Better pipeline...
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VulkanTest
BIN
VulkanTest
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@@ -1,10 +1,10 @@
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build/first_app.o: first_app.cpp first_app.hpp cve_window.hpp \
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cve_pipeline.hpp cve_device.hpp cve_swap_chain.hpp cve_model.hpp \
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cve_game_object.hpp
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cve_pipeline.hpp cve_device.hpp cve_swap_chain.hpp cve_game_object.hpp \
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cve_model.hpp
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first_app.hpp:
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cve_window.hpp:
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cve_pipeline.hpp:
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cve_device.hpp:
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cve_swap_chain.hpp:
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cve_model.hpp:
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cve_game_object.hpp:
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cve_model.hpp:
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@@ -1,9 +1,9 @@
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build/main.o: main.cpp first_app.hpp cve_window.hpp cve_pipeline.hpp \
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cve_device.hpp cve_swap_chain.hpp cve_model.hpp cve_game_object.hpp
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cve_device.hpp cve_swap_chain.hpp cve_game_object.hpp cve_model.hpp
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first_app.hpp:
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cve_window.hpp:
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cve_pipeline.hpp:
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cve_device.hpp:
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cve_swap_chain.hpp:
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cve_model.hpp:
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cve_game_object.hpp:
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cve_model.hpp:
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BIN
build/main.o
BIN
build/main.o
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@@ -15,7 +15,7 @@ namespace cve {
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};
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FirstApp::FirstApp() {
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loadModels();
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loadGameObjects();
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createPipelineLayout();
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recreateSwapChain();
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createCommandBuffers();
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@@ -34,14 +34,21 @@ namespace cve {
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vkDeviceWaitIdle(cveDevice.device());
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}
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void FirstApp::loadModels() {
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void FirstApp::loadGameObjects() {
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std::vector<CveModel::Vertex> verticies {
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{{0.0f, -0.5f}, {1.0f, 0.0f, 0.0f}},
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{{0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
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{{-0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}}
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};
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cveModel = std::make_unique<CveModel>(cveDevice, verticies);
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auto cveModel = std::make_shared<CveModel>(cveDevice, verticies);
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auto triangle = CveGameObject::createGameObject();
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triangle.model = cveModel;
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triangle.color = {0.1f, 0.8f, 0.1f};
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triangle.transform2d.translation.x = .2f;
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gameObjects.push_back(std::move(triangle));
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}
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void FirstApp::createPipelineLayout() {
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@@ -123,8 +130,6 @@ namespace cve {
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}
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void FirstApp::recordCommandBuffer(int imageIndex) {
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static int frame = 30;
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frame = (frame+1) % 2000;
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VkCommandBufferBeginInfo beginInfo{};
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beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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@@ -160,24 +165,7 @@ namespace cve {
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vkCmdSetViewport(commandBuffers[imageIndex], 0, 1, &viewport);
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vkCmdSetScissor(commandBuffers[imageIndex], 0, 1, &scissor);
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cvePipeline->bind(commandBuffers[imageIndex]);
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cveModel->bind(commandBuffers[imageIndex]);
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for (int j = 0; j < 4; j++) {
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SimplePushConstantData push{};
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push.offset = {-0.5f + frame * 0.0005f, -0.4f + j * 0.25f};
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push.color = {0.0f, 0.0f, 0.2f + 0.2f * j};
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vkCmdPushConstants(
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commandBuffers[imageIndex],
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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0,
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sizeof(SimplePushConstantData),
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&push
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);
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cveModel->draw(commandBuffers[imageIndex]);
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}
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renderGameObjects(commandBuffers[imageIndex]);
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@@ -187,6 +175,29 @@ namespace cve {
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}
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}
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void FirstApp::renderGameObjects(VkCommandBuffer commandBuffer) {
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cvePipeline->bind(commandBuffer);
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for (auto& obj: gameObjects) {
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SimplePushConstantData push{};
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push.offset = obj.transform2d.translation;
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push.color = obj.color;
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push.transform = obj.transform2d.mat2();
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vkCmdPushConstants(
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commandBuffer,
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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0,
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sizeof(SimplePushConstantData),
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&push
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);
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obj.model->bind(commandBuffer);
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obj.model->draw(commandBuffer);
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}
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}
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void FirstApp::drawFrame() {
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uint32_t imageIndex;
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auto result = cveSwapChain->acquireNextImage(&imageIndex);
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@@ -4,7 +4,6 @@
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#include "cve_pipeline.hpp"
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#include "cve_device.hpp"
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#include "cve_swap_chain.hpp"
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#include "cve_model.hpp"
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#include "cve_game_object.hpp"
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#include <memory>
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@@ -24,7 +23,7 @@ namespace cve {
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void run();
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private:
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void loadModels();
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void loadGameObjects();
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void createPipelineLayout();
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void createPipeline();
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void createCommandBuffers();
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@@ -32,6 +31,7 @@ namespace cve {
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void drawFrame();
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void recreateSwapChain();
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void recordCommandBuffer(int imageIndex);
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void renderGameObjects(VkCommandBuffer commandBuffer);
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CveWindow cveWindow{WIDTH, HEIGHT, "Hello Vulkan!"};
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CveDevice cveDevice{cveWindow};
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@@ -39,6 +39,6 @@ namespace cve {
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std::unique_ptr<CvePipeline> cvePipeline;
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VkPipelineLayout pipelineLayout;
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std::vector<VkCommandBuffer> commandBuffers;
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std::unique_ptr<CveModel> cveModel;
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std::vector<CveGameObject> gameObjects;
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};
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}
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