Better pipeline...

This commit is contained in:
2026-02-22 15:43:21 +00:00
parent 8f4792aa2d
commit c7bed7d58e
7 changed files with 42 additions and 31 deletions

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@@ -1,10 +1,10 @@
build/first_app.o: first_app.cpp first_app.hpp cve_window.hpp \
cve_pipeline.hpp cve_device.hpp cve_swap_chain.hpp cve_model.hpp \
cve_game_object.hpp
cve_pipeline.hpp cve_device.hpp cve_swap_chain.hpp cve_game_object.hpp \
cve_model.hpp
first_app.hpp:
cve_window.hpp:
cve_pipeline.hpp:
cve_device.hpp:
cve_swap_chain.hpp:
cve_model.hpp:
cve_game_object.hpp:
cve_model.hpp:

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@@ -1,9 +1,9 @@
build/main.o: main.cpp first_app.hpp cve_window.hpp cve_pipeline.hpp \
cve_device.hpp cve_swap_chain.hpp cve_model.hpp cve_game_object.hpp
cve_device.hpp cve_swap_chain.hpp cve_game_object.hpp cve_model.hpp
first_app.hpp:
cve_window.hpp:
cve_pipeline.hpp:
cve_device.hpp:
cve_swap_chain.hpp:
cve_model.hpp:
cve_game_object.hpp:
cve_model.hpp:

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@@ -15,7 +15,7 @@ namespace cve {
};
FirstApp::FirstApp() {
loadModels();
loadGameObjects();
createPipelineLayout();
recreateSwapChain();
createCommandBuffers();
@@ -34,14 +34,21 @@ namespace cve {
vkDeviceWaitIdle(cveDevice.device());
}
void FirstApp::loadModels() {
void FirstApp::loadGameObjects() {
std::vector<CveModel::Vertex> verticies {
{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}
};
cveModel = std::make_unique<CveModel>(cveDevice, verticies);
auto cveModel = std::make_shared<CveModel>(cveDevice, verticies);
auto triangle = CveGameObject::createGameObject();
triangle.model = cveModel;
triangle.color = {0.1f, 0.8f, 0.1f};
triangle.transform2d.translation.x = .2f;
gameObjects.push_back(std::move(triangle));
}
void FirstApp::createPipelineLayout() {
@@ -123,8 +130,6 @@ namespace cve {
}
void FirstApp::recordCommandBuffer(int imageIndex) {
static int frame = 30;
frame = (frame+1) % 2000;
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
@@ -160,24 +165,7 @@ namespace cve {
vkCmdSetViewport(commandBuffers[imageIndex], 0, 1, &viewport);
vkCmdSetScissor(commandBuffers[imageIndex], 0, 1, &scissor);
cvePipeline->bind(commandBuffers[imageIndex]);
cveModel->bind(commandBuffers[imageIndex]);
for (int j = 0; j < 4; j++) {
SimplePushConstantData push{};
push.offset = {-0.5f + frame * 0.0005f, -0.4f + j * 0.25f};
push.color = {0.0f, 0.0f, 0.2f + 0.2f * j};
vkCmdPushConstants(
commandBuffers[imageIndex],
pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0,
sizeof(SimplePushConstantData),
&push
);
cveModel->draw(commandBuffers[imageIndex]);
}
renderGameObjects(commandBuffers[imageIndex]);
@@ -187,6 +175,29 @@ namespace cve {
}
}
void FirstApp::renderGameObjects(VkCommandBuffer commandBuffer) {
cvePipeline->bind(commandBuffer);
for (auto& obj: gameObjects) {
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);
}
}
void FirstApp::drawFrame() {
uint32_t imageIndex;
auto result = cveSwapChain->acquireNextImage(&imageIndex);

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@@ -4,7 +4,6 @@
#include "cve_pipeline.hpp"
#include "cve_device.hpp"
#include "cve_swap_chain.hpp"
#include "cve_model.hpp"
#include "cve_game_object.hpp"
#include <memory>
@@ -24,7 +23,7 @@ namespace cve {
void run();
private:
void loadModels();
void loadGameObjects();
void createPipelineLayout();
void createPipeline();
void createCommandBuffers();
@@ -32,6 +31,7 @@ namespace cve {
void drawFrame();
void recreateSwapChain();
void recordCommandBuffer(int imageIndex);
void renderGameObjects(VkCommandBuffer commandBuffer);
CveWindow cveWindow{WIDTH, HEIGHT, "Hello Vulkan!"};
CveDevice cveDevice{cveWindow};
@@ -39,6 +39,6 @@ namespace cve {
std::unique_ptr<CvePipeline> cvePipeline;
VkPipelineLayout pipelineLayout;
std::vector<VkCommandBuffer> commandBuffers;
std::unique_ptr<CveModel> cveModel;
std::vector<CveGameObject> gameObjects;
};
}