ULRE/example/Vulkan/main.cpp

180 lines
4.0 KiB
C++

#include"Window.h"
#include"VKInstance.h"
#include"VKPhysicalDevice.h"
#include"VKDevice.h"
#include"VKBuffer.h"
#include"VKShaderModule.h"
#include"VKShaderModuleManage.h"
#include"VKImageView.h"
#include"VKRenderable.h"
#include"VKDescriptorSets.h"
#include"VKRenderPass.h"
#include"VKPipeline.h"
#include"VKCommandBuffer.h"
#include"VKFormat.h"
#include"VKFramebuffer.h"
#include"VKMaterial.h"
#include<hgl/math/Math.h>
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 WorldConfig
{
Matrix4f mvp;
}world;
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 uint32_t VERTEX_COUNT=3;
constexpr float vertex_data[VERTEX_COUNT][2]=
{
{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[VERTEX_COUNT][3]=
{ {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::Renderable *render_obj)
{
vertex_buffer =dev->CreateVBO(FMT_RG32F, VERTEX_COUNT,vertex_data);
color_buffer =dev->CreateVBO(FMT_RGB32F, VERTEX_COUNT,color_data);
render_obj->Set("Vertex", vertex_buffer);
render_obj->Set("Color", color_buffer);
}
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
//};//
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::ShaderModuleManage *shader_manage=device->CreateShaderModuleManage();
const vulkan::Material *material=shader_manage->CreateMaterial("FlatColor.vert.spv","FlatColor.frag.spv");
if(!material)
return -3;
vulkan::MaterialInstance *mi=material->CreateInstance();
vulkan::Renderable *render_obj=mi->CreateRenderable();
CreateVertexBuffer(device,render_obj);
vulkan::Buffer *ubo=CreateUBO(device);
mi->UpdateUBO("world",*ubo);
vulkan::PipelineCreater pc(device,mi);
pc.SetDepthTest(false);
pc.SetDepthWrite(false);
pc.CloseCullFace();
pc.Set(PRIM_TRIANGLES);
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(render_obj);
cmd_buf->Draw(VERTEX_COUNT);
cmd_buf->End();
device->QueueSubmit(cmd_buf);
device->Wait();
device->QueuePresent();
wait_seconds(1);
delete vertex_buffer;
delete color_buffer;
delete pipeline;
delete ubo;
delete mi;
delete cmd_buf;
delete device;
delete inst;
delete win;
return 0;
}