamilyIndices = struct {
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graphics_family: ?u32 = null,
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presentation_family: ?u32 = null,
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@ -8,6 +8,9 @@ const Utilities = @import("utilities.zig");
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const QueueFamilyIndices = Utilities.QueueFamilyIndices;
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const SwapchainDetails = Utilities.SwapchainDetails;
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const SwapchainImage = Utilities.SwapchainImage;
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const Vertex = Utilities.Vertex;
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const Mesh = @import("Mesh.zig");
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const enable_validation_layers = builtin.mode == .Debug;
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const validation_layers = [_][*:0]const u8{"VK_LAYER_KHRONOS_validation"};
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@ -28,10 +31,10 @@ const BaseDispatch = vk.BaseWrapper(apis);
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const InstanceDispatch = vk.InstanceWrapper(apis);
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const DeviceDispatch = vk.DeviceWrapper(apis);
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const Instance = vk.InstanceProxy(apis);
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const Device = vk.DeviceProxy(apis);
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const Queue = vk.QueueProxy(apis);
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const CommandBuffer = vk.CommandBufferProxy(apis);
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pub const Instance = vk.InstanceProxy(apis);
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pub const Device = vk.DeviceProxy(apis);
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pub const Queue = vk.QueueProxy(apis);
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pub const CommandBuffer = vk.CommandBufferProxy(apis);
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pub const VulkanRenderer = struct {
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const Self = @This();
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@ -44,6 +47,9 @@ pub const VulkanRenderer = struct {
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current_frame: u32 = 0,
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// Scene objects
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first_mesh: Mesh,
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// Main
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instance: Instance,
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physical_device: vk.PhysicalDevice,
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@ -95,6 +101,16 @@ pub const VulkanRenderer = struct {
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try self.getPhysicalDevice();
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try self.createLogicalDevice();
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// Create mesh
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var mesh_vertices = [_]Vertex{
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.{ .pos = .{ 0.0, -0.4, 0.0 } },
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.{ .pos = .{ 0.4, 0.4, 0.0 } },
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.{ .pos = .{ -0.4, 0.4, 0.0 } },
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};
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self.first_mesh = try Mesh.new(self.instance, self.physical_device, self.device, &mesh_vertices);
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try self.createSwapchain();
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try self.createRenderPass();
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try self.createGraphicsPipeline();
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@ -157,11 +173,13 @@ pub const VulkanRenderer = struct {
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}
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pub fn deinit(self: *Self) void {
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self.device.deviceWaitIdle() catch undefined;
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if (enable_validation_layers) {
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self.instance.destroyDebugUtilsMessengerEXT(self.debug_utils.?, null);
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}
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self.device.deviceWaitIdle() catch undefined;
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self.first_mesh.destroyVertexBuffer();
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for (0..MAX_FRAME_DRAWS) |i| {
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self.device.destroySemaphore(self.render_finished[i], null);
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@ -470,10 +488,32 @@ pub const VulkanRenderer = struct {
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fragment_shader_create_info,
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};
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// -- Vertex input (TODO: Put in vertex descriptions when resources created) --
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// How the data for a single vertex (including info such as position, colour, texture coords, normals, etc...) is as a whole
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const binding_description: vk.VertexInputBindingDescription = .{
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.binding = 0, // Can bind multiple streams of data, this defines which one
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.stride = @sizeOf(Vertex), // Size of simple vertex object
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.input_rate = .vertex, // How to move between data after each vertex
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// vertex: move to the next vertex
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// instance: move to a vertex for the next instance
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};
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// How the data for an attribute is defined within the vertex
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const attribute_descriptions = [_]vk.VertexInputAttributeDescription{
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// Position attribute
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.{
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.binding = 0, // Which binding the data is at (should be same as above)
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.location = 0, // Location in shader where data will be read from
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.format = vk.Format.r32g32b32_sfloat, // Format the data will take (also helps define size of data)
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.offset = @offsetOf(Vertex, "pos"), // Where this attribute is defined in data for a single vertex
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},
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};
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// -- Vertex input --
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const vertex_input_create_info: vk.PipelineVertexInputStateCreateInfo = .{
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.p_vertex_binding_descriptions = null, // List of vertex binding descriptions (data spacing, stride info)
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.p_vertex_attribute_descriptions = null, // List of vertex attribute descriptions (data format and where to bind to/from)
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.vertex_binding_description_count = 1,
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.p_vertex_binding_descriptions = @ptrCast(&binding_description), // List of vertex binding descriptions (data spacing, stride info)
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.vertex_attribute_description_count = @intCast(attribute_descriptions.len),
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.p_vertex_attribute_descriptions = &attribute_descriptions, // List of vertex attribute descriptions (data format and where to bind to/from)
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};
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// -- Input assembly --
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@ -697,15 +737,24 @@ pub const VulkanRenderer = struct {
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// Begin render pass
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command_buffer.beginRenderPass(&render_pass_begin_info, vk.SubpassContents.@"inline");
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// Bind pipeline to be used in render pass
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command_buffer.bindPipeline(.graphics, self.graphics_pipeline);
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{
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// Bind pipeline to be used in render pass
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command_buffer.bindPipeline(.graphics, self.graphics_pipeline);
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// Needed when using dynamic state
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command_buffer.setViewport(0, 1, @ptrCast(&self.viewport));
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command_buffer.setScissor(0, 1, @ptrCast(&self.scissor));
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// Buffers to bind
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const vertex_buffers = [_]vk.Buffer{self.first_mesh.vertex_buffer};
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// Offsets into buffers being bound
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const offsets = [_]vk.DeviceSize{0};
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// Command to bind vertex buffer before drawing with them
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command_buffer.bindVertexBuffers(0, 1, &vertex_buffers, &offsets);
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// Execute a pipeline
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command_buffer.draw(3, 1, 0, 0);
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// Needed when using dynamic state
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command_buffer.setViewport(0, 1, @ptrCast(&self.viewport));
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command_buffer.setScissor(0, 1, @ptrCast(&self.scissor));
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// Execute a pipeline
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command_buffer.draw(self.first_mesh.vertex_count, 1, 0, 0);
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}
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// End render pass
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command_buffer.endRenderPass();
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