vulkan-zig/src/Mesh.zig

172 lines
5.2 KiB
Zig

const std = @import("std");
const vk = @import("vulkan");
const zm = @import("zmath");
const Context = @import("Context.zig");
const Utilities = @import("utilities.zig");
const Vertex = Utilities.Vertex;
const Device = @import("Context.zig").Device;
const Instance = @import("Context.zig").Instance;
const Model = @import("vulkan_renderer.zig").Model;
const Self = @This();
ubo_model: Model,
vertex_count: u32,
vertex_buffer: vk.Buffer,
vertex_buffer_memory: vk.DeviceMemory,
index_count: u32,
index_buffer: vk.Buffer,
index_buffer_memory: vk.DeviceMemory,
ctx: Context,
allocator: std.mem.Allocator,
pub fn create(
allocator: std.mem.Allocator,
ctx: Context,
transfer_queue: vk.Queue,
transfer_command_pool: vk.CommandPool,
vertices: []const Vertex,
indices: []const u32,
tex_id: u32,
) !Self {
var self: Self = undefined;
self.allocator = allocator;
self.vertex_count = @intCast(vertices.len);
self.index_count = @intCast(indices.len);
self.ctx = ctx;
try self.createVertexBuffer(transfer_queue, transfer_command_pool, vertices);
try self.createIndexBuffer(transfer_queue, transfer_command_pool, indices);
self.ubo_model = .{ .model = zm.identity() };
self.tex_id = tex_id;
return self;
}
pub fn destroy(self: Self) void {
self.ctx.device.destroyBuffer(self.vertex_buffer, null);
self.ctx.device.freeMemory(self.vertex_buffer_memory, null);
self.ctx.device.destroyBuffer(self.index_buffer, null);
self.ctx.device.freeMemory(self.index_buffer_memory, null);
}
fn createVertexBuffer(
self: *Self,
transfer_queue: vk.Queue,
transfer_command_pool: vk.CommandPool,
vertices: []const Vertex,
) !void {
// Get size of buffer needed for vertices
const buffer_size: vk.DeviceSize = @sizeOf(Vertex) * vertices.len;
// Temporary buffer to "stage" vertex data before transfering to GPU
var staging_buffer: vk.Buffer = undefined;
var staging_buffer_memory: vk.DeviceMemory = undefined;
defer self.ctx.device.destroyBuffer(staging_buffer, null);
defer self.ctx.device.freeMemory(staging_buffer_memory, null);
// Create buffer and allocate memory to it
try Utilities.createBuffer(
self.ctx,
buffer_size,
.{ .transfer_src_bit = true },
.{ .host_visible_bit = true, .host_coherent_bit = true },
&staging_buffer,
&staging_buffer_memory,
);
// Map memory to vertex
// 1. Create pointer to a point in normal memory
// 2. Map the vertex buffer memory to that point
const data = try self.ctx.device.mapMemory(staging_buffer_memory, 0, buffer_size, .{});
// 3. Copy memory from vertices vector to the point in memory
const gpu_vertices: [*]Vertex = @ptrCast(@alignCast(data));
@memcpy(gpu_vertices, vertices[0..]);
// 4. Unmap the vertex buffer memory
self.ctx.device.unmapMemory(staging_buffer_memory);
// ---
// Create buffer with TRANSFER_DST_BIT to mark as recipient of transfer data (also VERTEX_BUFFER)
// Buffer memory is to be DEVICE_LOCAL_BIT meaning memory is on the GPU and only accessible by it and not CPU (host)
try Utilities.createBuffer(
self.ctx,
buffer_size,
.{ .transfer_dst_bit = true, .vertex_buffer_bit = true },
.{ .device_local_bit = true },
&self.vertex_buffer,
&self.vertex_buffer_memory,
);
// Copy staging buffer to vertex buffer on GPU
try Utilities.copyBuffer(
self.ctx,
transfer_queue,
transfer_command_pool,
staging_buffer,
self.vertex_buffer,
buffer_size,
);
}
fn createIndexBuffer(
self: *Self,
transfer_queue: vk.Queue,
transfer_command_pool: vk.CommandPool,
indices: []const u32,
) !void {
// Get size of buffer needed for indices
const buffer_size: vk.DeviceSize = @sizeOf(u32) * indices.len;
// Temporary buffer to "stage" vertex data before transfering to GPU
var staging_buffer: vk.Buffer = undefined;
var staging_buffer_memory: vk.DeviceMemory = undefined;
defer self.ctx.device.destroyBuffer(staging_buffer, null);
defer self.ctx.device.freeMemory(staging_buffer_memory, null);
try Utilities.createBuffer(
self.ctx,
buffer_size,
.{ .transfer_src_bit = true },
.{ .host_visible_bit = true, .host_coherent_bit = true },
&staging_buffer,
&staging_buffer_memory,
);
// Map memory to index buffer
const data = try self.ctx.device.mapMemory(staging_buffer_memory, 0, buffer_size, .{});
const gpu_vertices: [*]u32 = @ptrCast(@alignCast(data));
@memcpy(gpu_vertices, indices[0..]);
self.ctx.device.unmapMemory(staging_buffer_memory);
// Create buffer for index data on GPU access only
try Utilities.createBuffer(
self.ctx,
buffer_size,
.{ .transfer_dst_bit = true, .index_buffer_bit = true },
.{ .device_local_bit = true },
&self.index_buffer,
&self.index_buffer_memory,
);
// Copy from staging buffer to GPU access buffer
try Utilities.copyBuffer(
self.ctx,
transfer_queue,
transfer_command_pool,
staging_buffer,
self.index_buffer,
buffer_size,
);
}