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Copy pathsimple_render_system.cpp
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88 lines (74 loc) · 2.76 KB
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#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::mat2 transform{1.f};
glm::vec2 offset;
alignas(16) glm::vec3 color;
};
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, float deltaTime) {
lvePipeline->bind(commandBuffer);
const float angularSpeed = glm::two_pi<float>() * 0.1f; // one full turn in 10 seconds
for (auto& obj : gameObjects) {
obj.transform2d.rotation = glm::mod(obj.transform2d.rotation + angularSpeed * deltaTime,
glm::two_pi<float>());
SimplePushConstantData push{};
push.offset = obj.transform2d.translation;
push.color = obj.color;
push.transform = obj.transform2d.mat2();
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