procedural-3d-engine/examples/gears/gears.cpp

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/*
* Vulkan Example - Drawing multiple animated gears (emulating the look of glxgears)
*
* All gears are using single index, vertex and uniform buffers to show the Vulkan best practices of keeping the no. of buffer/memory allocations to a mimimum
* We use index offsets and instance indices to offset into the buffers at draw time for each gear
*
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* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
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*
* This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
*/
#include "vulkanexamplebase.h"
const uint32_t numGears = 3;
// Used for passing the definition of a gear during construction
struct GearDefinition {
float innerRadius;
float outerRadius;
float width;
int numTeeth;
float toothDepth;
glm::vec3 color;
glm::vec3 pos;
float rotSpeed;
float rotOffset;
};
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/*
* Gear
* This class contains the properties of a single gear and a function to generate vertices and indices
*/
class Gear
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{
public:
// Definition for the vertex data used to render the gears
struct Vertex {
glm::vec3 position;
glm::vec3 normal;
glm::vec3 color;
};
glm::vec3 color;
glm::vec3 pos;
float rotSpeed{ 0.0f };
float rotOffset{ 0.0f };
// These are used at draw time to offset into the single buffers
uint32_t indexCount{ 0 };
uint32_t indexStart{ 0 };
// Generates the indices and vertices for this gear
// They are added to the vertex and index buffers passed into the function
// This way we can put all gears into single vertex and index buffers instead of having to allocate single buffers for each gear (which would be bad practice)
void generate(GearDefinition& gearDefinition, std::vector<Vertex>& vertexBuffer, std::vector<uint32_t>& indexBuffer) {
this->color = gearDefinition.color;
this->pos = gearDefinition.pos;
this->rotOffset = gearDefinition.rotOffset;
this->rotSpeed = gearDefinition.rotSpeed;
int i;
float r0, r1, r2;
float ta, da;
float u1, v1, u2, v2, len;
float cos_ta, cos_ta_1da, cos_ta_2da, cos_ta_3da, cos_ta_4da;
float sin_ta, sin_ta_1da, sin_ta_2da, sin_ta_3da, sin_ta_4da;
int32_t ix0, ix1, ix2, ix3, ix4, ix5;
// We need to know where this triangle's indices start within the single index buffer
indexStart = static_cast<uint32_t>(indexBuffer.size());
r0 = gearDefinition.innerRadius;
r1 = gearDefinition.outerRadius - gearDefinition.toothDepth / 2.0f;
r2 = gearDefinition.outerRadius + gearDefinition.toothDepth / 2.0f;
da = static_cast <float>(2.0 * M_PI / gearDefinition.numTeeth / 4.0);
glm::vec3 normal;
// Use lambda functions to simplify vertex and face creation
auto addFace = [&indexBuffer](int a, int b, int c) {
indexBuffer.push_back(a);
indexBuffer.push_back(b);
indexBuffer.push_back(c);
};
auto addVertex = [this, &vertexBuffer](float x, float y, float z, glm::vec3 normal) {
Vertex v{};
v.position = { x, y, z };
v.normal = normal;
v.color = this->color;
vertexBuffer.push_back(v);
return static_cast<int32_t>(vertexBuffer.size()) - 1;
};
for (i = 0; i < gearDefinition.numTeeth; i++) {
ta = i * static_cast <float>(2.0 * M_PI / gearDefinition.numTeeth);
cos_ta = cos(ta);
cos_ta_1da = cos(ta + da);
cos_ta_2da = cos(ta + 2.0f * da);
cos_ta_3da = cos(ta + 3.0f * da);
cos_ta_4da = cos(ta + 4.0f * da);
sin_ta = sin(ta);
sin_ta_1da = sin(ta + da);
sin_ta_2da = sin(ta + 2.0f * da);
sin_ta_3da = sin(ta + 3.0f * da);
sin_ta_4da = sin(ta + 4.0f * da);
u1 = r2 * cos_ta_1da - r1 * cos_ta;
v1 = r2 * sin_ta_1da - r1 * sin_ta;
len = sqrt(u1 * u1 + v1 * v1);
u1 /= len;
v1 /= len;
u2 = r1 * cos_ta_3da - r2 * cos_ta_2da;
v2 = r1 * sin_ta_3da - r2 * sin_ta_2da;
// Front face
normal = glm::vec3(0.0f, 0.0f, 1.0f);
ix0 = addVertex(r0 * cos_ta, r0 * sin_ta, gearDefinition.width * 0.5f, normal);
ix1 = addVertex(r1 * cos_ta, r1 * sin_ta, gearDefinition.width * 0.5f, normal);
ix2 = addVertex(r0 * cos_ta, r0 * sin_ta, gearDefinition.width * 0.5f, normal);
ix3 = addVertex(r1 * cos_ta_3da, r1 * sin_ta_3da, gearDefinition.width * 0.5f, normal);
ix4 = addVertex(r0 * cos_ta_4da, r0 * sin_ta_4da, gearDefinition.width * 0.5f, normal);
ix5 = addVertex(r1 * cos_ta_4da, r1 * sin_ta_4da, gearDefinition.width * 0.5f, normal);
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
addFace(ix2, ix3, ix4);
addFace(ix3, ix5, ix4);
// Teeth front face
normal = glm::vec3(0.0f, 0.0f, 1.0f);
ix0 = addVertex(r1 * cos_ta, r1 * sin_ta, gearDefinition.width * 0.5f, normal);
ix1 = addVertex(r2 * cos_ta_1da, r2 * sin_ta_1da, gearDefinition.width * 0.5f, normal);
ix2 = addVertex(r1 * cos_ta_3da, r1 * sin_ta_3da, gearDefinition.width * 0.5f, normal);
ix3 = addVertex(r2 * cos_ta_2da, r2 * sin_ta_2da, gearDefinition.width * 0.5f, normal);
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
// Back face
normal = glm::vec3(0.0f, 0.0f, -1.0f);
ix0 = addVertex(r1 * cos_ta, r1 * sin_ta, -gearDefinition.width * 0.5f, normal);
ix1 = addVertex(r0 * cos_ta, r0 * sin_ta, -gearDefinition.width * 0.5f, normal);
ix2 = addVertex(r1 * cos_ta_3da, r1 * sin_ta_3da, -gearDefinition.width * 0.5f, normal);
ix3 = addVertex(r0 * cos_ta, r0 * sin_ta, -gearDefinition.width * 0.5f, normal);
ix4 = addVertex(r1 * cos_ta_4da, r1 * sin_ta_4da, -gearDefinition.width * 0.5f, normal);
ix5 = addVertex(r0 * cos_ta_4da, r0 * sin_ta_4da, -gearDefinition.width * 0.5f, normal);
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
addFace(ix2, ix3, ix4);
addFace(ix3, ix5, ix4);
// Teeth back face
normal = glm::vec3(0.0f, 0.0f, -1.0f);
ix0 = addVertex(r1 * cos_ta_3da, r1 * sin_ta_3da, -gearDefinition.width * 0.5f, normal);
ix1 = addVertex(r2 * cos_ta_2da, r2 * sin_ta_2da, -gearDefinition.width * 0.5f, normal);
ix2 = addVertex(r1 * cos_ta, r1 * sin_ta, -gearDefinition.width * 0.5f, normal);
ix3 = addVertex(r2 * cos_ta_1da, r2 * sin_ta_1da, -gearDefinition.width * 0.5f, normal);
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
// Outard teeth faces
normal = glm::vec3(v1, -u1, 0.0f);
ix0 = addVertex(r1 * cos_ta, r1 * sin_ta, gearDefinition.width * 0.5f, normal);
ix1 = addVertex(r1 * cos_ta, r1 * sin_ta, -gearDefinition.width * 0.5f, normal);
ix2 = addVertex(r2 * cos_ta_1da, r2 * sin_ta_1da, gearDefinition.width * 0.5f, normal);
ix3 = addVertex(r2 * cos_ta_1da, r2 * sin_ta_1da, -gearDefinition.width * 0.5f, normal);
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
normal = glm::vec3(cos_ta, sin_ta, 0.0f);
ix0 = addVertex(r2 * cos_ta_1da, r2 * sin_ta_1da, gearDefinition.width * 0.5f, normal);
ix1 = addVertex(r2 * cos_ta_1da, r2 * sin_ta_1da, -gearDefinition.width * 0.5f, normal);
ix2 = addVertex(r2 * cos_ta_2da, r2 * sin_ta_2da, gearDefinition.width * 0.5f, normal);
ix3 = addVertex(r2 * cos_ta_2da, r2 * sin_ta_2da, -gearDefinition.width * 0.5f, normal);
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
normal = glm::vec3(v2, -u2, 0.0f);
ix0 = addVertex(r2 * cos_ta_2da, r2 * sin_ta_2da, gearDefinition.width * 0.5f, normal);
ix1 = addVertex(r2 * cos_ta_2da, r2 * sin_ta_2da, -gearDefinition.width * 0.5f, normal);
ix2 = addVertex(r1 * cos_ta_3da, r1 * sin_ta_3da, gearDefinition.width * 0.5f, normal);
ix3 = addVertex(r1 * cos_ta_3da, r1 * sin_ta_3da, -gearDefinition.width * 0.5f, normal);
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
normal = glm::vec3(cos_ta, sin_ta, 0.0f);
ix0 = addVertex(r1 * cos_ta_3da, r1 * sin_ta_3da, gearDefinition.width * 0.5f, normal);
ix1 = addVertex(r1 * cos_ta_3da, r1 * sin_ta_3da, -gearDefinition.width * 0.5f, normal);
ix2 = addVertex(r1 * cos_ta_4da, r1 * sin_ta_4da, gearDefinition.width * 0.5f, normal);
ix3 = addVertex(r1 * cos_ta_4da, r1 * sin_ta_4da, -gearDefinition.width * 0.5f, normal);
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
// Inside cylinder faces
ix0 = addVertex(r0 * cos_ta, r0 * sin_ta, -gearDefinition.width * 0.5f, glm::vec3(-cos_ta, -sin_ta, 0.0f));
ix1 = addVertex(r0 * cos_ta, r0 * sin_ta, gearDefinition.width * 0.5f, glm::vec3(-cos_ta, -sin_ta, 0.0f));
ix2 = addVertex(r0 * cos_ta_4da, r0 * sin_ta_4da, -gearDefinition.width * 0.5f, glm::vec3(-cos_ta_4da, -sin_ta_4da, 0.0f));
ix3 = addVertex(r0 * cos_ta_4da, r0 * sin_ta_4da, gearDefinition.width * 0.5f, glm::vec3(-cos_ta_4da, -sin_ta_4da, 0.0f));
addFace(ix0, ix1, ix2);
addFace(ix1, ix3, ix2);
}
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// We need to know how many indices this triangle has at draw time
indexCount = static_cast<uint32_t>(indexBuffer.size()) - indexStart;
}
};
/*
* VulkanExample
*/
class VulkanExample : public VulkanExampleBase
{
public:
std::vector<Gear> gears{};
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VkPipeline pipeline{ VK_NULL_HANDLE };
VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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// Even though this sample renders multiple objects (gears), we only use single buffers
// This is a best practices and Vulkan applications should keep the number of memory allocations as small as possible
// Having as little buffers as possible also reduces the number of buffer binds
vks::Buffer vertexBuffer;
vks::Buffer indexBuffer;
struct UniformData
{
glm::mat4 projection;
glm::mat4 view;
glm::vec4 lightPos;
// The model matrix is used to rotate a given gear, so we have one mat4 per gear
glm::mat4 model[numGears];
} uniformData;
vks::Buffer uniformBuffer;
VulkanExample() : VulkanExampleBase()
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{
title = "Vulkan gears";
camera.type = Camera::CameraType::lookat;
camera.setPosition(glm::vec3(0.0f, 2.5f, -16.0f));
camera.setRotation(glm::vec3(0.0f, 0.0f, 0.0f));
camera.setPerspective(60.0f, (float)width / (float)height, 0.001f, 256.0f);
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timerSpeed *= 0.25f;
}
~VulkanExample()
{
if (device) {
vkDestroyPipeline(device, pipeline, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, nullptr);
indexBuffer.destroy();
vertexBuffer.destroy();
uniformBuffer.destroy();
}
}
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void prepareGears()
{
// Set up three differntly shaped and colored gears
std::vector<GearDefinition> gearDefinitions(3);
// Large red gear
gearDefinitions[0].innerRadius = 1.0f;
gearDefinitions[0].outerRadius = 4.0f;
gearDefinitions[0].width = 1.0f;
gearDefinitions[0].numTeeth = 20;
gearDefinitions[0].toothDepth = 0.7f;
gearDefinitions[0].color = { 1.0f, 0.0f, 0.0f };
gearDefinitions[0].pos = { -3.0f, 0.0f, 0.0f };
gearDefinitions[0].rotSpeed = 1.0f;
gearDefinitions[0].rotOffset = 0.0f;
// Medium sized green gear
gearDefinitions[1].innerRadius = 0.5f;
gearDefinitions[1].outerRadius = 2.0f;
gearDefinitions[1].width = 2.0f;
gearDefinitions[1].numTeeth = 10;
gearDefinitions[1].toothDepth = 0.7f;
gearDefinitions[1].color = { 0.0f, 1.0f, 0.2f };
gearDefinitions[1].pos = { 3.1f, 0.0f, 0.0f };
gearDefinitions[1].rotSpeed = -2.0f;
gearDefinitions[1].rotOffset = -9.0f;
// Small blue gear
gearDefinitions[2].innerRadius = 1.3f;
gearDefinitions[2].outerRadius = 2.0f;
gearDefinitions[2].width = 0.5f;
gearDefinitions[2].numTeeth = 10;
gearDefinitions[2].toothDepth = 0.7f;
gearDefinitions[2].color = { 0.0f, 0.0f, 1.0f };
gearDefinitions[2].pos = { -3.1f, -6.2f, 0.0f };
gearDefinitions[2].rotSpeed = -2.0f;
gearDefinitions[2].rotOffset = -30.0f;
// We'll be using a single vertex and a single index buffer for all the gears, no matter their number
// This is a Vulkan best practice as it keeps the no. of memory/buffer allocations low
// Vulkan offers all the tools to easily index into those buffers at a later point (see the buildCommandBuffers function)
std::vector<Gear::Vertex> vertices{};
std::vector<uint32_t> indices{};
// Fills the vertex and index buffers for each of the gear
gears.resize(gearDefinitions.size());
for (int32_t i = 0; i < gears.size(); i++) {
gears[i].generate(gearDefinitions[i], vertices, indices);
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}
// Create buffers and stage to device for performances
size_t vertexBufferSize = vertices.size() * sizeof(Gear::Vertex);
size_t indexBufferSize = indices.size() * sizeof(uint32_t);
vks::Buffer vertexStaging, indexStaging;
// Temorary Staging buffers from vertex and index data
vulkanDevice->createBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &vertexStaging, vertexBufferSize, vertices.data());
vulkanDevice->createBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &indexStaging, indexBufferSize, indices.data());
// Device local buffers to where our staging buffers will be copied to
vulkanDevice->createBuffer(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &vertexBuffer, vertexBufferSize);
vulkanDevice->createBuffer(VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &indexBuffer, indexBufferSize);
// Copy host (staging) to device
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
VkBufferCopy copyRegion = {};
copyRegion.size = vertexBufferSize;
vkCmdCopyBuffer(copyCmd, vertexStaging.buffer, vertexBuffer.buffer, 1, &copyRegion);
copyRegion.size = indexBufferSize;
vkCmdCopyBuffer(copyCmd, indexStaging.buffer, indexBuffer.buffer, 1, &copyRegion);
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
vertexStaging.destroy();
indexStaging.destroy();
}
void setupDescriptors()
{
// We use a single descriptor set for the uniform data that contains both global matrices as well as per-gear model matrices
// Pool
std::vector<VkDescriptorPoolSize> poolSizes = {
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, static_cast<uint32_t>(gears.size()));
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
// Layout
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
// Binding 0 : Vertex shader uniform buffer
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, 0)
};
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &descriptorSetLayout));
// Set
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1);
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSet));
VkWriteDescriptorSet writeDescriptorSet = vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor);
vkUpdateDescriptorSets(vulkanDevice->logicalDevice, 1, &writeDescriptorSet, 0, nullptr);
}
void preparePipelines()
{
// Layout
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1);
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
// Pipelines
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
// Solid rendering pipeline
// Load shaders
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
shaderStages[0] = loadShader(getShadersPath() + "gears/gears.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "gears/gears.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Vertex bindings and attributes to match the vertex buffers storing the vertices for the gears
VkVertexInputBindingDescription vertexInputBinding = {
vks::initializers::vertexInputBindingDescription(0, sizeof(Gear::Vertex), VK_VERTEX_INPUT_RATE_VERTEX)
};
std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Gear::Vertex, position)), // Location 0 : Position
vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Gear::Vertex, normal)), // Location 1 : Normal
vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Gear::Vertex, color)), // Location 2 : Color
};
VkPipelineVertexInputStateCreateInfo vertexInputStateCI = vks::initializers::pipelineVertexInputStateCreateInfo();
vertexInputStateCI.vertexBindingDescriptionCount = 1;
vertexInputStateCI.pVertexBindingDescriptions = &vertexInputBinding;
vertexInputStateCI.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertexInputAttributes.size());
vertexInputStateCI.pVertexAttributeDescriptions = vertexInputAttributes.data();
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
pipelineCreateInfo.pVertexInputState = &vertexInputStateCI;
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
pipelineCreateInfo.pRasterizationState = &rasterizationState;
pipelineCreateInfo.pColorBlendState = &colorBlendState;
pipelineCreateInfo.pMultisampleState = &multisampleState;
pipelineCreateInfo.pViewportState = &viewportState;
pipelineCreateInfo.pDepthStencilState = &depthStencilState;
pipelineCreateInfo.pDynamicState = &dynamicState;
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCreateInfo.pStages = shaderStages.data();
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipeline));
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}
void buildCommandBuffers()
{
VkCommandBufferBeginInfo cmdBufInfo = vks::initializers::commandBufferBeginInfo();
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VkClearValue clearValues[2];
clearValues[0].color = defaultClearColor;
clearValues[1].depthStencil = { 1.0f, 0 };
VkRenderPassBeginInfo renderPassBeginInfo = vks::initializers::renderPassBeginInfo();
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renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent.width = width;
renderPassBeginInfo.renderArea.extent.height = height;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearValues;
for (int32_t i = 0; i < drawCmdBuffers.size(); ++i)
{
renderPassBeginInfo.framebuffer = frameBuffers[i];
VK_CHECK_RESULT(vkBeginCommandBuffer(drawCmdBuffers[i], &cmdBufInfo));
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vkCmdBeginRenderPass(drawCmdBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vks::initializers::viewport((float)width, (float)height, 0.0f, 1.0f);
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vkCmdSetViewport(drawCmdBuffers[i], 0, 1, &viewport);
VkRect2D scissor = vks::initializers::rect2D(width, height, 0, 0);
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vkCmdSetScissor(drawCmdBuffers[i], 0, 1, &scissor);
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vkCmdBindPipeline(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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// Vertices, indices and uniform data for all gears are stored in single buffers, so we only need to bind one buffer of each type and then index/offset into that for each separate gear
VkDeviceSize offsets[1] = { 0 };
vkCmdBindDescriptorSets(drawCmdBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSet, 0, nullptr);
vkCmdBindVertexBuffers(drawCmdBuffers[i], 0, 1, &vertexBuffer.buffer, offsets);
vkCmdBindIndexBuffer(drawCmdBuffers[i], indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
for (auto j = 0; j < numGears; j++) {
// We use the instance index (last argument) to pass the index of the triangle to the shader
// With this we can index into the model matrices array of the uniform buffer like this (see gears.vert):
// ubo.model[gl_InstanceIndex];
vkCmdDrawIndexed(drawCmdBuffers[i], gears[j].indexCount, 1, gears[j].indexStart, 0, j);
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}
drawUI(drawCmdBuffers[i]);
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vkCmdEndRenderPass(drawCmdBuffers[i]);
VK_CHECK_RESULT(vkEndCommandBuffer(drawCmdBuffers[i]));
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}
}
void prepareUniformBuffers()
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{
// Create the vertex shader uniform buffer block
VK_CHECK_RESULT(vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(UniformData)));
// Map persistent
VK_CHECK_RESULT(uniformBuffer.map());
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}
void updateUniformBuffers()
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{
float degree = timer * 360.0f;
// Camera specific global matrices
uniformData.projection = camera.matrices.perspective;
uniformData.view = camera.matrices.view;
uniformData.lightPos = glm::vec4(0.0f, 0.0f, 2.5f, 1.0f);
// Update the model matrix for each gear that contains it's position and rotation
for (auto i = 0; i < numGears; i++) {
Gear gear = gears[i];
uniformData.model[i] = glm::mat4(1.0f);
uniformData.model[i] = glm::translate(uniformData.model[i], gear.pos);
uniformData.model[i] = glm::rotate(uniformData.model[i], glm::radians((gear.rotSpeed * degree) + gear.rotOffset), glm::vec3(0.0f, 0.0f, 1.0f));
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}
memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData));
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}
void prepare()
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{
VulkanExampleBase::prepare();
prepareGears();
prepareUniformBuffers();
setupDescriptors();
preparePipelines();
buildCommandBuffers();
prepared = true;
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}
void draw()
{
VulkanExampleBase::prepareFrame();
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
VK_CHECK_RESULT(vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE));
VulkanExampleBase::submitFrame();
}
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virtual void render()
{
if (!prepared)
return;
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updateUniformBuffers();
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draw();
}
};
VULKAN_EXAMPLE_MAIN()