urggh
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154a81721d
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186
src/main.cpp
186
src/main.cpp
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@ -91,97 +91,110 @@ class VulkanApp {
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}
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private:
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// GLFW instance
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vkfw::UniqueInstance mVKFWInstance;
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// GLFW window
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vkfw::UniqueWindow mWindow;
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// Instances
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vkfw::UniqueInstance mVKFWInstance; // Unique handle to the GLFW instance
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vkfw::UniqueWindow mWindow; // Unique handle to the GLFW window
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vk::UniqueInstance mInstance; // Unique handle to the Vulkan instance
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// Vulkan instance
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vk::UniqueInstance mInstance;
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// Debug messenger for Vulkan validation layers
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vk::UniqueDebugUtilsMessengerEXT mDebugMessenger; // Unique handle to the debug messenger
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// Debug messenger
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vk::UniqueDebugUtilsMessengerEXT mDebugMessenger;
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// Window surface
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vk::UniqueSurfaceKHR mSurface;
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// Surface for rendering
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vk::UniqueSurfaceKHR mSurface; // Unique handle to the Vulkan surface
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// Represents the physical device
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vk::PhysicalDevice mPhysicalDevice;
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// Number of MSAA samples
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vk::SampleCountFlagBits mMsaaSamples;
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// Represents the logical device
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vk::UniqueDevice mDevice;
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// Physical device and logical device
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vk::PhysicalDevice mPhysicalDevice; // Handle to the selected physical device (GPU)
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vk::SampleCountFlagBits mMsaaSamples; // Multisample anti-aliasing (MSAA) sample count
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vk::UniqueDevice mDevice; // Unique handle to the logical device
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vk::Queue mGraphicsQueue;
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vk::Queue mPresentQueue;
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// Vulkan queues for graphics and presentation
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vk::Queue mGraphicsQueue; // Handle to the graphics queue
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vk::Queue mPresentQueue; // Handle to the presentation queue
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vk::UniqueSwapchainKHR mSwapChain;
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std::vector<vk::Image> mSwapChainImages;
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vk::Format mSwapChainImageFormat;
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vk::Extent2D mSwapChainExtent;
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std::vector<vk::UniqueImageView> mSwapChainImageViews;
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std::vector<vk::UniqueFramebuffer> mSwapChainFramebuffers;
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// Swapchain and related resources
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vk::UniqueSwapchainKHR mSwapChain; // The swapchain handle
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std::vector<vk::Image> mSwapChainImages; // Images in the swapchain
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vk::Format mSwapChainImageFormat; // Format of the swapchain images
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vk::Extent2D mSwapChainExtent; // Dimensions of the swapchain images
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std::vector<vk::UniqueImageView> mSwapChainImageViews; // Image views for the swapchain images
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std::vector<vk::UniqueFramebuffer> mSwapChainFramebuffers; // Framebuffers for the swapchain images
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vk::UniqueRenderPass mRenderPass;
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vk::UniqueDescriptorSetLayout mDescriptorSetLayout;
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vk::UniquePipelineLayout mPipelineLayout;
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vk::UniquePipeline mGraphicsPipeline;
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// Render pass and pipeline configurations
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vk::UniqueRenderPass mRenderPass; // Render pass configuration
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vk::UniqueDescriptorSetLayout mDescriptorSetLayout; // Descriptor set layout
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vk::UniquePipelineLayout mPipelineLayout; // Pipeline layout
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vk::UniquePipeline mGraphicsPipeline; // Graphics pipeline
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// Command pool for allocating command buffers
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vk::UniqueCommandPool mCommandPool;
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vk::UniqueImage mColorImage;
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vk::UniqueDeviceMemory mColorImageMemory;
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vk::UniqueImageView mColorImageView;
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// Color image resources
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vk::UniqueImage mColorImage; // Color image
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vk::UniqueDeviceMemory mColorImageMemory; // Memory for the color image
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vk::UniqueImageView mColorImageView; // Image view for the color image
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vk::UniqueImage mDepthImage;
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vk::UniqueDeviceMemory mDepthImageMemory;
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vk::UniqueImageView mDepthImageView;
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// Depth image resources
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vk::UniqueImage mDepthImage; // Depth image
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vk::UniqueDeviceMemory mDepthImageMemory; // Memory for the depth image
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vk::UniqueImageView mDepthImageView; // Image view for the depth image
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u32 mMipLevels;
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vk::UniqueImage mTextureImage;
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vk::UniqueDeviceMemory mTextureImageMemory;
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vk::UniqueImageView mTextureImageView;
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vk::UniqueSampler mTextureSampler;
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// Texture resources
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u32 mMipLevels; // Number of mipmap levels
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vk::UniqueImage mTextureImage; // Texture image
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vk::UniqueDeviceMemory mTextureImageMemory; // Memory for the texture image
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vk::UniqueImageView mTextureImageView; // Image view for the texture image
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vk::UniqueSampler mTextureSampler; // Sampler for the texture
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std::vector<Vertex> mVertices;
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std::vector<u32> mIndices;
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vk::UniqueBuffer mVertexBuffer;
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vk::UniqueDeviceMemory mVertexBufferMemory;
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vk::UniqueBuffer mIndexBuffer;
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vk::UniqueDeviceMemory mIndexBufferMemory;
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// Vertex and index buffers
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std::vector<Vertex> mVertices; // Vertex data
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std::vector<u32> mIndices; // Index data
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vk::UniqueBuffer mVertexBuffer; // Vertex buffer
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vk::UniqueDeviceMemory mVertexBufferMemory; // Memory for the vertex buffer
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vk::UniqueBuffer mIndexBuffer; // Index buffer
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vk::UniqueDeviceMemory mIndexBufferMemory; // Memory for the index buffer
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std::vector<vk::UniqueBuffer> mUniformBuffers;
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std::vector<vk::UniqueDeviceMemory> mUniformBuffersMemory;
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std::vector<void*> mUniformBuffersMapped;
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// Uniform buffers
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std::vector<vk::UniqueBuffer> mUniformBuffers; // Uniform buffers
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std::vector<vk::UniqueDeviceMemory> mUniformBuffersMemory; // Memory for the uniform buffers
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std::vector<void*> mUniformBuffersMapped; // Mapped pointers for the uniform buffers
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vk::UniqueDescriptorPool mDescriptorPool;
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std::vector<vk::DescriptorSet> mDescriptorSets;
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// Descriptor pool and sets
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vk::UniqueDescriptorPool mDescriptorPool; // Descriptor pool
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std::vector<vk::DescriptorSet> mDescriptorSets; // Descriptor sets
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std::vector<vk::UniqueCommandBuffer> mCommandBuffers;
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// Command buffers
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std::vector<vk::UniqueCommandBuffer> mCommandBuffers; // Command buffers
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std::vector<vk::UniqueSemaphore> mImageAvailableSemaphores;
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std::vector<vk::UniqueSemaphore> mRenderFinishedSemaphores;
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std::vector<vk::UniqueFence> mInFlightFences;
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// Synchronization primitives
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std::vector<vk::UniqueSemaphore> mImageAvailableSemaphores; // Semaphores for image availability
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std::vector<vk::UniqueSemaphore> mRenderFinishedSemaphores; // Semaphores for render completion
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std::vector<vk::UniqueFence> mInFlightFences; // Fences for in-flight frames
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bool mFramebufferResized = false;
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u32 mCurrentFrame = 0;
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// Framebuffer resize flag and current frame index
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bool mFramebufferResized = false; // Flag indicating if the framebuffer was resized
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u32 mCurrentFrame = 0; // Index of the current frame
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// Struct to hold queue family indices
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struct QueueFamilyIndices {
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std::optional<u32> graphics_family;
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std::optional<u32> present_family;
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std::optional<u32> graphics_family; // Index of the graphics queue family
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std::optional<u32> present_family; // Index of the presentation queue family
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// Check if both queue families are available
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fn isComplete() -> bool { return graphics_family.has_value() && present_family.has_value(); }
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};
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// Struct to hold swapchain support details
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struct SwapChainSupportDetails {
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vk::SurfaceCapabilitiesKHR capabilities;
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std::vector<vk::SurfaceFormatKHR> formats;
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std::vector<vk::PresentModeKHR> present_modes;
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vk::SurfaceCapabilitiesKHR capabilities; // Surface capabilities
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std::vector<vk::SurfaceFormatKHR> formats; // Supported surface formats
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std::vector<vk::PresentModeKHR> present_modes; // Supported presentation modes
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};
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// Struct to hold uniform buffer object data
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struct UniformBufferObject {
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alignas(16) glm::mat4 model;
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alignas(16) glm::mat4 view;
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alignas(16) glm::mat4 proj;
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alignas(16) glm::mat4 model; // Model matrix
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alignas(16) glm::mat4 view; // View matrix
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alignas(16) glm::mat4 proj; // Projection matrix
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};
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// Read a file into a vector of chars
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@ -1157,14 +1170,17 @@ class VulkanApp {
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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,
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const vk::ImageLayout& oldLayout,
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const vk::ImageLayout& newLayout,
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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 {
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.oldLayout = oldLayout,
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.newLayout = newLayout,
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@ -1180,9 +1196,11 @@ class VulkanApp {
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},
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};
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// Define the source and destination stages
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vk::PipelineStageFlags sourceStage;
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vk::PipelineStageFlags destinationStage;
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// Define the access masks
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if (oldLayout == vk::ImageLayout::eUndefined && newLayout == vk::ImageLayout::eTransferDstOptimal) {
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barrier.srcAccessMask = {};
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barrier.dstAccessMask = vk::AccessFlagBits::eTransferWrite;
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sourceStage = vk::PipelineStageFlagBits::eTransfer;
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destinationStage = vk::PipelineStageFlagBits::eFragmentShader;
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} 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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}
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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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}
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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;
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// 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
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f32 time = duration<f32, seconds::period>(currentTime - StartTime).count();
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// Uniform buffer object
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UniformBufferObject ubo {
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// Model matrix - glm::rotate(matrix, angle, axis)
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.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 =
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glm::lookAt(glm::vec3(2.0F, 2.0F, 2.0F), glm::vec3(0.0F, 0.0F, 0.0F), glm::vec3(0.0F, 0.0F, 1.0F)),
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// Projection matrix - glm::perspective(fov, aspect, near, far)
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.proj = glm::perspective(
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glm::radians(45.0F),
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static_cast<f32>(mSwapChainExtent.width) / static_cast<f32>(mSwapChainExtent.height),
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// Flip the Y axis, because glm was designed for OpenGL
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ubo.proj[1][1] *= -1;
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// Copy the uniform buffer object to the mapped memory
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memcpy(mUniformBuffersMapped[currentImage], &ubo, sizeof(ubo));
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}
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// Draw a frame to the window
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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 =
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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)
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throw std::runtime_error("Failed to wait for fences!");
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vk::Result imageIndexResult = vk::Result::eSuccess;
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u32 imageIndexValue = 0;
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std::tie(imageIndexResult, imageIndexValue) = mDevice->acquireNextImageKHR(
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// Acquire the next image from the swap chain
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auto [imageIndexResult, imageIndexValue] = mDevice->acquireNextImageKHR(
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mSwapChain.get(), UINT64_MAX, mImageAvailableSemaphores[mCurrentFrame].get(), nullptr
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);
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// Check if the swap chain needs to be recreated
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if (imageIndexResult == vk::Result::eErrorOutOfDateKHR) {
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recreateSwapChain();
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return;
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}
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// Check if the image index is valid
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if (imageIndexResult != vk::Result::eSuccess && imageIndexResult != vk::Result::eSuboptimalKHR)
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throw std::runtime_error("Failed to acquire swap chain image!");
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// Update the uniform buffer with the current image
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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 = {
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.pSignalSemaphores = &mRenderFinishedSemaphores[mCurrentFrame].get(),
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};
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// Submit the graphics queue
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mGraphicsQueue.submit(submitInfo, mInFlightFences[mCurrentFrame].get());
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vk::PresentInfoKHR presentInfo {
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.pImageIndices = &imageIndexValue,
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};
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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 ||
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mFramebufferResized) {
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mFramebufferResized = false;
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recreateSwapChain();
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} else if (presentResult != vk::Result::eSuccess)
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} else if (presentResult != vk::Result::eSuccess) {
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// 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 (vk::OutOfDateKHRError& /*err*/) {
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// Recreate the swap chain if it's out of date
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mFramebufferResized = false;
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recreateSwapChain();
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return;
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}
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}
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// Create the shader module
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fn createShaderModule(const std::vector<char>& code) -> vk::UniqueShaderModule {
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vk::ShaderModuleCreateInfo createInfo {
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.codeSize = code.size(),
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