vulkan-test/src/main.cpp

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// Include necessary headers
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#include <chrono> // For time-related functions
#include <fmt/format.h> // For string formatting
#include <shaderc/shaderc.hpp> // For shader compilation
#include <unordered_set> // For unordered_set container
// GLM (OpenGL Mathematics) configuration
#define GLM_FORCE_DEPTH_ZERO_TO_ONE // Use Vulkan's depth range (0 to 1) instead of OpenGL's (-1 to 1)
#define GLM_FORCE_DEFAULT_ALIGNED_GENTYPES // Force GLM to use aligned types
#include <glm/glm.hpp> // Include GLM for mathematics operations
// TinyObjLoader for loading 3D models
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#define TINYOBJLOADER_IMPLEMENTATION
#include <tiny_obj_loader.h>
// Vulkan configuration and inclusion
#define VULKAN_HPP_DISPATCH_LOADER_DYNAMIC 1 // Use dynamic dispatch for Vulkan functions
#define VK_ENABLE_BETA_EXTENSIONS // Enable beta Vulkan extensions
#define VULKAN_HPP_NO_CONSTRUCTORS // Use aggregate initialization for Vulkan structs
#include <vulkan/vulkan.hpp> // Include Vulkan C++ bindings
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// Necessary for dynamic dispatch to work
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VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
// Include custom utility headers
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#include "util/constants.hpp" // Constants definitions
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#include "util/crosshair.hpp" // Crosshair definitions
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#include "util/shaders.hpp" // Compiled shader code
#include "util/types.hpp" // Custom type definitions
#include "util/unique_image.hpp" // Custom image handling utilities
#include "util/vertex.hpp" // Custom vertex structure definition
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// ImGui headers for GUI
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#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_vulkan.h>
// GLFW configuration and inclusion
#define VKFW_NO_STRUCT_CONSTRUCTORS // Use aggregate initialization for GLFW structs
#include "vkfw.hpp" // Include GLFW C++ bindings
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using namespace constants;
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/**
* @brief The Vulkan application class.
*
* This class encapsulates the entire Vulkan application, managing the Vulkan
* instance, window, rendering loop, and resource cleanup. It handles the
* initialization of Vulkan, manages resources, and orchestrates rendering.
*/
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class VulkanApp {
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public:
/**
* @brief Runs the Vulkan application.
*
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* This function initializes the application window, sets up Vulkan, and enters
* the main rendering loop. It also cleans up resources when the application is closed.
*/
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fn run() -> void {
initWindow(); // Initialize the application window
initVulkan(); // Initialize Vulkan
mainLoop(); // Enter the main rendering loop
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cleanupSwapChain(); // Clean up swap chain resources
for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++)
if (mUniformBuffersMapped[i]) {
mDevice->unmapMemory(mUniformBuffersMemory[i].get());
mUniformBuffersMapped[i] = nullptr;
}
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// Shut down ImGui
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ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
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}
private:
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vkfw::UniqueInstance mVKFWInstance; ///< GLFW instance
vkfw::UniqueWindow mWindow; ///< Application window
vk::UniqueInstance mInstance; ///< Vulkan instance
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vk::UniqueDebugUtilsMessengerEXT mDebugMessenger; ///< Debug messenger
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vk::UniqueSurfaceKHR mSurface; ///< Vulkan surface for rendering
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vk::PhysicalDevice mPhysicalDevice; ///< Physical GPU
vk::SampleCountFlagBits mMsaaSamples; ///< Multisampling count
vk::UniqueDevice mDevice; ///< Logical Vulkan device
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vk::Queue mGraphicsQueue; ///< Queue for graphics commands
vk::Queue mPresentQueue; ///< Queue for presentation commands
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vk::UniqueSwapchainKHR mSwapChain; ///< Swap chain for frame buffering
std::vector<vk::Image> mSwapChainImages; ///< Images in the swap chain
vk::Format mSwapChainImageFormat; ///< Format of swap chain images
vk::Extent2D mSwapChainExtent; ///< Dimensions of swap chain images
std::vector<vk::UniqueImageView> mSwapChainImageViews; ///< Image views for swap chain images
std::vector<vk::UniqueFramebuffer> mSwapChainFramebuffers; ///< Framebuffers for rendering
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vk::UniqueRenderPass mRenderPass; ///< Render pass definition
vk::UniqueDescriptorSetLayout mDescriptorSetLayout; ///< Descriptor set layout
vk::UniquePipelineLayout mPipelineLayout; ///< Pipeline layout
vk::UniquePipeline mGraphicsPipeline; ///< Graphics pipeline
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vk::UniquePipeline mOldPipeline; ///< Previous graphics pipeline for safe deletion
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vk::UniquePipelineLayout mCrosshairPipelineLayout;
vk::UniquePipeline mCrosshairPipeline;
vk::UniqueBuffer mCrosshairVertexBuffer;
vk::UniqueDeviceMemory mCrosshairVertexBufferMemory;
vk::UniqueBuffer mCrosshairIndexBuffer;
vk::UniqueDeviceMemory mCrosshairIndexBufferMemory;
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vk::UniqueCommandPool mCommandPool; ///< Command pool for allocating command buffers
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vk::UniqueImage mColorImage; ///< Color image
vk::UniqueDeviceMemory mColorImageMemory; ///< Memory for color image
vk::UniqueImageView mColorImageView; ///< Image view for color image
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vk::UniqueImage mDepthImage; ///< Depth image
vk::UniqueDeviceMemory mDepthImageMemory; ///< Memory for depth image
vk::UniqueImageView mDepthImageView; ///< Image view for depth image
u32 mMipLevels; ///< Number of mipmap levels
vk::UniqueImage mTextureImage; ///< Texture image
vk::UniqueDeviceMemory mTextureImageMemory; ///< Memory for texture image
vk::UniqueImageView mTextureImageView; ///< Image view for texture
vk::UniqueSampler mTextureSampler; ///< Sampler for texture
std::vector<Vertex> mVertices; ///< Vertex data for the model
std::vector<u32> mIndices; ///< Index data for the model
vk::UniqueBuffer mVertexBuffer; ///< Buffer for vertex data
vk::UniqueDeviceMemory mVertexBufferMemory; ///< Memory for vertex buffer
vk::UniqueBuffer mIndexBuffer; ///< Buffer for index data
vk::UniqueDeviceMemory mIndexBufferMemory; ///< Memory for index buffer
std::vector<vk::UniqueBuffer> mUniformBuffers; ///< Uniform buffers for shader parameters
std::vector<vk::UniqueDeviceMemory> mUniformBuffersMemory; ///< Memory for uniform buffers
std::vector<void*> mUniformBuffersMapped; ///< Mapped uniform buffers
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std::vector<vk::UniqueBuffer> mLightUniformBuffers; ///< Uniform buffers for light parameters
std::vector<vk::UniqueDeviceMemory> mLightUniformBuffersMemory; ///< Memory for light uniform buffers
std::vector<void*> mLightUniformBuffersMapped; ///< Mapped light uniform buffers
std::vector<vk::UniqueBuffer> mCameraUniformBuffers; ///< Uniform buffers for camera parameters
std::vector<vk::UniqueDeviceMemory> mCameraUniformBuffersMemory; ///< Memory for camera uniform buffers
std::vector<void*> mCameraUniformBuffersMapped; ///< Mapped camera uniform buffers
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vk::UniqueDescriptorPool mDescriptorPool; ///< Descriptor pool for the application
vk::UniqueDescriptorPool mImGuiDescriptorPool; ///< Separate descriptor pool for ImGui
std::vector<vk::DescriptorSet> mDescriptorSets; ///< Descriptor sets for binding resources
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std::vector<vk::UniqueCommandBuffer> mCommandBuffers; ///< Command buffers for drawing commands
// Light settings
struct {
glm::vec3 position = glm::vec3(2.0F, 2.0F, 2.0F);
glm::vec3 color = glm::vec3(1.0F, 1.0F, 1.0F);
float ambient_strength = 0.1F;
float specular_strength = 0.5F;
} mLightSettings;
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std::vector<vk::UniqueSemaphore>
mImageAvailableSemaphores; ///< Signals that an image is available for rendering
std::vector<vk::UniqueSemaphore> mRenderFinishedSemaphores; ///< Signals that rendering has finished
std::vector<vk::UniqueFence> mInFlightFences; ///< Ensures CPU-GPU synchronization
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std::vector<vk::Fence> mImagesInFlight; ///< Tracks which fences are in use by which swap chain images
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bool mFramebufferResized = false; ///< Flag indicating if the framebuffer was resized
u32 mCurrentFrame = 0; ///< Index of the current frame being rendered
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glm::mat4 mView; ///< View matrix
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// Mouse input tracking
bool mFirstMouse = true; ///< Flag for first mouse movement
f64 mLastX = WIDTH / 2.0; ///< Last mouse X position
f64 mLastY = HEIGHT / 2.0; ///< Last mouse Y position
bool mCursorCaptured = true; ///< Flag indicating if cursor is captured
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// ImGui-related state
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f32 mCameraSpeed = CAMERA_SPEED; ///< Current camera speed
f32 mFieldOfView = 90.0F; ///< Current field of view
bool mWireframeMode = false; ///< Wireframe rendering mode
f32 mLineWidth = 1.0F; ///< Line width for wireframe mode
f32 mMaxLineWidth = 1.0F; ///< Maximum supported line width
bool mWideLineSupport = false; ///< Whether wide lines are supported
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/**
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* @brief Struct to store queue family indices.
*
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* This struct contains the indices of the graphics and presentation queue families.
*/
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struct QueueFamilyIndices {
std::optional<u32> graphics_family; ///< Index of graphics queue family
std::optional<u32> present_family; ///< Index of presentation queue family
/**
* @brief Check if all required queue families are found.
*
* @return True if both graphics and presentation families are found, false otherwise.
*/
fn isComplete() -> bool { return graphics_family.has_value() && present_family.has_value(); }
};
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/**
* @brief Struct to hold swap chain support details.
*
* This struct contains information about the surface capabilities,
* supported formats, and presentation modes.
*/
struct SwapChainSupportDetails {
vk::SurfaceCapabilitiesKHR capabilities; ///< Surface capabilities
std::vector<vk::SurfaceFormatKHR> formats; ///< Supported surface formats
std::vector<vk::PresentModeKHR> present_modes; ///< Supported presentation modes
};
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/**
* @brief Struct representing a uniform buffer object.
*
* This struct holds the model, view, and projection matrices for use in shaders.
*/
struct UniformBufferObject {
alignas(16) glm::mat4 model; ///< Model transformation matrix
alignas(16) glm::mat4 view; ///< View transformation matrix
alignas(16) glm::mat4 proj; ///< Projection matrix
};
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struct LightInfo {
alignas(16) glm::vec3 position; ///< Light position
alignas(16) glm::vec3 color; ///< Light color
alignas(4) float ambient_strength; ///< Ambient strength
alignas(4) float specular_strength; ///< Specular strength
};
struct CameraInfo {
alignas(16) glm::vec3 position; ///< Camera position
};
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struct Camera {
glm::dvec3 position;
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glm::dvec3 front;
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glm::dvec3 up;
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glm::dvec3 right;
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f64 yaw;
f64 pitch;
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Camera()
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: position(2.0, 2.0, 0.5),
front(glm::normalize(glm::dvec3(0.0, 1.0, 0.0))),
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up(0.0, 0.0, 1.0),
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right(glm::normalize(glm::cross(front, glm::dvec3(0.0, 0.0, 1.0)))),
yaw(180.0),
pitch(0.0) {
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updateCameraVectors();
}
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[[nodiscard]] fn getPosition() const -> glm::dvec3 { return position; }
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[[nodiscard]] fn getFront() const -> glm::dvec3 { return front; }
[[nodiscard]] fn getYaw() const -> f64 { return yaw; }
[[nodiscard]] fn getPitch() const -> f64 { return pitch; }
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[[nodiscard]] fn getViewMatrix() const -> glm::mat4 {
return glm::lookAt(position, position + front, up);
}
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fn moveForward(f64 deltaTime) -> void {
// Project front vector onto horizontal plane by zeroing Z component
glm::dvec3 horizontalFront = front;
horizontalFront.z = 0.0;
horizontalFront = glm::normalize(horizontalFront);
position += horizontalFront * CAMERA_SPEED * deltaTime;
}
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fn moveBackward(f64 deltaTime) -> void {
// Project front vector onto horizontal plane by zeroing Z component
glm::dvec3 horizontalFront = front;
horizontalFront.z = 0.0;
horizontalFront = glm::normalize(horizontalFront);
position -= horizontalFront * CAMERA_SPEED * deltaTime;
}
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fn moveLeft(f64 deltaTime) -> void {
// Project right vector onto horizontal plane by zeroing Z component
glm::dvec3 horizontalRight = right;
horizontalRight.z = 0.0;
horizontalRight = glm::normalize(horizontalRight);
position -= horizontalRight * CAMERA_SPEED * deltaTime;
}
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fn moveRight(f64 deltaTime) -> void {
// Project right vector onto horizontal plane by zeroing Z component
glm::dvec3 horizontalRight = right;
horizontalRight.z = 0.0;
horizontalRight = glm::normalize(horizontalRight);
position += horizontalRight * CAMERA_SPEED * deltaTime;
}
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fn moveUp(f64 deltaTime) -> void { position += glm::dvec3(0.0, 0.0, 1.0) * CAMERA_SPEED * deltaTime; }
fn moveDown(f64 deltaTime) -> void { position -= glm::dvec3(0.0, 0.0, 1.0) * CAMERA_SPEED * deltaTime; }
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fn rotate(f64 xoffset, f64 yoffset) -> void {
const f64 sensitivity = 0.1;
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yaw += xoffset * sensitivity;
pitch += yoffset * sensitivity;
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// Clamp yaw to [-180, 180] range
if (yaw > 180.0)
yaw -= 360.0;
if (yaw < -180.0)
yaw += 360.0;
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// Constrain pitch to avoid camera flipping
if (pitch > 89.0)
pitch = 89.0;
if (pitch < -89.0)
pitch = -89.0;
updateCameraVectors();
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}
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private:
fn updateCameraVectors() -> void {
// Calculate new front vector
glm::dvec3 newFront;
newFront.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
newFront.y = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
newFront.z = sin(glm::radians(pitch));
front = glm::normalize(newFront);
// Recalculate right and up vectors
right = glm::normalize(glm::cross(front, glm::dvec3(0.0, 0.0, 1.0)));
up = glm::normalize(glm::cross(right, front));
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}
};
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Camera mCamera; ///< Camera object
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static fn processInput(vkfw::Window& window, Camera& camera, const f32& deltaTime, const f32& cameraSpeed)
-> void {
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if (window.getKey(vkfw::Key::eW) == vkfw::eTrue)
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camera.moveForward(static_cast<f64>(deltaTime * cameraSpeed));
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if (window.getKey(vkfw::Key::eA) == vkfw::eTrue)
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camera.moveLeft(static_cast<f64>(deltaTime * cameraSpeed));
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if (window.getKey(vkfw::Key::eS) == vkfw::eTrue)
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camera.moveBackward(static_cast<f64>(deltaTime * cameraSpeed));
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if (window.getKey(vkfw::Key::eD) == vkfw::eTrue)
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camera.moveRight(static_cast<f64>(deltaTime * cameraSpeed));
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if (window.getKey(vkfw::Key::eSpace) == vkfw::eTrue)
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camera.moveUp(static_cast<f64>(deltaTime * cameraSpeed));
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if (window.getKey(vkfw::Key::eLeftShift) == vkfw::eTrue)
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camera.moveDown(static_cast<f64>(deltaTime * cameraSpeed));
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}
/**
* @brief Initializes the application window using GLFW.
*
* This function performs the following tasks:
* 1. Initializes the GLFW library.
* 2. Creates a window with the specified dimensions and title.
* 3. Sets up a callback for window resize events.
*
* The window is created without a default OpenGL context, as we'll be using Vulkan.
*/
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fn initWindow() -> void {
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// Initialize GLFW
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mVKFWInstance = vkfw::initUnique();
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// Set window creation hints
vkfw::WindowHints hints { .clientAPI = vkfw::ClientAPI::eNone }; // No OpenGL context
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// Get the primary monitor and its resolution
vkfw::Monitor primaryMonitor = vkfw::getPrimaryMonitor();
const GLFWvidmode* videoMode = primaryMonitor.getVideoMode();
// Calculate window position to center it
i32 xpos = (videoMode->width - WIDTH) / 2;
i32 ypos = (videoMode->height - HEIGHT) / 2;
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// Create the window
mWindow = vkfw::createWindowUnique(WIDTH, HEIGHT, "Vulkan", hints);
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// Set window position
mWindow->setPos(xpos, ypos);
// Set the user pointer to this instance, allowing us to access it in callbacks
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mWindow->setUserPointer(this);
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// Configure cursor for FPS-style camera control
mWindow->set<vkfw::InputMode::eCursor>(vkfw::CursorMode::eDisabled);
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// Set up mouse callback
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mWindow->callbacks()->on_cursor_move =
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[this](const vkfw::Window& /*window*/, f64 mouseX, f64 mouseY) -> void {
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if (!mCursorCaptured)
return; // Skip camera movement when cursor is not captured
if (mFirstMouse) {
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mLastX = mouseX;
mLastY = mouseY;
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mFirstMouse = false;
return;
}
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f64 xoffset = mouseX - mLastX;
f64 yoffset = mLastY - mouseY; // Reversed since y-coordinates range from bottom to top
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mLastX = mouseX;
mLastY = mouseY;
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mCamera.rotate(-xoffset, yoffset); // Invert xoffset for correct horizontal movement
};
// Set up key callback for escape
mWindow->callbacks()->on_key = [this](
const vkfw::Window& window,
const vkfw::Key& key,
const i32& /*scancode*/,
const vkfw::KeyAction& action,
const vkfw::ModifierKeyFlags& /*mods*/
) -> void {
if (key == vkfw::Key::eEscape && action == vkfw::KeyAction::ePress) {
mCursorCaptured = false;
window.set<vkfw::InputMode::eCursor>(vkfw::CursorMode::eNormal);
}
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if (key == vkfw::Key::eR && action == vkfw::KeyAction::ePress) {
try {
mDevice->waitIdle();
createGraphicsPipeline();
fmt::println("Shaders reloaded successfully!");
} catch (const std::exception& e) { fmt::println(stderr, "Failed to reload shaders: {}", e.what()); }
}
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};
// Set up mouse button callback for re-capture
mWindow->callbacks()->on_mouse_button = [this](
const vkfw::Window& window,
const vkfw::MouseButton& button,
const vkfw::MouseButtonAction& action,
const vkfw::ModifierKeyFlags& /*mods*/
) -> void {
if (button == vkfw::MouseButton::eLeft && action == vkfw::MouseButtonAction::ePress &&
!mCursorCaptured) {
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// Only capture cursor if click is not on ImGui window
if (!ImGui::GetIO().WantCaptureMouse) {
mCursorCaptured = true;
mFirstMouse = true; // Reset first mouse flag to avoid jumps
window.set<vkfw::InputMode::eCursor>(vkfw::CursorMode::eDisabled);
}
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}
};
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// Set up the window resize callback
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mWindow->callbacks()->on_window_resize =
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[this](const vkfw::Window& /*window*/, usize /*width*/, usize /*height*/) -> void {
// Set the framebuffer resized flag when the window is resized
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mFramebufferResized = true;
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};
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}
/**
* @brief Initializes Vulkan by setting up all necessary components.
*
* This function calls a series of helper functions to set up the Vulkan environment.
* It creates and configures all the Vulkan objects needed for rendering, including:
* - Vulkan instance
* - Debug messenger (for validation layers)
* - Surface (for presenting rendered images)
* - Physical and logical devices
* - Swap chain
* - Render pass and graphics pipeline
* - Buffers and images
* - Synchronization objects
*
* The order of these function calls is important, as many Vulkan objects depend on
* others that must be created first.
*/
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fn initVulkan() -> void {
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createInstance(); // Create the Vulkan instance
setupDebugMessenger(); // Set up debug messaging (validation layers)
createSurface(); // Create the window surface
pickPhysicalDevice(); // Select a suitable GPU
createLogicalDevice(); // Create a logical device from the chosen GPU
createSwapChain(); // Create the swap chain for presenting images
createImageViews(); // Create image views for the swap chain images
createRenderPass(); // Set up the render pass
createDescriptorSetLayout(); // Create the descriptor set layout
createGraphicsPipeline(); // Create the graphics pipeline
createCrosshairPipeline(); // Create the crosshair pipeline
createCommandPool(); // Create a command pool for allocating command buffers
createColorResources(); // Create resources for multisampling
createDepthResources(); // Create resources for depth testing
createFramebuffers(); // Create framebuffers for rendering
createTextureImage(); // Load and create the texture image
createTextureImageView(); // Create an image view for the texture
createTextureSampler(); // Create a sampler for the texture
loadModel(); // Load the 3D model
createVertexBuffer(); // Create a buffer for vertex data
createIndexBuffer(); // Create a buffer for index data
createUniformBuffers(); // Create uniform buffers for shader parameters
createLightUniformBuffers(); // Create uniform buffers for light parameters
createCameraUniformBuffers(); // Create uniform buffers for camera parameters
createDescriptorPool(); // Create a descriptor pool
createDescriptorSets(); // Allocate and update descriptor sets
createCommandBuffers(); // Create command buffers for rendering commands
createCrosshairBuffers(); // Create crosshair buffers
createSyncObjects(); // Create synchronization objects (semaphores and fences)
initImGui(); // Initialize Dear ImGui for GUI rendering
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}
/**
* @brief Initializes the ImGui library for use with GLFW and Vulkan.
*
* This function sets up ImGui for rendering with Vulkan and GLFW. It creates the ImGui context,
* sets up the style, initializes ImGui for GLFW and Vulkan, and creates a descriptor pool for ImGui.
*/
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fn initImGui() -> void {
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// Create ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
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// Remember to use a reference here, otherwise
// the ImGui::GetIO() function will return a
// copy and the changes won't be saved.
ImGuiIO& imGuiIO = ImGui::GetIO();
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// Enable docking and viewports
imGuiIO.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
imGuiIO.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport
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// Disable writing imgui.ini
imGuiIO.IniFilename = nullptr;
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// Setup Dear ImGui style
ImGui::StyleColorsDark();
// Initialize ImGui for GLFW and Vulkan
ImGui_ImplGlfw_InitForVulkan(mWindow.get(), true);
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vk::DescriptorPoolSize descriptorPoolSize = {
.type = vk::DescriptorType::eCombinedImageSampler,
.descriptorCount = 1,
};
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vk::DescriptorPoolCreateInfo poolInfo {
.flags = vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet,
.maxSets = 1,
.poolSizeCount = 1,
.pPoolSizes = &descriptorPoolSize,
};
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mImGuiDescriptorPool = mDevice->createDescriptorPoolUnique(poolInfo);
ImGui_ImplVulkan_InitInfo initInfo = {
.Instance = mInstance.get(),
.PhysicalDevice = mPhysicalDevice,
.Device = mDevice.get(),
.QueueFamily = findQueueFamilies(mPhysicalDevice).graphics_family.value(),
.Queue = mGraphicsQueue,
.DescriptorPool = mImGuiDescriptorPool.get(),
.RenderPass = mRenderPass.get(),
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.MinImageCount = MAX_FRAMES_IN_FLIGHT,
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.ImageCount = static_cast<u32>(mSwapChainImages.size()),
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.MSAASamples = static_cast<VkSampleCountFlagBits>(mMsaaSamples),
.PipelineCache = VK_NULL_HANDLE,
.Subpass = 0,
.UseDynamicRendering = false,
.PipelineRenderingCreateInfo = {},
.Allocator = nullptr,
.CheckVkResultFn = nullptr,
.MinAllocationSize = 0,
};
ImGui_ImplVulkan_Init(&initInfo);
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}
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/**
* @brief The main rendering loop of the application.
*
* This function contains the main loop that runs while the window is open. It continuously
* polls for events and draws frames until the window is closed.
*/
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fn mainLoop() -> void {
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f64 lastFrame = 0.0;
f64 deltaTime = 0.0;
f64 lastFpsUpdate = 0.0;
i32 frameCounter = 0;
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while (!mWindow->shouldClose()) {
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f64 currentFrame = vkfw::getTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
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processInput(mWindow.get(), mCamera, static_cast<f32>(deltaTime), mCameraSpeed);
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mView = mCamera.getViewMatrix();
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updateFrameStats(lastFpsUpdate, frameCounter);
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vkfw::pollEvents();
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setupImGuiFrame();
renderImGuiControls();
finalizeImGuiFrame();
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drawFrame();
}
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mDevice->waitIdle();
}
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fn renderImGuiControls() -> void {
// Camera Settings
if (ImGui::CollapsingHeader("Camera Settings", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::SliderFloat("Camera Speed", &mCameraSpeed, 0.1F, 10.0F, "%.1f");
ImGui::SliderFloat("Field of View", &mFieldOfView, 45.0F, 120.0F, "%.1f");
if (ImGui::Button("Reset Camera")) {
mCamera = Camera();
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}
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}
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// Rendering Settings
if (ImGui::CollapsingHeader("Rendering Settings", ImGuiTreeNodeFlags_DefaultOpen)) {
if (ImGui::Checkbox("Wireframe Mode", &mWireframeMode)) {
recreateSwapChain();
}
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if (mWireframeMode) {
if (mWideLineSupport) {
if (ImGui::SliderFloat("Line Width", &mLineWidth, 1.0F, mMaxLineWidth, "%.1f")) {
mDevice->waitIdle();
createGraphicsPipeline();
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}
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} else {
ImGui::TextColored(ImVec4(1.0F, 0.5F, 0.5F, 1.0F), "Wide lines not supported on this device");
mLineWidth = 1.0F;
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}
}
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}
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renderControlsHelp();
renderPerformanceMetrics();
}
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static fn renderControlsHelp() -> void {
if (ImGui::CollapsingHeader("Controls", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::BulletText("Use mouse to look around");
ImGui::BulletText("WASD to move horizontally");
ImGui::BulletText("Space/Shift to move up/down");
ImGui::BulletText("ESC to toggle mouse capture");
ImGui::BulletText("Tab to toggle this menu");
}
}
fn renderPerformanceMetrics() -> void {
if (ImGui::CollapsingHeader("Performance", ImGuiTreeNodeFlags_DefaultOpen)) {
renderFrameMetrics();
renderMemoryUsage();
renderCameraInfo();
renderLightControls();
}
}
static fn renderFrameMetrics() -> void {
ImGui::Text(
"Application average %.3f ms/frame (%.1f FPS)",
static_cast<f64>(1000.0F / ImGui::GetIO().Framerate),
static_cast<f64>(ImGui::GetIO().Framerate)
);
}
fn renderMemoryUsage() -> void {
ImGui::Separator();
ImGui::Text("Memory Usage:");
ImGui::Text(
"Vertex Buffer: %.2f MB",
(static_cast<double>(mVertices.size()) * static_cast<double>(sizeof(Vertex))) / (1024.0 * 1024.0)
);
ImGui::Text(
"Index Buffer: %.2f MB",
(static_cast<double>(mIndices.size()) * static_cast<double>(sizeof(uint32_t))) / (1024.0 * 1024.0)
);
}
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fn renderCameraInfo() -> void {
ImGui::Separator();
ImGui::Text("Camera Information:");
ImGui::Text(
"Position: (%.2f, %.2f, %.2f)",
mCamera.getPosition().x,
mCamera.getPosition().y,
mCamera.getPosition().z
);
ImGui::Text(
"Front Vector: (%.2f, %.2f, %.2f)", mCamera.getFront().x, mCamera.getFront().y, mCamera.getFront().z
);
ImGui::Text("Yaw: %.2f°, Pitch: %.2f°", mCamera.getYaw(), mCamera.getPitch());
}
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fn renderLightControls() -> void {
ImGui::Separator();
ImGui::Text("Light Controls:");
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// Light Position
ImGui::DragFloat3("Light Position", &mLightSettings.position.x, 0.1F, -10.0F, 10.0F);
// Light Color
ImGui::ColorEdit3("Light Color", &mLightSettings.color.x);
// Light Strengths
ImGui::SliderFloat("Ambient Strength", &mLightSettings.ambient_strength, 0.0F, 1.0F);
ImGui::SliderFloat("Specular Strength", &mLightSettings.specular_strength, 0.0F, 1.0F);
}
fn updateFrameStats(f64& lastFpsUpdate, i32& frameCounter) -> void {
f64 currentFrame = vkfw::getTime();
if (currentFrame - lastFpsUpdate > 1.0) {
mWindow->setTitle(
fmt::format("Vulkan - {:.0f}FPS", static_cast<f32>(frameCounter / (currentFrame - lastFpsUpdate)))
);
lastFpsUpdate = currentFrame;
frameCounter = 0;
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}
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++frameCounter;
}
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static fn setupImGuiFrame() -> void {
ImGui_ImplVulkan_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Controls");
}
static fn finalizeImGuiFrame() -> void {
ImGui::End();
ImGui::Render();
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
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}
/**
* @brief Cleans up the swap chain resources.
*
* This function destroys the framebuffers and image views associated with the swap chain.
*/
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fn cleanupSwapChain() -> void {
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for (vk::UniqueFramebuffer& mSwapChainFramebuffer : mSwapChainFramebuffers) mSwapChainFramebuffer.reset();
for (vk::UniqueImageView& mSwapChainImageView : mSwapChainImageViews) mSwapChainImageView.reset();
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mSwapChain.reset();
}
/**
* @brief Recreates the swap chain.
*
* This function is called when the swap chain needs to be recreated, such as when the window is resized.
* It cleans up the old swap chain and creates a new one with updated properties.
*/
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fn recreateSwapChain() -> void {
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i32 width = 0, height = 0;
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while (width == 0 || height == 0) {
std::tie(width, height) = mWindow->getFramebufferSize();
vkfw::waitEvents();
}
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mDevice->waitIdle();
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cleanupSwapChain();
createSwapChain();
createImageViews();
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createRenderPass();
createGraphicsPipeline();
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createCrosshairPipeline();
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createColorResources();
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createDepthResources();
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createFramebuffers();
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createUniformBuffers();
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createLightUniformBuffers();
createCameraUniformBuffers();
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createDescriptorPool();
createDescriptorSets();
createCommandBuffers();
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createCrosshairBuffers();
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mImagesInFlight.resize(mSwapChainImages.size(), nullptr);
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}
/**
* @brief Creates the Vulkan instance.
*
* This function sets up the Vulkan instance, including application info, extensions, and validation layers.
*/
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fn createInstance() -> void {
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#ifndef NDEBUG
// Make sure validation layers are supported
if (!checkValidationLayerSupport())
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throw std::runtime_error("Validation layers requested, but not available!");
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#endif
// Application metadata
vk::ApplicationInfo appInfo {
.pApplicationName = "Vulkan App",
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.applicationVersion = 1,
.pEngineName = "No Engine",
.engineVersion = 1,
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.apiVersion = vk::ApiVersion13,
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};
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// Get the required extensions
std::span<const char*> extensionsSpan = vkfw::getRequiredInstanceExtensions();
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// Convert the span to a vector
std::vector extensions(extensionsSpan.begin(), extensionsSpan.end());
#ifndef NDEBUG
// Add the debug utils extension
extensions.emplace_back(vk::EXTDebugUtilsExtensionName);
#endif
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#ifdef __APPLE__
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// Add the portability extension
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extensions.emplace_back(vk::KHRPortabilityEnumerationExtensionName);
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// Technically deprecated but Vulkan complains if I don't include it for macOS,
// so instead of using the vk::KHRPortabilitySubsetExtensionName, I just use
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// the direct string.
extensions.emplace_back("VK_KHR_get_physical_device_properties2");
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#endif
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// Create the instance
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vk::InstanceCreateInfo createInfo {
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#ifdef __APPLE__
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// Enable the portability extension
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.flags = vk::InstanceCreateFlagBits::eEnumeratePortabilityKHR,
#endif
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.pApplicationInfo = &appInfo,
#ifdef NDEBUG
.enabledLayerCount = 0,
.ppEnabledLayerNames = nullptr,
#else
.enabledLayerCount = static_cast<u32>(validationLayers.size()),
.ppEnabledLayerNames = validationLayers.data(),
#endif
.enabledExtensionCount = static_cast<u32>(extensions.size()),
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.ppEnabledExtensionNames = extensions.data()
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};
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#ifndef NDEBUG
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fmt::println("Available extensions:");
for (const char* extension : extensions) fmt::println("\t{}", extension);
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#endif
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// Create the instance
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mInstance = vk::createInstanceUnique(createInfo);
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// Load the instance functions
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VULKAN_HPP_DEFAULT_DISPATCHER.init(mInstance.get());
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}
/**
* @brief Sets up the debug messenger for Vulkan validation layers.
*
* This function creates a debug messenger that handles validation layer messages in debug builds.
*/
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fn setupDebugMessenger() -> void {
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#ifdef NDEBUG
return;
#endif
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vk::DebugUtilsMessengerCreateInfoEXT messengerCreateInfo {
.messageSeverity = vk::DebugUtilsMessageSeverityFlagBitsEXT::eVerbose |
vk::DebugUtilsMessageSeverityFlagBitsEXT::eWarning |
vk::DebugUtilsMessageSeverityFlagBitsEXT::eError,
.messageType = vk::DebugUtilsMessageTypeFlagBitsEXT::eGeneral |
vk::DebugUtilsMessageTypeFlagBitsEXT::eValidation |
vk::DebugUtilsMessageTypeFlagBitsEXT::ePerformance,
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.pfnUserCallback = debugCallback
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};
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mDebugMessenger = mInstance->createDebugUtilsMessengerEXTUnique(messengerCreateInfo, nullptr);
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}
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/**
* @brief Creates the window surface for rendering.
*
* This function creates a Vulkan surface for the GLFW window, which is used for presenting rendered images.
*/
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fn createSurface() -> void { mSurface = vkfw::createWindowSurfaceUnique(mInstance.get(), mWindow.get()); }
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/**
* @brief Selects a suitable physical device (GPU) for Vulkan.
*
* This function enumerates available physical devices and selects the first one that meets
* the application's requirements.
*/
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fn pickPhysicalDevice() -> void {
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// Get all physical devices
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std::vector<vk::PhysicalDevice> devices = mInstance->enumeratePhysicalDevices();
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// Make sure there are supported devices
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if (devices.empty())
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throw std::runtime_error("Failed to find GPUs with Vulkan support!");
#ifndef NDEBUG
fmt::println("Available devices:");
#endif
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// For each device,
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for (const vk::PhysicalDevice& device : devices) {
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#ifndef NDEBUG
vk::PhysicalDeviceProperties properties = device.getProperties();
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fmt::println("\t{}", properties.deviceName.data());
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#endif
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// Set the first suitable device as the physical device
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if (isDeviceSuitable(device)) {
mPhysicalDevice = device;
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mMsaaSamples = getMaxUsableSampleCount();
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// Get the device properties for line width limits
vk::PhysicalDeviceProperties deviceProperties = device.getProperties();
mMaxLineWidth = deviceProperties.limits.lineWidthRange[1];
mWideLineSupport = deviceProperties.limits.lineWidthRange[1] > 1.0F;
#ifndef NDEBUG
fmt::println("Maximum supported line width: {}", mMaxLineWidth);
fmt::println("Wide lines supported: {}", mWideLineSupport ? "yes" : "no");
#endif
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break;
}
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}
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// If no suitable device was found, throw an error
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if (!mPhysicalDevice)
throw std::runtime_error("Failed to find a suitable GPU!");
}
/**
* @brief Creates the logical device and retrieves queue handles.
*
* This function creates a logical device from the selected physical device, enabling required
* features and retrieving handles to the graphics and presentation queues.
*/
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fn createLogicalDevice() -> void {
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// Get the queue families
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QueueFamilyIndices qfIndices = findQueueFamilies(mPhysicalDevice);
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std::vector<vk::DeviceQueueCreateInfo> queueCreateInfos;
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std::set<u32> uniqueQueueFamilies = {
qfIndices.graphics_family.value(),
qfIndices.present_family.value(),
};
// Set the queue priority
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f32 queuePriority = 1.0F;
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// For each unique queue family, create a queue create info
queueCreateInfos.reserve(uniqueQueueFamilies.size());
for (u32 queueFamily : uniqueQueueFamilies)
queueCreateInfos.push_back({
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.queueFamilyIndex = queueFamily,
.queueCount = 1,
.pQueuePriorities = &queuePriority,
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});
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// Enable required features
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vk::PhysicalDeviceFeatures deviceFeatures {
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.fillModeNonSolid = vk::True, // Required for wireframe rendering
.wideLines = vk::True, // Required for line width > 1.0
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.samplerAnisotropy = vk::True,
};
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// Create the logical device
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vk::DeviceCreateInfo createInfo {
.queueCreateInfoCount = static_cast<u32>(queueCreateInfos.size()),
.pQueueCreateInfos = queueCreateInfos.data(),
.enabledExtensionCount = static_cast<u32>(deviceExtensions.size()),
.ppEnabledExtensionNames = deviceExtensions.data(),
.pEnabledFeatures = &deviceFeatures,
};
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mDevice = mPhysicalDevice.createDeviceUnique(createInfo);
// Get the graphics and present queues
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mGraphicsQueue = mDevice->getQueue(qfIndices.graphics_family.value(), 0);
mPresentQueue = mDevice->getQueue(qfIndices.present_family.value(), 0);
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}
/**
* @brief Creates the swap chain for image presentation.
*
* This function sets up the swap chain, which is a queue of images that can be presented to the screen.
* It determines the format, presentation mode, and extent of the swap chain images.
*/
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fn createSwapChain() -> void {
SwapChainSupportDetails swapChainSupport = querySwapChainSupport(mPhysicalDevice);
vk::SurfaceFormatKHR surfaceFormat = chooseSwapSurfaceFormat(swapChainSupport.formats);
vk::PresentModeKHR presentMode = chooseSwapPresentMode(swapChainSupport.present_modes);
vk::Extent2D extent = chooseSwapExtent(swapChainSupport.capabilities);
u32 imageCount = swapChainSupport.capabilities.minImageCount + 1;
if (swapChainSupport.capabilities.maxImageCount > 0 &&
imageCount > swapChainSupport.capabilities.maxImageCount)
imageCount = swapChainSupport.capabilities.maxImageCount;
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QueueFamilyIndices qfIndices = findQueueFamilies(mPhysicalDevice);
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std::array<u32, 2> queueFamilyIndices = {
qfIndices.graphics_family.value(),
qfIndices.present_family.value(),
};
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vk::SwapchainCreateInfoKHR createInfo {
.surface = mSurface.get(),
.minImageCount = imageCount,
.imageFormat = surfaceFormat.format,
.imageColorSpace = surfaceFormat.colorSpace,
.imageExtent = extent,
.imageArrayLayers = 1,
.imageUsage = vk::ImageUsageFlagBits::eColorAttachment,
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.imageSharingMode = qfIndices.graphics_family != qfIndices.present_family ? vk::SharingMode::eConcurrent
: vk::SharingMode::eExclusive,
.queueFamilyIndexCount =
static_cast<u32>(qfIndices.graphics_family != qfIndices.present_family ? 2 : 0),
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.pQueueFamilyIndices =
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qfIndices.graphics_family != qfIndices.present_family ? queueFamilyIndices.data() : nullptr,
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.preTransform = swapChainSupport.capabilities.currentTransform,
.compositeAlpha = vk::CompositeAlphaFlagBitsKHR::eOpaque,
.presentMode = presentMode,
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.clipped = vk::True,
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.oldSwapchain = nullptr,
};
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mSwapChain = mDevice->createSwapchainKHRUnique(createInfo);
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mSwapChainImages = mDevice->getSwapchainImagesKHR(mSwapChain.get());
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mSwapChainImageFormat = surfaceFormat.format;
mSwapChainExtent = extent;
}
/**
* @brief Creates image views for the swap chain images.
*
* This function creates a view for each image in the swap chain, which is used to access the image
* contents.
*/
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fn createImageViews() -> void {
mSwapChainImageViews.resize(mSwapChainImages.size());
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for (u32 i = 0; i < mSwapChainImages.size(); i++)
mSwapChainImageViews[i] =
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createImageView(mSwapChainImages[i], mSwapChainImageFormat, vk::ImageAspectFlagBits::eColor, 1);
}
/**
* @brief Creates the render pass.
*
* This function sets up the render pass, which describes the structure of rendering operations,
* including the number and format of attachments used during rendering.
*/
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fn createRenderPass() -> void {
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vk::AttachmentDescription colorAttachment {
.format = mSwapChainImageFormat,
.samples = mMsaaSamples,
.loadOp = vk::AttachmentLoadOp::eClear,
.storeOp = vk::AttachmentStoreOp::eStore,
.stencilLoadOp = vk::AttachmentLoadOp::eDontCare,
.stencilStoreOp = vk::AttachmentStoreOp::eDontCare,
.initialLayout = vk::ImageLayout::eUndefined,
.finalLayout = vk::ImageLayout::eColorAttachmentOptimal,
};
vk::AttachmentDescription depthAttachment {
.format = findDepthFormat(),
.samples = mMsaaSamples,
.loadOp = vk::AttachmentLoadOp::eClear,
.storeOp = vk::AttachmentStoreOp::eDontCare,
.stencilLoadOp = vk::AttachmentLoadOp::eDontCare,
.stencilStoreOp = vk::AttachmentStoreOp::eDontCare,
.initialLayout = vk::ImageLayout::eUndefined,
.finalLayout = vk::ImageLayout::eDepthStencilAttachmentOptimal,
};
vk::AttachmentDescription colorAttachmentResolve {
.format = mSwapChainImageFormat,
.samples = vk::SampleCountFlagBits::e1,
.loadOp = vk::AttachmentLoadOp::eDontCare,
.storeOp = vk::AttachmentStoreOp::eStore,
.stencilLoadOp = vk::AttachmentLoadOp::eDontCare,
.stencilStoreOp = vk::AttachmentStoreOp::eDontCare,
.initialLayout = vk::ImageLayout::eUndefined,
.finalLayout = vk::ImageLayout::ePresentSrcKHR,
};
vk::AttachmentReference colorAttachmentRef {
.attachment = 0,
.layout = vk::ImageLayout::eColorAttachmentOptimal,
};
vk::AttachmentReference depthAttachmentRef {
.attachment = 1,
.layout = vk::ImageLayout::eDepthStencilAttachmentOptimal,
};
vk::AttachmentReference colorAttachmentResolveRef {
.attachment = 2,
.layout = vk::ImageLayout::eColorAttachmentOptimal,
};
vk::SubpassDescription subpass {
.pipelineBindPoint = vk::PipelineBindPoint::eGraphics,
.colorAttachmentCount = 1,
.pColorAttachments = &colorAttachmentRef,
.pResolveAttachments = &colorAttachmentResolveRef,
.pDepthStencilAttachment = &depthAttachmentRef,
};
vk::SubpassDependency dependency {
.srcSubpass = vk::SubpassExternal,
.dstSubpass = {},
.srcStageMask =
vk::PipelineStageFlagBits::eColorAttachmentOutput | vk::PipelineStageFlagBits::eEarlyFragmentTests,
.dstStageMask =
vk::PipelineStageFlagBits::eColorAttachmentOutput | vk::PipelineStageFlagBits::eEarlyFragmentTests,
.srcAccessMask = {},
.dstAccessMask =
vk::AccessFlagBits::eColorAttachmentWrite | vk::AccessFlagBits::eDepthStencilAttachmentWrite,
};
std::array<vk::AttachmentDescription, 3> attachments = {
colorAttachment,
depthAttachment,
colorAttachmentResolve,
};
vk::RenderPassCreateInfo renderPassInfo {
.attachmentCount = static_cast<u32>(attachments.size()),
.pAttachments = attachments.data(),
.subpassCount = 1,
.pSubpasses = &subpass,
.dependencyCount = 1,
.pDependencies = &dependency,
};
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mRenderPass = mDevice->createRenderPassUnique(renderPassInfo);
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}
/**
* @brief Creates the descriptor set layout.
*
* This function defines the layout of descriptor sets used in the shader, specifying the types
* of resources that will be accessed by the shader.
*/
fn createDescriptorSetLayout() -> void {
vk::DescriptorSetLayoutBinding uboLayoutBinding {
.binding = 0,
.descriptorType = vk::DescriptorType::eUniformBuffer,
.descriptorCount = 1,
.stageFlags = vk::ShaderStageFlagBits::eVertex,
.pImmutableSamplers = nullptr,
};
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vk::DescriptorSetLayoutBinding lightLayoutBinding {
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.binding = 1,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
.descriptorCount = 1,
.stageFlags = vk::ShaderStageFlagBits::eFragment,
.pImmutableSamplers = nullptr,
};
vk::DescriptorSetLayoutBinding cameraLayoutBinding {
.binding = 2,
.descriptorType = vk::DescriptorType::eUniformBuffer,
.descriptorCount = 1,
.stageFlags = vk::ShaderStageFlagBits::eFragment,
.pImmutableSamplers = nullptr,
};
vk::DescriptorSetLayoutBinding samplerLayoutBinding {
.binding = 3,
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.descriptorType = vk::DescriptorType::eCombinedImageSampler,
.descriptorCount = 1,
.stageFlags = vk::ShaderStageFlagBits::eFragment,
.pImmutableSamplers = nullptr,
};
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std::array<vk::DescriptorSetLayoutBinding, 4> bindings = {
uboLayoutBinding,
lightLayoutBinding,
cameraLayoutBinding,
samplerLayoutBinding,
};
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vk::DescriptorSetLayoutCreateInfo layoutInfo {
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.bindingCount = static_cast<u32>(bindings.size()),
.pBindings = bindings.data(),
};
mDescriptorSetLayout = mDevice->createDescriptorSetLayoutUnique(layoutInfo);
}
/**
* @brief Creates the graphics pipeline.
*
* This function sets up the entire graphics pipeline, including shader stages, vertex input,
* input assembly, viewport, rasterization, multisampling, depth testing, color blending, and dynamic
* states.
*/
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fn createGraphicsPipeline() -> void {
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std::vector<u32> vertShaderCode =
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ShaderCompiler::getCompiledShader(VERTEX_SHADER_PATH, shaderc_shader_kind::shaderc_vertex_shader);
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std::vector<u32> fragShaderCode =
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ShaderCompiler::getCompiledShader(FRAGMENT_SHADER_PATH, shaderc_shader_kind::shaderc_fragment_shader);
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vk::UniqueShaderModule vertShaderModule = createShaderModule(vertShaderCode);
vk::UniqueShaderModule fragShaderModule = createShaderModule(fragShaderCode);
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vk::PipelineShaderStageCreateInfo vertShaderStageInfo {
.stage = vk::ShaderStageFlagBits::eVertex,
.module = vertShaderModule.get(),
.pName = "main",
};
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vk::PipelineShaderStageCreateInfo fragShaderStageInfo {
.stage = vk::ShaderStageFlagBits::eFragment,
.module = fragShaderModule.get(),
.pName = "main",
};
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std::array<vk::PipelineShaderStageCreateInfo, 2> shaderStages = {
vertShaderStageInfo,
fragShaderStageInfo,
};
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vk::VertexInputBindingDescription bindingDescription = Vertex::getBindingDescription();
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std::array<vk::VertexInputAttributeDescription, 4> attributeDescriptions =
Vertex::getAttributeDescriptions();
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vk::PipelineVertexInputStateCreateInfo vertexInputInfo {
.vertexBindingDescriptionCount = 1,
.pVertexBindingDescriptions = &bindingDescription,
.vertexAttributeDescriptionCount = static_cast<u32>(attributeDescriptions.size()),
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.pVertexAttributeDescriptions = attributeDescriptions.data(),
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};
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vk::PipelineInputAssemblyStateCreateInfo inputAssembly {
.topology = vk::PrimitiveTopology::eTriangleList,
.primitiveRestartEnable = vk::False,
};
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vk::PipelineViewportStateCreateInfo viewportState {
.viewportCount = 1,
.scissorCount = 1,
};
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vk::PipelineRasterizationStateCreateInfo rasterizer {
.depthClampEnable = vk::False,
.rasterizerDiscardEnable = vk::False,
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.polygonMode = mWireframeMode ? vk::PolygonMode::eLine : vk::PolygonMode::eFill,
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.cullMode = vk::CullModeFlagBits::eBack,
.frontFace = vk::FrontFace::eCounterClockwise,
.depthBiasEnable = vk::False,
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.lineWidth = mWireframeMode ? mLineWidth : 1.0F, // Thicker lines in wireframe mode
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};
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vk::PipelineMultisampleStateCreateInfo multisampling {
.rasterizationSamples = mMsaaSamples,
.sampleShadingEnable = vk::False,
};
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vk::PipelineDepthStencilStateCreateInfo depthStencil {
.depthTestEnable = vk::True,
.depthWriteEnable = vk::True,
.depthCompareOp = vk::CompareOp::eLess,
.depthBoundsTestEnable = vk::False,
.stencilTestEnable = vk::False,
};
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vk::PipelineColorBlendAttachmentState colorBlendAttachment {
.blendEnable = vk::False,
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG |
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vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
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};
vk::PipelineColorBlendStateCreateInfo colorBlending {
.logicOpEnable = vk::False,
.logicOp = vk::LogicOp::eCopy,
.attachmentCount = 1,
.pAttachments = &colorBlendAttachment,
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.blendConstants = std::array<f32, 4> { 0.0F, 0.0F, 0.0F, 0.0F },
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};
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std::vector<vk::DynamicState> dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
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vk::PipelineDynamicStateCreateInfo dynamicState {
.dynamicStateCount = static_cast<u32>(dynamicStates.size()),
.pDynamicStates = dynamicStates.data(),
};
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vk::PipelineLayoutCreateInfo pipelineLayoutInfo {
.setLayoutCount = 1,
.pSetLayouts = &mDescriptorSetLayout.get(),
};
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mPipelineLayout = mDevice->createPipelineLayoutUnique(pipelineLayoutInfo);
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vk::GraphicsPipelineCreateInfo pipelineInfo {
.stageCount = static_cast<u32>(shaderStages.size()),
.pStages = shaderStages.data(),
.pVertexInputState = &vertexInputInfo,
.pInputAssemblyState = &inputAssembly,
.pViewportState = &viewportState,
.pRasterizationState = &rasterizer,
.pMultisampleState = &multisampling,
.pDepthStencilState = &depthStencil,
.pColorBlendState = &colorBlending,
.pDynamicState = &dynamicState,
.layout = mPipelineLayout.get(),
.renderPass = mRenderPass.get(),
.subpass = 0,
};
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vk::Result graphicsPipelineResult = vk::Result::eSuccess;
vk::UniquePipeline graphicsPipelineValue;
std::tie(graphicsPipelineResult, graphicsPipelineValue) =
mDevice->createGraphicsPipelineUnique(nullptr, pipelineInfo).asTuple();
if (graphicsPipelineResult != vk::Result::eSuccess)
throw std::runtime_error("Failed to create graphics pipeline!");
mGraphicsPipeline = std::move(graphicsPipelineValue);
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}
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fn createCrosshairPipeline() -> void {
// Create pipeline layout (no descriptor sets or push constants needed)
vk::PipelineLayoutCreateInfo pipelineLayoutInfo {};
mCrosshairPipelineLayout = mDevice->createPipelineLayoutUnique(pipelineLayoutInfo);
// Load shaders
auto vertShaderCode =
ShaderCompiler::getCompiledShader(CROSSHAIR_VERTEX_SHADER_PATH, shaderc_vertex_shader);
auto fragShaderCode =
ShaderCompiler::getCompiledShader(CROSSHAIR_FRAGMENT_SHADER_PATH, shaderc_fragment_shader);
vk::UniqueShaderModule vertShaderModule = createShaderModule(vertShaderCode);
vk::UniqueShaderModule fragShaderModule = createShaderModule(fragShaderCode);
vk::PipelineShaderStageCreateInfo vertShaderStageInfo { .stage = vk::ShaderStageFlagBits::eVertex,
.module = vertShaderModule.get(),
.pName = "main" };
vk::PipelineShaderStageCreateInfo fragShaderStageInfo { .stage = vk::ShaderStageFlagBits::eFragment,
.module = fragShaderModule.get(),
.pName = "main" };
std::array shaderStages = { vertShaderStageInfo, fragShaderStageInfo };
// Vertex input
auto bindingDescription = CrosshairVertex::getBindingDescription();
auto attributeDescriptions = CrosshairVertex::getAttributeDescriptions();
vk::PipelineVertexInputStateCreateInfo vertexInputInfo {
.vertexBindingDescriptionCount = 1,
.pVertexBindingDescriptions = &bindingDescription,
.vertexAttributeDescriptionCount = static_cast<u32>(attributeDescriptions.size()),
.pVertexAttributeDescriptions = attributeDescriptions.data()
};
// Input assembly
vk::PipelineInputAssemblyStateCreateInfo inputAssembly { .topology = vk::PrimitiveTopology::eLineList,
.primitiveRestartEnable = false };
// Viewport and scissor
vk::PipelineViewportStateCreateInfo viewportState { .viewportCount = 1, .scissorCount = 1 };
// Rasterization
vk::PipelineRasterizationStateCreateInfo rasterizer { .depthClampEnable = false,
.rasterizerDiscardEnable = false,
.polygonMode = vk::PolygonMode::eFill,
.cullMode = vk::CullModeFlagBits::eNone,
.frontFace = vk::FrontFace::eCounterClockwise,
.depthBiasEnable = false,
.lineWidth = 1.0F };
// Multisampling
vk::PipelineMultisampleStateCreateInfo multisampling { .rasterizationSamples = mMsaaSamples,
.sampleShadingEnable = false };
// Color blending
vk::PipelineColorBlendAttachmentState colorBlendAttachment {
.blendEnable = false,
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG |
vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA
};
vk::PipelineColorBlendStateCreateInfo colorBlending { .logicOpEnable = false,
.attachmentCount = 1,
.pAttachments = &colorBlendAttachment };
// Dynamic state
std::array dynamicStates = { vk::DynamicState::eViewport, vk::DynamicState::eScissor };
vk::PipelineDynamicStateCreateInfo dynamicState { .dynamicStateCount =
static_cast<u32>(dynamicStates.size()),
.pDynamicStates = dynamicStates.data() };
// Depth and stencil
vk::PipelineDepthStencilStateCreateInfo depthStencil { .depthTestEnable = false,
.depthWriteEnable = false,
.depthCompareOp = vk::CompareOp::eLess,
.depthBoundsTestEnable = false,
.stencilTestEnable = false };
// Create the pipeline
vk::GraphicsPipelineCreateInfo pipelineInfo { .stageCount = static_cast<u32>(shaderStages.size()),
.pStages = shaderStages.data(),
.pVertexInputState = &vertexInputInfo,
.pInputAssemblyState = &inputAssembly,
.pViewportState = &viewportState,
.pRasterizationState = &rasterizer,
.pMultisampleState = &multisampling,
.pDepthStencilState = &depthStencil,
.pColorBlendState = &colorBlending,
.pDynamicState = &dynamicState,
.layout = mCrosshairPipelineLayout.get(),
.renderPass = mRenderPass.get(),
.subpass = 0 };
mCrosshairPipeline = mDevice->createGraphicsPipelineUnique(nullptr, pipelineInfo).value;
}
fn createCrosshairBuffers() -> void {
// Create vertex buffer
vk::DeviceSize bufferSize = sizeof(crosshairVertices[0]) * crosshairVertices.size();
auto stagingBuffer = createBuffer(
bufferSize,
vk::BufferUsageFlagBits::eTransferSrc,
vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent
);
void* data = mDevice->mapMemory(stagingBuffer.second.get(), 0, bufferSize);
memcpy(data, crosshairVertices.data(), bufferSize);
mDevice->unmapMemory(stagingBuffer.second.get());
auto [vertexBuffer, vertexBufferMemory] = createBuffer(
bufferSize,
vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eVertexBuffer,
vk::MemoryPropertyFlagBits::eDeviceLocal
);
copyBuffer(stagingBuffer.first.get(), vertexBuffer.get(), bufferSize);
mCrosshairVertexBuffer = std::move(vertexBuffer);
mCrosshairVertexBufferMemory = std::move(vertexBufferMemory);
// Create index buffer
bufferSize = sizeof(crosshairIndices[0]) * crosshairIndices.size();
auto stagingBufferIndices = createBuffer(
bufferSize,
vk::BufferUsageFlagBits::eTransferSrc,
vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent
);
data = mDevice->mapMemory(stagingBufferIndices.second.get(), 0, bufferSize);
memcpy(data, crosshairIndices.data(), bufferSize);
mDevice->unmapMemory(stagingBufferIndices.second.get());
auto [indexBuffer, indexBufferMemory] = createBuffer(
bufferSize,
vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eIndexBuffer,
vk::MemoryPropertyFlagBits::eDeviceLocal
);
copyBuffer(stagingBufferIndices.first.get(), indexBuffer.get(), bufferSize);
mCrosshairIndexBuffer = std::move(indexBuffer);
mCrosshairIndexBufferMemory = std::move(indexBufferMemory);
}
/**
* @brief Creates framebuffers for the swap chain images.
*
* This function creates a framebuffer for each image view in the swap chain, attaching
* the color, depth, and resolve attachments.
*/
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fn createFramebuffers() -> void {
mSwapChainFramebuffers.resize(mSwapChainImageViews.size());
for (usize i = 0; i < mSwapChainImageViews.size(); i++) {
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std::array<vk::ImageView, 3> attachments = { mColorImageView.get(),
mDepthImageView.get(),
mSwapChainImageViews[i].get() };
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vk::FramebufferCreateInfo framebufferInfo { .renderPass = mRenderPass.get(),
.attachmentCount = static_cast<u32>(attachments.size()),
.pAttachments = attachments.data(),
.width = mSwapChainExtent.width,
.height = mSwapChainExtent.height,
.layers = 1 };
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mSwapChainFramebuffers[i] = mDevice->createFramebufferUnique(framebufferInfo);
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}
}
/**
* @brief Creates the command pool.
*
* This function creates a command pool, which is used to manage the memory used to store
* the buffers from which command buffer memory is allocated.
*/
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fn createCommandPool() -> void {
QueueFamilyIndices queueFamilyIndices = findQueueFamilies(mPhysicalDevice);
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vk::CommandPoolCreateInfo poolInfo { .flags = vk::CommandPoolCreateFlagBits::eResetCommandBuffer,
.queueFamilyIndex = queueFamilyIndices.graphics_family.value() };
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mCommandPool = mDevice->createCommandPoolUnique(poolInfo);
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}
/**
* @brief Creates resources for color attachment.
*
* This function creates the image, memory, and view for the color attachment used in multisampling.
*/
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fn createColorResources() -> void {
vk::Format colorFormat = mSwapChainImageFormat;
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std::tie(mColorImage, mColorImageMemory) = createImage(
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mSwapChainExtent.width,
mSwapChainExtent.height,
1,
mMsaaSamples,
colorFormat,
vk::ImageTiling::eOptimal,
vk::ImageUsageFlagBits::eTransientAttachment | vk::ImageUsageFlagBits::eColorAttachment,
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vk::MemoryPropertyFlagBits::eDeviceLocal
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);
mColorImageView = createImageView(mColorImage.get(), colorFormat, vk::ImageAspectFlagBits::eColor, 1);
}
/**
* @brief Creates resources for depth attachment.
*
* This function creates the image, memory, and view for the depth attachment used in depth testing.
*/
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fn createDepthResources() -> void {
vk::Format depthFormat = findDepthFormat();
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std::tie(mDepthImage, mDepthImageMemory) = createImage(
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mSwapChainExtent.width,
mSwapChainExtent.height,
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1,
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mMsaaSamples,
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depthFormat,
vk::ImageTiling::eOptimal,
vk::ImageUsageFlagBits::eDepthStencilAttachment,
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vk::MemoryPropertyFlagBits::eDeviceLocal
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);
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mDepthImageView = createImageView(mDepthImage.get(), depthFormat, vk::ImageAspectFlagBits::eDepth, 1);
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}
/**
* @brief Finds a supported format from a list of candidates.
*
* @param candidates A vector of candidate formats to check.
* @param tiling The desired tiling arrangement of the format.
* @param features The required format features.
* @return The first supported format from the list of candidates.
*
* This function iterates through a list of candidate formats and returns the first one
* that is supported with the specified tiling and features.
*/
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fn findSupportedFormat(
const std::vector<vk::Format>& candidates,
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const vk::ImageTiling& tiling,
const vk::FormatFeatureFlags& features
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) -> vk::Format {
for (vk::Format format : candidates) {
vk::FormatProperties props = mPhysicalDevice.getFormatProperties(format);
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if (tiling == vk::ImageTiling::eLinear && (props.linearTilingFeatures & features) == features)
return format;
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if (tiling == vk::ImageTiling::eOptimal && (props.optimalTilingFeatures & features) == features)
return format;
}
throw std::runtime_error("Failed to find supported format!");
}
/**
* @brief Finds a supported depth format.
*
* @return A supported depth format.
*
* This function tries to find a supported depth format from a predefined list of candidates.
*/
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fn findDepthFormat() -> vk::Format {
return findSupportedFormat(
{ vk::Format::eD32Sfloat, vk::Format::eD32SfloatS8Uint, vk::Format::eD24UnormS8Uint },
vk::ImageTiling::eOptimal,
vk::FormatFeatureFlagBits::eDepthStencilAttachment
);
}
/**
* @brief Checks if a format has a stencil component.
*
* @param format The format to check.
* @return True if the format has a stencil component, false otherwise.
*/
static fn hasStencilComponent(const vk::Format& format) {
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return format == vk::Format::eD32SfloatS8Uint || format == vk::Format::eD24UnormS8Uint;
}
/**
* @brief Creates the texture image.
*
* This function loads an image from a file, creates a staging buffer, transfers the image data
* to the staging buffer, creates the final texture image, and copies the data from the staging
* buffer to the texture image. It also generates mipmaps for the texture.
*/
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fn createTextureImage() -> void {
std::filesystem::path texturePath = std::filesystem::current_path() / "textures" / "viking_room.png";
stb::UniqueImage image(texturePath);
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u8* pixels = image.getData();
i32 texWidth = image.getWidth(), texHeight = image.getHeight();
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mMipLevels = static_cast<u32>(std::floor(std::log2(std::max(texWidth, texHeight)))) + 1;
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if (!pixels)
throw std::runtime_error("Failed to load texture image!");
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vk::DeviceSize imageSize =
static_cast<vk::DeviceSize>(texWidth) * static_cast<vk::DeviceSize>(texHeight) * 4;
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vk::UniqueBuffer stagingBuffer;
vk::UniqueDeviceMemory stagingBufferMemory;
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std::tie(stagingBuffer, stagingBufferMemory) = createBuffer(
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imageSize,
vk::BufferUsageFlagBits::eTransferSrc,
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vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent
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);
copyData(stagingBufferMemory.get(), imageSize, pixels);
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std::tie(mTextureImage, mTextureImageMemory) = createImage(
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static_cast<u32>(texWidth),
static_cast<u32>(texHeight),
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mMipLevels,
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vk::SampleCountFlagBits::e1,
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vk::Format::eR8G8B8A8Srgb,
vk::ImageTiling::eOptimal,
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vk::ImageUsageFlagBits::eTransferSrc | vk::ImageUsageFlagBits::eTransferDst |
vk::ImageUsageFlagBits::eSampled,
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vk::MemoryPropertyFlagBits::eDeviceLocal
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);
transitionImageLayout(
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mTextureImage.get(), vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal, mMipLevels
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);
copyBufferToImage(
stagingBuffer.get(), mTextureImage.get(), static_cast<u32>(texWidth), static_cast<u32>(texHeight)
);
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generateMipmaps(mTextureImage.get(), vk::Format::eR8G8B8A8Srgb, texWidth, texHeight, mMipLevels);
}
/**
* @brief Generates mipmaps for a texture image.
*
* @param image The image for which to generate mipmaps.
* @param imageFormat The format of the image.
* @param texWidth The width of the texture.
* @param texHeight The height of the texture.
* @param mipLevels The number of mipmap levels to generate.
*
* This function generates mipmaps for the given texture image by repeatedly scaling down
* the image by half until reaching the smallest mip level.
*/
fn generateMipmaps(
const vk::Image& image,
const vk::Format& imageFormat,
const i32& texWidth,
const i32& texHeight,
const u32& mipLevels
) -> void {
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vk::FormatProperties formatProperties = mPhysicalDevice.getFormatProperties(imageFormat);
if (!(formatProperties.optimalTilingFeatures & vk::FormatFeatureFlagBits::eSampledImageFilterLinear))
throw std::runtime_error("Texture image format does not support linear blitting!");
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vk::CommandBuffer commandBuffer = beginSingleTimeCommands();
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vk::ImageMemoryBarrier barrier {
.srcQueueFamilyIndex = vk::QueueFamilyIgnored,
.dstQueueFamilyIndex = vk::QueueFamilyIgnored,
.image = image,
.subresourceRange = { .aspectMask = vk::ImageAspectFlagBits::eColor,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1 }
};
i32 mipWidth = texWidth;
i32 mipHeight = texHeight;
for (u32 i = 1; i < mipLevels; i++) {
barrier.subresourceRange.baseMipLevel = i - 1;
barrier.oldLayout = vk::ImageLayout::eTransferDstOptimal;
barrier.newLayout = vk::ImageLayout::eTransferSrcOptimal;
barrier.srcAccessMask = vk::AccessFlagBits::eTransferWrite;
barrier.dstAccessMask = vk::AccessFlagBits::eTransferRead;
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commandBuffer.pipelineBarrier(
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vk::PipelineStageFlagBits::eTransfer,
vk::PipelineStageFlagBits::eTransfer,
{},
nullptr,
nullptr,
barrier
);
vk::ImageBlit blit {
.srcSubresource = { .aspectMask = vk::ImageAspectFlagBits::eColor,
.mipLevel = i - 1,
.baseArrayLayer = 0,
.layerCount = 1 },
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.srcOffsets = std::array<vk::Offset3D, 2> { { { .x = 0, .y = 0, .z = 0 },
{ .x = mipWidth, .y = mipHeight, .z = 1 } } },
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.dstSubresource = { .aspectMask = vk::ImageAspectFlagBits::eColor,
.mipLevel = i,
.baseArrayLayer = 0,
.layerCount = 1 },
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.dstOffsets = std::array<vk::Offset3D, 2> { vk::Offset3D {
.x = 0,
.y = 0,
.z = 0,
}, vk::Offset3D {
.x = mipWidth > 1 ? mipWidth / 2 : 1,
.y = mipHeight > 1 ? mipHeight / 2 : 1,
.z = 1,
} }
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};
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commandBuffer.blitImage(
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image,
vk::ImageLayout::eTransferSrcOptimal,
image,
vk::ImageLayout::eTransferDstOptimal,
blit,
vk::Filter::eLinear
);
barrier.oldLayout = vk::ImageLayout::eTransferSrcOptimal;
barrier.newLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
barrier.srcAccessMask = vk::AccessFlagBits::eTransferRead;
barrier.dstAccessMask = vk::AccessFlagBits::eShaderRead;
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commandBuffer.pipelineBarrier(
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vk::PipelineStageFlagBits::eTransfer,
vk::PipelineStageFlagBits::eFragmentShader,
{},
nullptr,
nullptr,
barrier
);
if (mipWidth > 1)
mipWidth /= 2;
if (mipHeight > 1)
mipHeight /= 2;
}
barrier.subresourceRange.baseMipLevel = mMipLevels - 1;
barrier.oldLayout = vk::ImageLayout::eTransferDstOptimal;
barrier.newLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
barrier.srcAccessMask = vk::AccessFlagBits::eTransferWrite;
barrier.dstAccessMask = vk::AccessFlagBits::eShaderRead;
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commandBuffer.pipelineBarrier(
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vk::PipelineStageFlagBits::eTransfer,
vk::PipelineStageFlagBits::eFragmentShader,
{},
nullptr,
nullptr,
barrier
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);
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endSingleTimeCommands(commandBuffer);
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}
/**
* @brief Gets the maximum usable sample count for multisampling.
*
* @return The maximum sample count supported by the device for both color and depth.
*
* This function determines the highest sample count that is supported by the device
* for both color and depth attachments.
*/
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fn getMaxUsableSampleCount() -> vk::SampleCountFlagBits {
vk::PhysicalDeviceProperties physicalDeviceProperties = mPhysicalDevice.getProperties();
vk::SampleCountFlags counts = physicalDeviceProperties.limits.framebufferColorSampleCounts &
physicalDeviceProperties.limits.framebufferDepthSampleCounts;
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// Define an array of sample counts in descending order
const std::array<vk::SampleCountFlagBits, 7> sampleCounts = {
vk::SampleCountFlagBits::e64, vk::SampleCountFlagBits::e32, vk::SampleCountFlagBits::e16,
vk::SampleCountFlagBits::e8, vk::SampleCountFlagBits::e4, vk::SampleCountFlagBits::e2,
vk::SampleCountFlagBits::e1,
};
// Loop through the array and return the first supported sample count
for (const vk::SampleCountFlagBits& count : sampleCounts)
if (counts & count)
return count;
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// Return e1 if no other sample count is supported
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return vk::SampleCountFlagBits::e1;
}
/**
* @brief Creates the texture image view.
*
* This function creates an image view for the texture image, which can be used
* to access the texture in shaders.
*/
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fn createTextureImageView() -> void {
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mTextureImageView = createImageView(
mTextureImage.get(), vk::Format::eR8G8B8A8Srgb, vk::ImageAspectFlagBits::eColor, mMipLevels
);
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}
/**
* @brief Creates the texture sampler.
*
* This function creates a sampler object that defines how the texture should be sampled in shaders.
*/
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fn createTextureSampler() -> void {
vk::PhysicalDeviceProperties properties = mPhysicalDevice.getProperties();
vk::SamplerCreateInfo samplerInfo {
.magFilter = vk::Filter::eLinear,
.minFilter = vk::Filter::eLinear,
.mipmapMode = vk::SamplerMipmapMode::eLinear,
.addressModeU = vk::SamplerAddressMode::eRepeat,
.addressModeV = vk::SamplerAddressMode::eRepeat,
.addressModeW = vk::SamplerAddressMode::eRepeat,
.mipLodBias = 0.0F,
.anisotropyEnable = vk::False,
.maxAnisotropy = properties.limits.maxSamplerAnisotropy,
.compareEnable = vk::False,
.compareOp = vk::CompareOp::eAlways,
.minLod = 0.0F,
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.maxLod = static_cast<f32>(mMipLevels),
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.borderColor = vk::BorderColor::eIntOpaqueBlack,
.unnormalizedCoordinates = vk::False,
};
mTextureSampler = mDevice->createSamplerUnique(samplerInfo);
}
/**
* @brief Creates a Vulkan image view.
*
* This function creates and returns a unique Vulkan image view using the provided parameters.
*
* @param image The Vulkan image for which to create the view.
* @param format The format of the image.
* @param aspectFlags The aspect flags for the image view.
* @param mipLevels The number of mip levels for the image view.
*
* @return vk::UniqueImageView A unique handle to the created Vulkan image view.
*
* @details
* The function creates an image view with the following properties:
* - 2D view type
* - Subresource range starting from base mip level 0
* - Single array layer starting from base array layer 0
*/
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fn createImageView(
const vk::Image& image,
const vk::Format& format,
const vk::ImageAspectFlags& aspectFlags,
const u32& mipLevels
) -> vk::UniqueImageView {
return mDevice->createImageViewUnique({
.image = image,
.viewType = vk::ImageViewType::e2D,
.format = format,
.subresourceRange = {
.aspectMask = aspectFlags,
.baseMipLevel = 0,
.levelCount = mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
},
});
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}
fn createImage(
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const u32& width,
const u32& height,
const u32& mipLevels,
const vk::SampleCountFlagBits& numSamples,
const vk::Format& format,
const vk::ImageTiling& tiling,
const vk::ImageUsageFlags& usage,
const vk::MemoryPropertyFlags& properties
) -> std::pair<vk::UniqueImage, vk::UniqueDeviceMemory> {
// Define the image creation info
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vk::ImageCreateInfo imageInfo {
.imageType = vk::ImageType::e2D,
.format = format,
.extent = { .width = width, .height = height, .depth = 1 },
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.mipLevels = mipLevels,
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.arrayLayers = 1,
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.samples = numSamples,
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.tiling = tiling,
.usage = usage,
.sharingMode = vk::SharingMode::eExclusive,
.initialLayout = vk::ImageLayout::eUndefined,
};
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// Create the image
vk::UniqueImage image = mDevice->createImageUnique(imageInfo);
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// Get the memory requirements for the image
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vk::MemoryRequirements memRequirements = mDevice->getImageMemoryRequirements(image.get());
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// Memory allocation info
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vk::MemoryAllocateInfo allocInfo {
.allocationSize = memRequirements.size,
.memoryTypeIndex = findMemoryType(memRequirements.memoryTypeBits, properties),
};
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// Allocate memory
vk::UniqueDeviceMemory imageMemory = mDevice->allocateMemoryUnique(allocInfo);
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// Bind the allocated memory to the image
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mDevice->bindImageMemory(image.get(), imageMemory.get(), 0);
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// Return the unique image
return { std::move(image), std::move(imageMemory) };
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}
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// Transition image between layouts
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fn transitionImageLayout(
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const vk::Image& image,
const vk::ImageLayout& oldLayout,
const vk::ImageLayout& newLayout,
const u32& mipLevels
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) -> void {
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// Create a command buffer
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vk::CommandBuffer commandBuffer = beginSingleTimeCommands();
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// Define the image memory barrier
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vk::ImageMemoryBarrier barrier {
.oldLayout = oldLayout,
.newLayout = newLayout,
.srcQueueFamilyIndex = vk::QueueFamilyIgnored,
.dstQueueFamilyIndex = vk::QueueFamilyIgnored,
.image = image,
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.subresourceRange = {
.aspectMask = vk::ImageAspectFlagBits::eColor,
.baseMipLevel = 0,
.levelCount = mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
},
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};
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// Define the source and destination stages
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vk::PipelineStageFlags sourceStage;
vk::PipelineStageFlags destinationStage;
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// Define the access masks
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if (oldLayout == vk::ImageLayout::eUndefined && newLayout == vk::ImageLayout::eTransferDstOptimal) {
barrier.srcAccessMask = {};
barrier.dstAccessMask = vk::AccessFlagBits::eTransferWrite;
sourceStage = vk::PipelineStageFlagBits::eTopOfPipe;
destinationStage = vk::PipelineStageFlagBits::eTransfer;
} else if (oldLayout == vk::ImageLayout::eTransferDstOptimal &&
newLayout == vk::ImageLayout::eShaderReadOnlyOptimal) {
barrier.srcAccessMask = vk::AccessFlagBits::eTransferWrite;
barrier.dstAccessMask = vk::AccessFlagBits::eShaderRead;
sourceStage = vk::PipelineStageFlagBits::eTransfer;
destinationStage = vk::PipelineStageFlagBits::eFragmentShader;
} else {
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// Ensure that the layout transition is supported
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throw std::invalid_argument("Unsupported layout transition!");
}
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// Record the pipeline barrier
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commandBuffer.pipelineBarrier(sourceStage, destinationStage, {}, {}, {}, barrier);
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// End the command buffer
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endSingleTimeCommands(commandBuffer);
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}
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fn copyBufferToImage(const vk::Buffer& buffer, const vk::Image& image, const u32& width, const u32& height)
-> void {
vk::CommandBuffer commandBuffer = beginSingleTimeCommands();
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vk::BufferImageCopy region {
.bufferOffset = 0,
.bufferRowLength = 0,
.bufferImageHeight = 0,
.imageSubresource = { .aspectMask = vk::ImageAspectFlagBits::eColor,
.mipLevel = 0,
.baseArrayLayer = 0,
.layerCount = 1 },
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.imageOffset = { .x = 0, .y = 0, .z = 0 },
.imageExtent = { .width = width, .height = height, .depth = 1 },
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};
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commandBuffer.copyBufferToImage(buffer, image, vk::ImageLayout::eTransferDstOptimal, 1, &region);
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endSingleTimeCommands(commandBuffer);
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}
/**
* @brief Loads the 3D model.
*
* This function loads a 3D model from an OBJ file, extracting vertex and index data.
* It also removes duplicate vertices to optimize the model.
*/
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fn loadModel() -> void {
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
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string warn, err;
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std::filesystem::path modelPath = std::filesystem::current_path() / "models" / "viking_room.obj";
if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, modelPath.string().c_str()))
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throw std::runtime_error(warn + err);
std::unordered_map<Vertex, u32> uniqueVertices {};
for (const tinyobj::shape_t& shape : shapes) {
for (const tinyobj::index_t& index : shape.mesh.indices) {
Vertex vertex {
.pos = {
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attrib.vertices[static_cast<u32>((3 * index.vertex_index) + 0)],
attrib.vertices[static_cast<u32>((3 * index.vertex_index) + 1)],
attrib.vertices[static_cast<u32>((3 * index.vertex_index) + 2)],
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},
.color = { 1.0F, 1.0F, 1.0F },
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.tex_coord = {
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attrib.texcoords[static_cast<u32>((2 * index.texcoord_index) + 0)],
1.0F - attrib.texcoords[static_cast<u32>((2 * index.texcoord_index) + 1)],
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},
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.normal = {
attrib.normals[static_cast<u32>((3 * index.normal_index) + 0)],
attrib.normals[static_cast<u32>((3 * index.normal_index) + 1)],
attrib.normals[static_cast<u32>((3 * index.normal_index) + 2)],
},
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};
if (!uniqueVertices.contains(vertex)) {
uniqueVertices[vertex] = static_cast<u32>(mVertices.size());
mVertices.push_back(vertex);
}
mIndices.push_back(uniqueVertices[vertex]);
}
}
}
/**
* @brief Creates the vertex buffer.
*
* This function creates a vertex buffer on the GPU and transfers vertex data from CPU memory.
* It uses a staging buffer for the transfer to allow for better performance.
*/
fn createVertexBuffer() -> void {
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vk::DeviceSize bufferSize = sizeof(mVertices[0]) * mVertices.size();
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vk::UniqueBuffer stagingBuffer;
vk::UniqueDeviceMemory stagingBufferMemory;
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std::tie(stagingBuffer, stagingBufferMemory) = createBuffer(
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bufferSize,
vk::BufferUsageFlagBits::eTransferSrc,
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vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent
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);
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copyData(stagingBufferMemory.get(), bufferSize, mVertices.data());
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std::tie(mVertexBuffer, mVertexBufferMemory) = createBuffer(
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bufferSize,
vk::BufferUsageFlagBits::eVertexBuffer | vk::BufferUsageFlagBits::eTransferDst,
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vk::MemoryPropertyFlagBits::eDeviceLocal
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);
copyBuffer(stagingBuffer.get(), mVertexBuffer.get(), bufferSize);
stagingBuffer.reset();
stagingBufferMemory.reset();
}
/**
* @brief Creates the index buffer.
*
* This function creates an index buffer on the GPU and transfers index data from CPU memory.
* It uses a staging buffer for the transfer to allow for better performance.
*/
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fn createIndexBuffer() -> void {
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vk::DeviceSize bufferSize = sizeof(mIndices[0]) * mIndices.size();
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vk::UniqueBuffer stagingBuffer;
vk::UniqueDeviceMemory stagingBufferMemory;
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std::tie(stagingBuffer, stagingBufferMemory) = createBuffer(
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bufferSize,
vk::BufferUsageFlagBits::eTransferSrc,
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vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent
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);
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copyData(stagingBufferMemory.get(), bufferSize, mIndices.data());
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std::tie(mIndexBuffer, mIndexBufferMemory) = createBuffer(
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bufferSize,
vk::BufferUsageFlagBits::eIndexBuffer | vk::BufferUsageFlagBits::eTransferDst,
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vk::MemoryPropertyFlagBits::eDeviceLocal
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);
copyBuffer(stagingBuffer.get(), mIndexBuffer.get(), bufferSize);
stagingBuffer.reset();
stagingBufferMemory.reset();
}
/**
* @brief Creates uniform buffers.
*
* This function creates uniform buffers for each frame in flight. These buffers are used
* to pass uniform data (like transformation matrices) to shaders.
*/
fn createUniformBuffers() -> void {
vk::DeviceSize bufferSize = sizeof(UniformBufferObject);
mUniformBuffers.resize(MAX_FRAMES_IN_FLIGHT);
mUniformBuffersMemory.resize(MAX_FRAMES_IN_FLIGHT);
mUniformBuffersMapped.resize(MAX_FRAMES_IN_FLIGHT);
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for (usize idx = 0; idx < MAX_FRAMES_IN_FLIGHT; idx++) {
std::tie(mUniformBuffers[idx], mUniformBuffersMemory[idx]) = createBuffer(
bufferSize,
vk::BufferUsageFlagBits::eUniformBuffer,
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vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent
);
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mUniformBuffersMapped[idx] = mDevice->mapMemory(mUniformBuffersMemory[idx].get(), 0, bufferSize);
}
}
fn createLightUniformBuffers() -> void {
vk::DeviceSize bufferSize = sizeof(LightInfo);
mLightUniformBuffers.resize(MAX_FRAMES_IN_FLIGHT);
mLightUniformBuffersMemory.resize(MAX_FRAMES_IN_FLIGHT);
mLightUniformBuffersMapped.resize(MAX_FRAMES_IN_FLIGHT);
for (usize idx = 0; idx < MAX_FRAMES_IN_FLIGHT; idx++) {
std::tie(mLightUniformBuffers[idx], mLightUniformBuffersMemory[idx]) = createBuffer(
bufferSize,
vk::BufferUsageFlagBits::eUniformBuffer,
vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent
);
mLightUniformBuffersMapped[idx] =
mDevice->mapMemory(mLightUniformBuffersMemory[idx].get(), 0, bufferSize);
}
}
fn createCameraUniformBuffers() -> void {
vk::DeviceSize bufferSize = sizeof(CameraInfo);
mCameraUniformBuffers.resize(MAX_FRAMES_IN_FLIGHT);
mCameraUniformBuffersMemory.resize(MAX_FRAMES_IN_FLIGHT);
mCameraUniformBuffersMapped.resize(MAX_FRAMES_IN_FLIGHT);
for (usize idx = 0; idx < MAX_FRAMES_IN_FLIGHT; idx++) {
std::tie(mCameraUniformBuffers[idx], mCameraUniformBuffersMemory[idx]) = createBuffer(
bufferSize,
vk::BufferUsageFlagBits::eUniformBuffer,
vk::MemoryPropertyFlagBits::eHostVisible | vk::MemoryPropertyFlagBits::eHostCoherent
);
mCameraUniformBuffersMapped[idx] =
mDevice->mapMemory(mCameraUniformBuffersMemory[idx].get(), 0, bufferSize);
}
}
/**
* @brief Creates the descriptor pool.
*
* This function creates a descriptor pool from which descriptor sets can be allocated.
* The pool is sized to accommodate the number of frames in flight.
*/
fn createDescriptorPool() -> void {
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std::array<vk::DescriptorPoolSize, 4> poolSizes = {
vk::DescriptorPoolSize {
.type = vk::DescriptorType::eUniformBuffer,
.descriptorCount = MAX_FRAMES_IN_FLIGHT,
},
vk::DescriptorPoolSize {
.type = vk::DescriptorType::eUniformBuffer,
.descriptorCount = MAX_FRAMES_IN_FLIGHT,
},
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vk::DescriptorPoolSize {
.type = vk::DescriptorType::eUniformBuffer,
.descriptorCount = MAX_FRAMES_IN_FLIGHT,
},
vk::DescriptorPoolSize {
.type = vk::DescriptorType::eCombinedImageSampler,
.descriptorCount = MAX_FRAMES_IN_FLIGHT,
},
};
vk::DescriptorPoolCreateInfo poolInfo {
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.maxSets = MAX_FRAMES_IN_FLIGHT,
.poolSizeCount = static_cast<u32>(poolSizes.size()),
.pPoolSizes = poolSizes.data(),
};
mDescriptorPool = mDevice->createDescriptorPoolUnique(poolInfo);
}
/**
* @brief Creates descriptor sets.
*
* This function allocates and updates descriptor sets for each frame in flight.
* These sets bind the uniform buffers and texture sampler to the shader.
*/
fn createDescriptorSets() -> void {
std::vector<vk::DescriptorSetLayout> layouts(MAX_FRAMES_IN_FLIGHT, mDescriptorSetLayout.get());
vk::DescriptorSetAllocateInfo allocInfo {
.descriptorPool = mDescriptorPool.get(),
.descriptorSetCount = static_cast<u32>(MAX_FRAMES_IN_FLIGHT),
.pSetLayouts = layouts.data(),
};
mDescriptorSets = mDevice->allocateDescriptorSets(allocInfo);
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for (usize idx = 0; idx < MAX_FRAMES_IN_FLIGHT; idx++) {
vk::DescriptorBufferInfo uboBufferInfo {
.buffer = mUniformBuffers[idx].get(),
.offset = 0,
.range = sizeof(UniformBufferObject),
};
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vk::DescriptorBufferInfo lightBufferInfo {
.buffer = mLightUniformBuffers[idx].get(),
.offset = 0,
.range = sizeof(LightInfo),
};
vk::DescriptorBufferInfo cameraBufferInfo {
.buffer = mCameraUniformBuffers[idx].get(),
.offset = 0,
.range = sizeof(CameraInfo),
};
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vk::DescriptorImageInfo imageInfo {
.sampler = mTextureSampler.get(),
.imageView = mTextureImageView.get(),
.imageLayout = vk::ImageLayout::eShaderReadOnlyOptimal,
};
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std::array<vk::WriteDescriptorSet, 4> descriptorWrites = {
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vk::WriteDescriptorSet {
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.dstSet = mDescriptorSets[idx],
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.dstBinding = 0,
.dstArrayElement = 0,
.descriptorCount = 1,
.descriptorType = vk::DescriptorType::eUniformBuffer,
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.pBufferInfo = &uboBufferInfo,
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},
vk::WriteDescriptorSet {
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.dstSet = mDescriptorSets[idx],
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.dstBinding = 1,
.dstArrayElement = 0,
.descriptorCount = 1,
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.descriptorType = vk::DescriptorType::eUniformBuffer,
.pBufferInfo = &lightBufferInfo,
},
vk::WriteDescriptorSet {
.dstSet = mDescriptorSets[idx],
.dstBinding = 2,
.dstArrayElement = 0,
.descriptorCount = 1,
.descriptorType = vk::DescriptorType::eUniformBuffer,
.pBufferInfo = &cameraBufferInfo,
},
vk::WriteDescriptorSet {
.dstSet = mDescriptorSets[idx],
.dstBinding = 3,
.dstArrayElement = 0,
.descriptorCount = 1,
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.descriptorType = vk::DescriptorType::eCombinedImageSampler,
.pImageInfo = &imageInfo,
},
};
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mDevice->updateDescriptorSets(descriptorWrites, {});
}
}
/**
* @brief Creates a Vulkan buffer.
*
* @param deviceSize The size of the buffer to create.
* @param bufferUsageFlags The usage flags for the buffer.
* @param memoryPropertyFlags The desired properties of the memory to be allocated.
* @return A pair containing the created buffer and its associated device memory.
*
* This function creates a Vulkan buffer with the specified size, usage, and memory properties.
*/
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fn createBuffer(
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const vk::DeviceSize& deviceSize,
const vk::BufferUsageFlags& bufferUsageFlags,
const vk::MemoryPropertyFlags& memoryPropertyFlags
) -> std::pair<vk::UniqueBuffer, vk::UniqueDeviceMemory> {
vk::BufferCreateInfo bufferInfo {
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.size = deviceSize,
.usage = bufferUsageFlags,
.sharingMode = vk::SharingMode::eExclusive,
};
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// Create the buffer
vk::UniqueBuffer buffer = mDevice->createBufferUnique(bufferInfo);
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// Get the memory requirements for the buffer
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vk::MemoryRequirements memRequirements = mDevice->getBufferMemoryRequirements(buffer.get());
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// Memory allocation info
vk::MemoryAllocateInfo allocInfo {
.allocationSize = memRequirements.size,
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.memoryTypeIndex = findMemoryType(memRequirements.memoryTypeBits, memoryPropertyFlags),
};
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// Allocate memory
vk::UniqueDeviceMemory bufferMemory = mDevice->allocateMemoryUnique(allocInfo);
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// Bind the allocated memory to the buffer
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mDevice->bindBufferMemory(buffer.get(), bufferMemory.get(), 0);
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// Return both the unique buffer and its associated memory
return { std::move(buffer), std::move(bufferMemory) };
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}
/**
* @brief Begins a single-time command buffer.
*
* @return A command buffer ready for recording commands.
*
* This function allocates and begins a command buffer for one-time use operations.
*/
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fn beginSingleTimeCommands() -> vk::CommandBuffer {
// Define the command buffer allocation info
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vk::CommandBufferAllocateInfo allocInfo {
.commandPool = mCommandPool.get(),
.level = vk::CommandBufferLevel::ePrimary,
.commandBufferCount = 1,
};
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// Allocate the command buffer
vk::CommandBuffer commandBuffer = mDevice->allocateCommandBuffers(allocInfo)[0];
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// Define the command buffer begin info
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vk::CommandBufferBeginInfo beginInfo { .flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit };
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// Begin the command buffer
commandBuffer.begin(beginInfo);
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return commandBuffer;
}
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/**
* @brief Ends and submits a single-time command buffer.
*
* @param commandBuffer The command buffer to end and submit.
*
* This function ends the recording of a single-time command buffer, submits it to the queue,
* and waits for it to complete before freeing the command buffer.
*/
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fn endSingleTimeCommands(const vk::CommandBuffer& commandBuffer) -> void {
// End the command buffer
commandBuffer.end();
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// Define the submit info
vk::SubmitInfo submitInfo { .commandBufferCount = 1, .pCommandBuffers = &commandBuffer };
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// Submit the command buffer
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mGraphicsQueue.submit(submitInfo, nullptr);
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// Wait for the queue to finish
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mGraphicsQueue.waitIdle();
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// Free the command buffer
mDevice->freeCommandBuffers(mCommandPool.get(), commandBuffer);
}
/**
* @brief Copies data to a mapped memory.
*
* @param stagingBufferMemory The device memory to copy to.
* @param bufferSize The size of the data to copy.
* @param src Pointer to the source data.
*
* This function maps a memory, copies data to it, and then unmaps the memory.
*/
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fn copyData(const vk::DeviceMemory& stagingBufferMemory, const vk::DeviceSize& bufferSize, const void* src)
-> void {
// Map the memory
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void* data = mDevice->mapMemory(stagingBufferMemory, 0, bufferSize);
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// Copy the data with memcpy - memcpy(dst, src, size)
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memcpy(data, src, static_cast<usize>(bufferSize));
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// Unmap the memory
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mDevice->unmapMemory(stagingBufferMemory);
}
/**
* @brief Copies data from one buffer to another.
*
* @param srcBuffer The source buffer.
* @param dstBuffer The destination buffer.
* @param deviceSize The size of data to copy.
*
* This function records and submits a command to copy data between two buffers.
*/
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fn copyBuffer(const vk::Buffer& srcBuffer, const vk::Buffer& dstBuffer, const vk::DeviceSize& deviceSize)
-> void {
// Begin a single time command buffer
vk::CommandBuffer commandBuffer = beginSingleTimeCommands();
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// Define the copy region
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vk::BufferCopy copyRegion { .size = deviceSize };
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// Copy the buffer
commandBuffer.copyBuffer(srcBuffer, dstBuffer, 1, &copyRegion);
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// End the single time command buffer
endSingleTimeCommands(commandBuffer);
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}
/**
* @brief Finds a memory type index that satisfies the given properties.
*
* @param typeFilter A bit field of memory types that are suitable for the buffer.
* @param properties The properties the memory type must have.
* @return The index of a suitable memory type.
*
* This function finds a memory type that satisfies both the type filter and the desired properties.
*/
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fn findMemoryType(const u32& typeFilter, const vk::MemoryPropertyFlags& properties) -> u32 {
// Get the memory properties of the physical device
vk::PhysicalDeviceMemoryProperties memProperties = mPhysicalDevice.getMemoryProperties();
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// Loop through the memory types and find the one that matches the filter
for (u32 idx = 0; idx < memProperties.memoryTypeCount; idx++)
if ((typeFilter & (1 << idx)) &&
(memProperties.memoryTypes.at(idx).propertyFlags & properties) == properties)
return idx;
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// Throw an error if no suitable memory type is found
throw std::runtime_error("Failed to find a suitable memory type!");
}
/**
* @brief Creates command buffers.
*
* This function allocates command buffers from the command pool. One command buffer is
* allocated for each frame in flight.
*/
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fn createCommandBuffers() -> void {
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// Resize the command buffers to hold the maximum number of frames in flight
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mCommandBuffers.resize(MAX_FRAMES_IN_FLIGHT);
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// Define the command buffer allocation info
vk::CommandBufferAllocateInfo allocInfo {
.commandPool = mCommandPool.get(),
.level = vk::CommandBufferLevel::ePrimary,
.commandBufferCount = static_cast<u32>(mCommandBuffers.size()),
};
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// Allocate the command buffers
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mCommandBuffers = mDevice->allocateCommandBuffersUnique(allocInfo);
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}
/**
* @brief Records a command buffer.
*
* @param commandBuffer The command buffer to record into.
* @param imageIndex The index of the swap chain image to render to.
*
* This function records drawing commands into the given command buffer.
*/
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fn recordCommandBuffer(const vk::CommandBuffer& commandBuffer, const u32& imageIndex) -> void {
// Begin the command buffer
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commandBuffer.begin({ .flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit });
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// Define clear values for color and depth
std::array<vk::ClearValue, 2> clearValues = {
vk::ClearValue { .color = { std::array<f32, 4> { 0.0F, 0.0F, 0.0F, 1.0F } } },
vk::ClearValue { .depthStencil = { 1.0F, 0 } },
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};
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// Begin the render pass
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vk::RenderPassBeginInfo renderPassInfo {
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.renderPass = mRenderPass.get(),
.framebuffer = mSwapChainFramebuffers[imageIndex].get(),
.renderArea = { .offset = { 0, 0 }, .extent = mSwapChainExtent },
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.clearValueCount = static_cast<u32>(clearValues.size()),
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.pClearValues = clearValues.data()
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};
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// Begin the render pass
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commandBuffer.beginRenderPass(renderPassInfo, vk::SubpassContents::eInline);
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// Bind the graphics pipeline to the command buffer
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commandBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, mGraphicsPipeline.get());
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// Create the viewport and scissor.
// If the scissor is smaller than the
// viewport, then it will be clipped.
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vk::Viewport viewport {
.x = 0.0F,
.y = 0.0F,
.width = static_cast<f32>(mSwapChainExtent.width),
.height = static_cast<f32>(mSwapChainExtent.height),
.minDepth = 0.0F,
.maxDepth = 1.0F,
};
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// Create the scissor
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vk::Rect2D scissor {
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.offset = { .x = 0, .y = 0 },
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.extent = mSwapChainExtent,
};
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// Set the viewport and scissor
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commandBuffer.setViewport(0, viewport);
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commandBuffer.setScissor(0, scissor);
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// Bind the vertex buffer
commandBuffer.bindVertexBuffers(0, mVertexBuffer.get(), { 0 });
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// Bind the index buffer
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commandBuffer.bindIndexBuffer(mIndexBuffer.get(), 0, vk::IndexType::eUint32);
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// Bind the descriptor sets
commandBuffer.bindDescriptorSets(
vk::PipelineBindPoint::eGraphics,
mPipelineLayout.get(),
0,
1,
&mDescriptorSets[mCurrentFrame],
0,
nullptr
);
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UniformBufferObject ubo {
// Model matrix - glm::rotate(matrix, angle, axis)
.model = glm::mat4(1.0F),
// View matrix - glm::lookAt(eye, center, up)
.view = mView,
// Projection matrix - glm::perspective(fov, aspect, near, far)
.proj = glm::perspective(
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glm::radians(mFieldOfView),
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static_cast<f32>(mSwapChainExtent.width) / static_cast<f32>(mSwapChainExtent.height),
0.1F,
100.0F
)
};
// Flip the Y axis, because glm was designed for OpenGL
ubo.proj[1][1] *= -1;
// Copy the uniform buffer object to the mapped memory
memcpy(mUniformBuffersMapped[mCurrentFrame], &ubo, sizeof(ubo));
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LightInfo lightInfo {
.position = mLightSettings.position,
.color = mLightSettings.color,
.ambient_strength = mLightSettings.ambient_strength,
.specular_strength = mLightSettings.specular_strength,
};
// Copy the light uniform buffer object to the mapped memory
memcpy(mLightUniformBuffersMapped[mCurrentFrame], &lightInfo, sizeof(lightInfo));
CameraInfo cameraInfo {
.position = glm::vec3(mCamera.getPosition()), // Use actual camera position
};
// Copy the camera uniform buffer object to the mapped memory
memcpy(mCameraUniformBuffersMapped[mCurrentFrame], &cameraInfo, sizeof(cameraInfo));
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// Example: Add extra clones with different translations
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std::vector<glm::mat4> modelMatrices = { glm::translate(glm::mat4(1.0F), glm::vec3(2.0F, 0.0F, 0.0F)),
glm::translate(glm::mat4(1.0F), glm::vec3(-2.0F, 0.0F, 0.0F)),
glm::translate(glm::mat4(1.0F), glm::vec3(0.0F, 2.0F, 0.0F)) };
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for (const auto& modelMatrix : modelMatrices) {
// Update model matrix for each clone
ubo.model = modelMatrix;
memcpy(mUniformBuffersMapped[mCurrentFrame], &ubo, sizeof(ubo));
// Bind the descriptor sets
commandBuffer.bindDescriptorSets(
vk::PipelineBindPoint::eGraphics,
mPipelineLayout.get(),
0,
1,
&mDescriptorSets[mCurrentFrame],
0,
nullptr
);
// Draw the indexed vertices
commandBuffer.drawIndexed(static_cast<u32>(mIndices.size()), 1, 0, 0, 0);
}
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// Draw the crosshair
commandBuffer.bindPipeline(vk::PipelineBindPoint::eGraphics, mCrosshairPipeline.get());
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std::array<vk::Buffer, 1> vertexBuffers = { mCrosshairVertexBuffer.get() };
std::array<vk::DeviceSize, 1> offsets = { 0 };
commandBuffer.bindVertexBuffers(0, 1, vertexBuffers.data(), offsets.data());
commandBuffer.bindIndexBuffer(mCrosshairIndexBuffer.get(), 0, vk::IndexType::eUint16);
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// Draw the crosshair
commandBuffer.drawIndexed(static_cast<u32>(crosshairIndices.size()), 1, 0, 0, 0);
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// Render ImGui if we have a draw data (ImGui::Render was called)
if (ImGui::GetDrawData()) {
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ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), commandBuffer);
}
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// End the render pass
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commandBuffer.endRenderPass();
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// End the command buffer
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commandBuffer.end();
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}
/**
* @brief Creates synchronization objects for frame rendering.
*
* This function creates semaphores and fences used for synchronizing operations
* between the CPU and GPU, and between different stages of rendering.
*/
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fn createSyncObjects() -> void {
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// Resize the vectors to hold the maximum number of frames in flight
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mImageAvailableSemaphores.resize(MAX_FRAMES_IN_FLIGHT);
mRenderFinishedSemaphores.resize(MAX_FRAMES_IN_FLIGHT);
mInFlightFences.resize(MAX_FRAMES_IN_FLIGHT);
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// Create the semaphore and fence info
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vk::SemaphoreCreateInfo semaphoreInfo {};
vk::FenceCreateInfo fenceInfo { .flags = vk::FenceCreateFlagBits::eSignaled };
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// Loop through the maximum number of frames in flight and create the semaphores and fences
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for (usize idx = 0; idx < MAX_FRAMES_IN_FLIGHT; idx++) {
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mImageAvailableSemaphores[idx] = mDevice->createSemaphoreUnique(semaphoreInfo);
mRenderFinishedSemaphores[idx] = mDevice->createSemaphoreUnique(semaphoreInfo);
mInFlightFences[idx] = mDevice->createFenceUnique(fenceInfo);
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}
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}
/**
* @brief Updates the uniform buffer for the current frame.
*
* @param currentImage The index of the current swap chain image.
*
* This function updates the uniform buffer object (UBO) with new transformation
* matrices for each frame. It calculates a new model matrix based on time,
* and updates the view and projection matrices.
*/
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fn updateUniformBuffer(const u32& currentImage) -> void {
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// For convenience
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using namespace std::chrono;
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using time_point = high_resolution_clock::time_point;
// Time of the program start
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static time_point StartTime = high_resolution_clock::now();
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// Current time
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time_point currentTime = high_resolution_clock::now();
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// Time since the program started
f32 time = duration<f32, seconds::period>(currentTime - StartTime).count();
// Uniform buffer object
UniformBufferObject ubo {
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// Model matrix - glm::rotate(matrix, angle, axis)
.model = glm::rotate(glm::mat4(1.0F), time * glm::radians(90.0F), glm::vec3(0.0F, 0.0F, 1.0F)),
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// View matrix - glm::lookAt(eye, center, up)
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.view = mView,
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// Projection matrix - glm::perspective(fov, aspect, near, far)
.proj = glm::perspective(
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glm::radians(mFieldOfView),
static_cast<f32>(mSwapChainExtent.width) / static_cast<f32>(mSwapChainExtent.height),
0.1F,
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100.0F
)
};
// Flip the Y axis, because glm was designed for OpenGL
ubo.proj[1][1] *= -1;
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// Copy the uniform buffer object to the mapped memory
memcpy(mUniformBuffersMapped[currentImage], &ubo, sizeof(ubo));
}
/**
* @brief Renders a single frame.
*
* This function performs all the steps necessary to render a single frame:
* 1. Waits for the previous frame to finish
* 2. Acquires an image from the swap chain
* 3. Records a command buffer
* 4. Submits the command buffer
* 5. Presents the swap chain image
*/
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fn drawFrame() -> void {
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try {
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// Wait for the fence to signal that the frame is finished
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vk::Result result =
mDevice->waitForFences(mInFlightFences[mCurrentFrame].get(), vk::Bool32(vk::True), UINT64_MAX);
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// Make sure the result is successful
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if (result != vk::Result::eSuccess)
throw std::runtime_error("Failed to wait for fences!");
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// Clear old pipeline if it exists
if (mOldPipeline) {
mDevice->waitIdle(); // Wait for all operations to complete
mOldPipeline.reset();
}
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// Acquire the next image from the swap chain
auto [imageIndexResult, imageIndexValue] = mDevice->acquireNextImageKHR(
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mSwapChain.get(), UINT64_MAX, mImageAvailableSemaphores[mCurrentFrame].get(), nullptr
);
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// Check if the swap chain needs to be recreated
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if (imageIndexResult == vk::Result::eErrorOutOfDateKHR) {
recreateSwapChain();
return;
}
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// Check if the image index is valid
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if (imageIndexResult != vk::Result::eSuccess && imageIndexResult != vk::Result::eSuboptimalKHR)
throw std::runtime_error("Failed to acquire swap chain image!");
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// Update the uniform buffer with the current image
updateUniformBuffer(mCurrentFrame);
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// Reset the current fence
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mDevice->resetFences(mInFlightFences[mCurrentFrame].get());
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// Reset the current command buffer
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mCommandBuffers[mCurrentFrame]->reset(vk::CommandBufferResetFlagBits::eReleaseResources);
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// Define the command buffer submit info
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recordCommandBuffer(mCommandBuffers[mCurrentFrame].get(), imageIndexValue);
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std::array<vk::PipelineStageFlags, 1> waitStages = {
vk::PipelineStageFlagBits::eColorAttachmentOutput
};
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vk::SubmitInfo submitInfo {
.waitSemaphoreCount = 1,
.pWaitSemaphores = &mImageAvailableSemaphores[mCurrentFrame].get(),
.pWaitDstStageMask = waitStages.data(),
.commandBufferCount = 1,
.pCommandBuffers = &mCommandBuffers[mCurrentFrame].get(),
.signalSemaphoreCount = 1,
.pSignalSemaphores = &mRenderFinishedSemaphores[mCurrentFrame].get(),
};
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// Submit the command buffer
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mGraphicsQueue.submit(submitInfo, mInFlightFences[mCurrentFrame].get());
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vk::PresentInfoKHR presentInfo {
.waitSemaphoreCount = 1,
.pWaitSemaphores = &mRenderFinishedSemaphores[mCurrentFrame].get(),
.swapchainCount = 1,
.pSwapchains = &mSwapChain.get(),
.pImageIndices = &imageIndexValue,
};
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// Present the swap chain image
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vk::Result presentResult = mPresentQueue.presentKHR(presentInfo);
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// Check if the swap chain needs to be recreated
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if (presentResult == vk::Result::eErrorOutOfDateKHR || presentResult == vk::Result::eSuboptimalKHR ||
mFramebufferResized) {
mFramebufferResized = false;
recreateSwapChain();
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} else if (presentResult != vk::Result::eSuccess) {
// Throw if present failed
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throw std::runtime_error("Failed to present swap chain image!");
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}
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// Increment the current frame (or loop back to 0)
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mCurrentFrame = (mCurrentFrame + 1) % MAX_FRAMES_IN_FLIGHT;
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} catch (const vk::SystemError& /*err*/) {
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// Recreate the swap chain if it's out of date
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mFramebufferResized = false;
recreateSwapChain();
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return;
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}
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}
/**
* @brief Creates a shader module from compiled shader code.
*
* @param code A vector of chars containing the compiled shader code.
* @return A unique shader module.
*
* This function takes compiled shader code and creates a Vulkan shader module from it.
*/
fn createShaderModule(const std::vector<u32>& code) -> vk::UniqueShaderModule {
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vk::ShaderModuleCreateInfo createInfo { .codeSize = code.size() * sizeof(u32), .pCode = code.data() };
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return mDevice->createShaderModuleUnique(createInfo);
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}
/**
* @brief Chooses the best surface format for the swap chain.
*
* @param availableFormats A vector of available surface formats.
* @return The chosen surface format.
*
* This function selects the best surface format from the available options,
* preferring SRGB color space when available.
*/
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static fn chooseSwapSurfaceFormat(const std::vector<vk::SurfaceFormatKHR>& availableFormats
) -> vk::SurfaceFormatKHR {
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// If SRGB is available, use it
for (const vk::SurfaceFormatKHR& availableFormat : availableFormats)
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if (availableFormat.format == vk::Format::eB8G8R8A8Srgb &&
availableFormat.colorSpace == vk::ColorSpaceKHR::eSrgbNonlinear)
return availableFormat;
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// Otherwise, use the first available format
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return availableFormats[0];
}
/**
* @brief Chooses the best presentation mode for the swap chain.
*
* @param availablePresentModes A vector of available presentation modes.
* @return The chosen presentation mode.
*
* This function selects the best presentation mode from the available options,
* preferring mailbox mode (triple buffering) when available.
*/
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static fn chooseSwapPresentMode(const std::vector<vk::PresentModeKHR>& availablePresentModes
) -> vk::PresentModeKHR {
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// Check if mailbox mode is available (adaptive sync)
for (const vk::PresentModeKHR& availablePresentMode : availablePresentModes)
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if (availablePresentMode == vk::PresentModeKHR::eMailbox)
return availablePresentMode;
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// If mailbox mode is not available, use FIFO mode (vsync)
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return vk::PresentModeKHR::eFifo;
}
/**
* @brief Chooses the swap extent (resolution) for the swap chain.
*
* @param capabilities The surface capabilities of the device.
* @return The chosen swap extent.
*
* This function determines the resolution of the swap chain images,
* taking into account the current window size and device limitations.
*/
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fn chooseSwapExtent(const vk::SurfaceCapabilitiesKHR& capabilities) -> vk::Extent2D {
// If the resolution is not UINT32_MAX, return it
// Otherwise, we need to set the resolution manually
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if (capabilities.currentExtent.width != UINT32_MAX)
return capabilities.currentExtent;
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// Get the window's resolution
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u32 width = 0, height = 0;
std::tie(width, height) = mWindow->getFramebufferSize();
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// Return the resolution clamped to the supported range
return {
.width = std::clamp(width, capabilities.minImageExtent.width, capabilities.maxImageExtent.width),
.height = std::clamp(height, capabilities.minImageExtent.height, capabilities.maxImageExtent.height),
};
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}
/**
* @brief Queries the swap chain support details for a physical device.
*
* @param device The physical device to query.
* @return A SwapChainSupportDetails struct containing the support information.
*
* This function retrieves information about the swap chain support,
* including surface capabilities, formats, and presentation modes.
*/
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fn querySwapChainSupport(const vk::PhysicalDevice& device) -> SwapChainSupportDetails {
return {
.capabilities = device.getSurfaceCapabilitiesKHR(mSurface.get()),
.formats = device.getSurfaceFormatsKHR(mSurface.get()),
.present_modes = device.getSurfacePresentModesKHR(mSurface.get()),
};
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}
/**
* @brief Checks if a physical device is suitable for the application.
*
* @param device The physical device to check.
* @return True if the device is suitable, false otherwise.
*
* This function checks if a physical device meets all the requirements
* of the application, including queue families, extensions, and features.
*/
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fn isDeviceSuitable(const vk::PhysicalDevice& device) -> bool {
// Get the queue families that support the required operations
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QueueFamilyIndices qfIndices = findQueueFamilies(device);
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// Check if the device supports the required extensions
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bool extensionsSupported = checkDeviceExtensionSupport(device);
bool swapChainAdequate = false;
if (extensionsSupported) {
SwapChainSupportDetails swapChainSupport = querySwapChainSupport(device);
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// Check if the swap chain is adequate (make sure it has
// at least one supported format and presentation mode)
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swapChainAdequate = !swapChainSupport.formats.empty() && !swapChainSupport.present_modes.empty();
}
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// Check if the device supports the required features
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vk::PhysicalDeviceFeatures supportedFeatures = device.getFeatures();
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// If the device supports everything required, return true
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return qfIndices.isComplete() && extensionsSupported && swapChainAdequate &&
supportedFeatures.samplerAnisotropy;
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}
/**
* @brief Checks if a device supports all required extensions.
*
* @param device The physical device to check.
* @return True if all required extensions are supported, false otherwise.
*
* This function verifies that a physical device supports all the
* extensions required by the application.
*/
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static fn checkDeviceExtensionSupport(const vk::PhysicalDevice& device) -> bool {
// Get the available extensions
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std::vector<vk::ExtensionProperties> availableExtensions = device.enumerateDeviceExtensionProperties();
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// Create a set of required extension names
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std::set<string> requiredExtensions(deviceExtensions.begin(), deviceExtensions.end());
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// Remove each required extension from the set of available extensions
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for (const vk::ExtensionProperties& extension : availableExtensions)
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requiredExtensions.erase(extension.extensionName);
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// If the set is empty, all required extensions are supported
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return requiredExtensions.empty();
}
/**
* @brief Finds queue families that support required operations.
*
* @param device The physical device to check.
* @return A QueueFamilyIndices struct with the found queue family indices.
*
* This function finds queue families that support graphics operations
* and presentation to the window surface.
*/
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fn findQueueFamilies(const vk::PhysicalDevice& device) -> QueueFamilyIndices {
// Create a struct to store the queue family indices
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QueueFamilyIndices qfIndices;
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// Get the queue family properties
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std::vector<vk::QueueFamilyProperties> queueFamilies = device.getQueueFamilyProperties();
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// For every queue family,
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for (u32 i = 0; i < queueFamilies.size(); i++) {
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// Check if the queue family supports the required operations
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if (queueFamilies[i].queueFlags & vk::QueueFlagBits::eGraphics)
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qfIndices.graphics_family = i;
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// Check if the queue family supports presentation
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vk::Bool32 queuePresentSupport = device.getSurfaceSupportKHR(i, mSurface.get());
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// If the queue family supports presentation, set the present family index
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if (queuePresentSupport)
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qfIndices.present_family = i;
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// If the queue family supports both operations, we're done
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if (qfIndices.isComplete())
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break;
}
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return qfIndices;
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}
/**
* @brief Checks if all requested validation layers are available.
*
* @return True if all validation layers are available, false otherwise.
*
* This function verifies that all requested validation layers are
* supported by the Vulkan implementation.
*/
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static fn checkValidationLayerSupport() -> bool {
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std::vector<vk::LayerProperties> availableLayers = vk::enumerateInstanceLayerProperties();
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// Create a set of available layer names
std::unordered_set<std::string_view> availableLayerNames;
for (const vk::LayerProperties& layerProperties : availableLayers)
availableLayerNames.emplace(layerProperties.layerName);
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// Check if each validation layer is available
for (const std::string_view layerName : validationLayers)
if (availableLayerNames.find(layerName) == availableLayerNames.end())
return false; // Layer not found
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return true; // All validation layers are available
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}
/**
* @brief Debug callback function for Vulkan validation layers.
*
* @param pCallbackData Pointer to a structure containing the message details.
* @return vk::False to indicate the call should not be aborted.
*
* This function is called by Vulkan to report debug messages from
* validation layers. It prints the message to the console.
*/
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static VKAPI_ATTR fn VKAPI_CALL debugCallback(
VkDebugUtilsMessageSeverityFlagBitsEXT /*messageSeverity*/,
VkDebugUtilsMessageTypeFlagsEXT /*messageType*/,
const VkDebugUtilsMessengerCallbackDataEXT* pCallbackData,
void* /*pUserData*/
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) -> vk::Bool32 {
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// Print the message to the console
// Because pCallbackData already gives the message severity
// and type, we don't need to print them, so they're unused.
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fmt::println("Validation layer: {}", pCallbackData->pMessage);
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return vk::False;
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}
};
/**
* @brief The main function of the application.
*
* @return 0 if the application runs successfully, non-zero otherwise.
*
* This function initializes the Vulkan dynamic dispatcher, creates an instance
* of the VulkanApp class, and runs the application. It catches and reports any
* exceptions that occur during execution.
*/
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fn main() -> i32 {
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// Initialize dynamic function dispatcher
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VULKAN_HPP_DEFAULT_DISPATCHER.init();
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// Create an app instance
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VulkanApp app;
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try {
app.run();
} catch (const std::exception& e) {
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fmt::println("{}", e.what());
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return EXIT_FAILURE;
}
return EXIT_SUCCESS;
}