ULRE/example/Vulkan/main.cpp

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#include"Window.h"
#include"VKInstance.h"
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#include"VKPhysicalDevice.h"
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#include"VKDevice.h"
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#include"VKBuffer.h"
#include"VKShaderModule.h"
#include"VKShaderModuleManage.h"
#include"VKImageView.h"
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#include"VKVertexInput.h"
#include"VKDescriptorSets.h"
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#include"VKRenderPass.h"
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#include"VKPipelineLayout.h"
#include"VKPipeline.h"
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#include"VKCommandBuffer.h"
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#include"VKFormat.h"
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#include"VKFramebuffer.h"
#include"VKMaterial.h"
#include<hgl/math/Math.h>
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using namespace hgl;
using namespace hgl::graph;
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constexpr uint32_t SCREEN_WIDTH=1280;
constexpr uint32_t SCREEN_HEIGHT=720;
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VkShaderModule vs=nullptr;
VkShaderModule fs=nullptr;
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struct WorldConfig
{
Matrix4f mvp;
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}world;
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vulkan::Buffer *CreateUBO(vulkan::Device *dev)
{
const VkExtent2D extent=dev->GetExtent();
world.mvp=ortho(extent.width,extent.height);
return dev->CreateUBO(sizeof(WorldConfig),&world);
}
constexpr float vertex_data[]=
{
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SCREEN_WIDTH*0.5, SCREEN_HEIGHT*0.25,
SCREEN_WIDTH*0.75, SCREEN_HEIGHT*0.75,
SCREEN_WIDTH*0.25, SCREEN_HEIGHT*0.75
};
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constexpr float color_data[]={1,0,0, 0,1,0, 0,0,1 };
vulkan::VertexBuffer *vertex_buffer=nullptr;
vulkan::VertexBuffer *color_buffer=nullptr;
void CreateVertexBuffer(vulkan::Device *dev,vulkan::VertexInput *vi)
{
vertex_buffer =dev->CreateVBO(FMT_RG32F, 3,vertex_data);
color_buffer =dev->CreateVBO(FMT_RGB32F, 3,color_data);
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vi->Set("Vertex", vertex_buffer);
vi->Set("Color", color_buffer);
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}
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void wait_seconds(int seconds) {
#ifdef WIN32
Sleep(seconds * 1000);
#elif defined(__ANDROID__)
sleep(seconds);
#else
sleep(seconds);
#endif
}
//class ExampleFramework
//{
// Window *win=nullptr;
// vulkan::Instance *inst=nullptr;
// vulkan::Device *device=nullptr;
// vulkan::Shader *shader=nullptr;
// vulkan::Buffer *ubo_mvp=nullptr;
// vulkan::VertexInput *vi=nullptr;
// vulkan::PipelineCreater
//};//
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int main(int,char **)
{
#ifdef _DEBUG
if(!vulkan::CheckStrideBytesByFormat())
return 0xff;
#endif//
Window *win=CreateRenderWindow(OS_TEXT("VulkanTest"));
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win->Create(SCREEN_WIDTH,SCREEN_HEIGHT);
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vulkan::Instance *inst=vulkan::CreateInstance(U8_TEXT("VulkanTest"));
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if(!inst)
{
delete win;
return(-1);
}
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vulkan::Device *device=inst->CreateRenderDevice(win);
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if(!device)
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{
delete inst;
delete win;
return(-2);
}
{
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const vulkan::PhysicalDevice *render_device=device->GetPhysicalDevice();
std::cout<<"auto select physical device: "<<render_device->GetDeviceName()<<std::endl;
}
vulkan::ShaderModuleManage *shader_manage=device->CreateShaderModuleManage();
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const vulkan::Material *material=shader_manage->CreateMaterial("FlatColor.vert.spv","FlatColor.frag.spv");
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if(!material)
return -3;
vulkan::MaterialInstance *mi=material->CreateInstance();
vulkan::Buffer *ubo=CreateUBO(device);
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vulkan::PipelineCreater pc(device);
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mi->UpdateUBO("world",*ubo);
CreateVertexBuffer(device,mi->GetVI());
vulkan::PipelineLayout *pl=CreatePipelineLayout(*device,mi->GetDSL());
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pc.SetDepthTest(false);
pc.SetDepthWrite(false);
pc.CloseCullFace();
pc.Set(mi);
pc.Set(PRIM_TRIANGLES);
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pc.Set(*pl);
vulkan::Pipeline *pipeline=pc.Create();
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if(!pipeline)
return(-4);
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device->AcquireNextImage();
vulkan::CommandBuffer *cmd_buf=device->CreateCommandBuffer();
cmd_buf->Begin(device->GetRenderPass(),device->GetFramebuffer(0));
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cmd_buf->Bind(pipeline);
cmd_buf->Bind(pl);
cmd_buf->Bind(mi->GetVI());
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cmd_buf->Draw(3);
cmd_buf->End();
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device->QueueSubmit(cmd_buf);
device->Wait();
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device->QueuePresent();
wait_seconds(2);
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delete vertex_buffer;
delete color_buffer;
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delete pipeline;
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delete pl;
// delete dsl;
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// delete vi;
delete ubo;
// delete shader;
delete mi;
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delete cmd_buf;
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delete device;
delete inst;
delete win;
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return 0;
}