250 lines
5.2 KiB
C++
250 lines
5.2 KiB
C++
#include"Window.h"
|
||
#include"VKInstance.h"
|
||
#include"VKPhysicalDevice.h"
|
||
#include"VKDevice.h"
|
||
#include"VKBuffer.h"
|
||
#include"VKShader.h"
|
||
#include"VKImageView.h"
|
||
#include"VKVertexInput.h"
|
||
#include"VKDescriptorSets.h"
|
||
#include"VKRenderPass.h"
|
||
#include"VKPipelineLayout.h"
|
||
#include"VKPipeline.h"
|
||
#include"VKCommandBuffer.h"
|
||
#include"VKFormat.h"
|
||
#include"VKFramebuffer.h"
|
||
#include<hgl/math/Math.h>
|
||
|
||
#include<fstream>
|
||
#ifndef WIN32
|
||
#include<unistd.h>
|
||
#endif//
|
||
|
||
using namespace hgl;
|
||
using namespace hgl::graph;
|
||
|
||
constexpr uint32_t SCREEN_WIDTH=1280;
|
||
constexpr uint32_t SCREEN_HEIGHT=720;
|
||
|
||
VkShaderModule vs=nullptr;
|
||
VkShaderModule fs=nullptr;
|
||
|
||
struct
|
||
{
|
||
Matrix4f mvp;
|
||
}ubo_vs;
|
||
|
||
char *LoadFile(const char *filename,uint32_t &file_length)
|
||
{
|
||
std::ifstream fs;
|
||
|
||
fs.open(filename,std::ios_base::binary);
|
||
|
||
if(!fs.is_open())
|
||
return(nullptr);
|
||
|
||
fs.seekg(0,std::ios_base::end);
|
||
file_length=fs.tellg();
|
||
char *data=new char[file_length];
|
||
|
||
fs.seekg(0,std::ios_base::beg);
|
||
fs.read(data,file_length);
|
||
|
||
fs.close();
|
||
return data;
|
||
}
|
||
|
||
bool LoadShader(vulkan::Shader *sc,const char *filename,VkShaderStageFlagBits shader_flag)
|
||
{
|
||
uint32_t size;
|
||
char *data=LoadFile(filename,size);
|
||
|
||
if(!data)
|
||
return(false);
|
||
|
||
if(!sc->Add(shader_flag,data,size))
|
||
return(false);
|
||
|
||
delete[] data;
|
||
return(true);
|
||
}
|
||
|
||
vulkan::Shader *LoadShader(VkDevice device)
|
||
{
|
||
vulkan::Shader *sc=new vulkan::Shader(device);
|
||
|
||
if(LoadShader(sc,"FlatColor.vert.spv",VK_SHADER_STAGE_VERTEX_BIT))
|
||
if(LoadShader(sc,"FlatColor.frag.spv",VK_SHADER_STAGE_FRAGMENT_BIT))
|
||
return sc;
|
||
|
||
delete sc;
|
||
return(nullptr);
|
||
}
|
||
|
||
vulkan::Buffer *CreateUBO(vulkan::Device *dev)
|
||
{
|
||
{
|
||
const VkExtent2D extent=dev->GetExtent();
|
||
|
||
ubo_vs.mvp=ortho(extent.width,extent.height);
|
||
}
|
||
|
||
vulkan::Buffer *ubo=dev->CreateUBO(sizeof(ubo_vs));
|
||
|
||
uint8_t *p=ubo->Map();
|
||
|
||
if(p)
|
||
{
|
||
memcpy(p,&ubo_vs,sizeof(ubo_vs));
|
||
ubo->Unmap();
|
||
}
|
||
|
||
return ubo;
|
||
}
|
||
|
||
constexpr float vertex_data[]=
|
||
{
|
||
SCREEN_WIDTH*0.5, SCREEN_HEIGHT*0.25,
|
||
SCREEN_WIDTH*0.75, SCREEN_HEIGHT*0.75,
|
||
SCREEN_WIDTH*0.25, SCREEN_HEIGHT*0.75
|
||
};
|
||
constexpr float color_data[]={1,0,0, 0,1,0, 0,0,1 };
|
||
|
||
vulkan::VertexBuffer *vertex_buffer=nullptr;
|
||
vulkan::VertexBuffer *color_buffer=nullptr;
|
||
|
||
vulkan::VertexInput *CreateVertexBuffer(vulkan::Device *dev)
|
||
{
|
||
vertex_buffer=dev->CreateVBO(FMT_RG32F,3,vertex_data);
|
||
color_buffer=dev->CreateVBO(FMT_RGB32F,3,color_data);
|
||
|
||
vulkan::VertexInput *vi=new vulkan::VertexInput();
|
||
|
||
constexpr uint32_t position_shader_location=0; //对应shader中的layout(locaiton=0,暂时这样写
|
||
constexpr uint32_t color_shader_location=1;
|
||
|
||
vi->Add(position_shader_location, vertex_buffer);
|
||
vi->Add(color_shader_location, color_buffer);
|
||
|
||
return vi;
|
||
}
|
||
|
||
void wait_seconds(int seconds) {
|
||
#ifdef WIN32
|
||
Sleep(seconds * 1000);
|
||
#elif defined(__ANDROID__)
|
||
sleep(seconds);
|
||
#else
|
||
sleep(seconds);
|
||
#endif
|
||
}
|
||
|
||
int main(int,char **)
|
||
{
|
||
#ifdef _DEBUG
|
||
if(!vulkan::CheckStrideBytesByFormat())
|
||
return 0xff;
|
||
#endif//
|
||
|
||
Window *win=CreateRenderWindow(OS_TEXT("VulkanTest"));
|
||
|
||
win->Create(SCREEN_WIDTH,SCREEN_HEIGHT);
|
||
|
||
vulkan::Instance *inst=vulkan::CreateInstance(U8_TEXT("VulkanTest"));
|
||
|
||
if(!inst)
|
||
{
|
||
delete win;
|
||
return(-1);
|
||
}
|
||
|
||
vulkan::Device *device=inst->CreateRenderDevice(win);
|
||
|
||
if(!device)
|
||
{
|
||
delete inst;
|
||
delete win;
|
||
return(-2);
|
||
}
|
||
|
||
{
|
||
const vulkan::PhysicalDevice *render_device=device->GetPhysicalDevice();
|
||
|
||
std::cout<<"auto select physical device: "<<render_device->GetDeviceName()<<std::endl;
|
||
}
|
||
|
||
vulkan::Shader *shader=LoadShader(device->GetDevice());
|
||
|
||
if(!shader)
|
||
return -3;
|
||
|
||
vulkan::Buffer *ubo=CreateUBO(device);
|
||
|
||
vulkan::VertexInput *vi=CreateVertexBuffer(device);
|
||
|
||
vulkan::PipelineCreater pc(device);
|
||
|
||
vulkan::DescriptorSetLayoutCreater dslc(device);
|
||
|
||
const int mvp_binding=0; //shader->GetBinding("MVPMatrix"); 实现从材质shader文件中根据名称获取binding的功能
|
||
|
||
dslc.BindUBO(mvp_binding,VK_SHADER_STAGE_VERTEX_BIT);
|
||
|
||
vulkan::DescriptorSetLayout *dsl=dslc.Create();
|
||
|
||
dsl->UpdateUBO(mvp_binding,*ubo);
|
||
|
||
vulkan::PipelineLayout *pl=CreatePipelineLayout(*device,dsl);
|
||
|
||
pc.SetDepthTest(false);
|
||
pc.SetDepthWrite(false);
|
||
pc.CloseCullFace();
|
||
|
||
pc.Set(shader);
|
||
pc.Set(vi);
|
||
pc.Set(PRIM_TRIANGLES);
|
||
pc.Set(*pl);
|
||
|
||
vulkan::Pipeline *pipeline=pc.Create();
|
||
|
||
if(!pipeline)
|
||
return(-4);
|
||
|
||
device->AcquireNextImage();
|
||
|
||
vulkan::CommandBuffer *cmd_buf=device->CreateCommandBuffer();
|
||
|
||
cmd_buf->Begin(device->GetRenderPass(),device->GetFramebuffer(0));
|
||
cmd_buf->Bind(pipeline);
|
||
cmd_buf->Bind(pl);
|
||
cmd_buf->Bind(vi);
|
||
cmd_buf->Draw(3);
|
||
cmd_buf->End();
|
||
|
||
device->QueueSubmit(cmd_buf);
|
||
device->Wait();
|
||
device->QueuePresent();
|
||
|
||
wait_seconds(3);
|
||
|
||
delete vertex_buffer;
|
||
delete color_buffer;
|
||
|
||
delete pipeline;
|
||
|
||
delete pl;
|
||
delete dsl;
|
||
|
||
delete vi;
|
||
delete ubo;
|
||
|
||
delete shader;
|
||
|
||
delete cmd_buf;
|
||
delete device;
|
||
delete inst;
|
||
delete win;
|
||
|
||
return 0;
|
||
}
|