Create first vertex buffer

This commit is contained in:
Grayson Riffe 2025-02-17 00:24:06 -06:00
parent 798be67cc5
commit 7bec16c7b9
4 changed files with 87 additions and 14 deletions

View File

@ -1,20 +1,13 @@
#version 450
vec2 trianglePositions[3] = vec2[] (
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
vec3 triangleColors[3] = vec3[] (
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
// Inputs
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec3 inColor;
// Outputs
layout(location = 0) out vec3 fragColor;
void main() {
fragColor = triangleColors[gl_VertexIndex];
gl_Position = vec4(trianglePositions[gl_VertexIndex], 0.0, 1.0);
fragColor = inColor;
gl_Position = vec4(inPosition, 0.0, 1.0);
}

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@ -6,6 +6,12 @@
#include "ShaderModule.h"
namespace nf::client::render {
// Vertex layout definition
struct Vertex {
glm::vec2 position;
glm::vec3 color;
};
RenderEngine::RenderEngine(std::shared_ptr<Window> window, DisplayConfig display)
: m_window(window)
, m_display(display)
@ -30,6 +36,8 @@ namespace nf::client::render {
, m_numFramesInFlight(2)
, m_frameExecutors()
, m_currentFrameExecutor()
, m_bufferVertex()
, m_memoryVertexBuffer()
{
NFLog("Initializing render engine");
m_window->setDisplay(m_display);
@ -42,6 +50,7 @@ namespace nf::client::render {
createOutputRenderPass();
createSwapchainFramebuffers();
createOutputPipeline();
createVertexBuffer();
createFrameExecutors();
m_window->show();
@ -333,13 +342,26 @@ namespace nf::client::render {
outputShaderStages[1].module = outputShaderFragmentModule.getHandle();
// Specify dynamic state
std::vector<VkDynamicState> dynamicStates = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicStateCI = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
std::vector<VkDynamicState> dynamicStates = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
dynamicStateCI.dynamicStateCount = dynamicStates.size();
dynamicStateCI.pDynamicStates = dynamicStates.data();
// Specify vertex input state
VkPipelineVertexInputStateCreateInfo vertexInputStateCI = { VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO };
VkVertexInputBindingDescription vertexBindingDescription = {};
vertexBindingDescription.stride = sizeof(Vertex);
std::array<VkVertexInputAttributeDescription, 2> vertexAttributeDescriptions = {};
vertexAttributeDescriptions[0].location = 0;
vertexAttributeDescriptions[0].format = VK_FORMAT_R32G32_SFLOAT;
vertexAttributeDescriptions[0].offset = offsetof(Vertex, position);
vertexAttributeDescriptions[1].location = 1;
vertexAttributeDescriptions[1].format = VK_FORMAT_R32G32B32_SFLOAT;
vertexAttributeDescriptions[1].offset = offsetof(Vertex, color);
vertexInputStateCI.vertexBindingDescriptionCount = 1;
vertexInputStateCI.pVertexBindingDescriptions = &vertexBindingDescription;
vertexInputStateCI.vertexAttributeDescriptionCount = vertexAttributeDescriptions.size();
vertexInputStateCI.pVertexAttributeDescriptions = vertexAttributeDescriptions.data();
// Specify input assembly state
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO };
@ -391,6 +413,50 @@ namespace nf::client::render {
NFError("Could not create graphics pipeline.");
}
void RenderEngine::createVertexBuffer() {
std::vector<Vertex> triangleData = {
{{0.0, -0.5}, {1.0, 0.0, 0.0}},
{{0.5, 0.5}, {0.0, 1.0, 0.0}},
{{-0.5, 0.5}, {0.0, 0.0, 1.0}}
};
VkBufferCreateInfo bufferCI = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufferCI.size = sizeof(triangleData[0]) * triangleData.size();
bufferCI.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
if (vkCreateBuffer(m_device, &bufferCI, nullptr, &m_bufferVertex) != VK_SUCCESS)
NFError("Could not create vertex buffer.");
VkMemoryRequirements memoryRequirements = {};
vkGetBufferMemoryRequirements(m_device, m_bufferVertex, &memoryRequirements);
VkPhysicalDeviceMemoryProperties memoryProperties = {};
vkGetPhysicalDeviceMemoryProperties(m_physicalDevice, &memoryProperties);
VkMemoryPropertyFlags properties = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT;
std::optional<uint32_t> memoryTypeIndex;
for (int i = 0; i < memoryProperties.memoryTypeCount; i++)
if (memoryRequirements.memoryTypeBits & (1 << i) && (memoryProperties.memoryTypes[i].propertyFlags & properties) == properties)
memoryTypeIndex = i;
if (!memoryTypeIndex.has_value())
NFError("Could not find suitable memory type.");
VkMemoryAllocateInfo allocateInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
allocateInfo.allocationSize = memoryRequirements.size;
allocateInfo.memoryTypeIndex = memoryTypeIndex.value();
if (vkAllocateMemory(m_device, &allocateInfo, nullptr, &m_memoryVertexBuffer) != VK_SUCCESS)
NFError("Could not allocate video memory.");
vkBindBufferMemory(m_device, m_bufferVertex, m_memoryVertexBuffer, 0);
void* bufferPointer = nullptr;
vkMapMemory(m_device, m_memoryVertexBuffer, 0, bufferCI.size, 0, &bufferPointer);
std::memcpy(bufferPointer, triangleData.data(), bufferCI.size);
vkUnmapMemory(m_device, m_memoryVertexBuffer);
}
void RenderEngine::createFrameExecutors() {
VkCommandPoolCreateInfo commandPoolCI = { VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO };
commandPoolCI.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
@ -467,6 +533,10 @@ namespace nf::client::render {
VkRect2D scissor = { {}, m_swapchainExtent };
vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
// Bind vertex buffer
VkDeviceSize vertexBufferOffset = 0;
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &m_bufferVertex, &vertexBufferOffset);
// Draw
vkCmdDraw(commandBuffer, 3, 1, 0, 0);
@ -546,6 +616,9 @@ namespace nf::client::render {
vkDestroySemaphore(m_device, m_frameExecutors[i].semaphoreImageAvailable, nullptr);
}
vkFreeMemory(m_device, m_memoryVertexBuffer, nullptr);
vkDestroyBuffer(m_device, m_bufferVertex, nullptr);
destroySwapchain();
vkDestroyCommandPool(m_device, m_commandPool, nullptr);
vkDestroyPipeline(m_device, m_pipelineOutput, nullptr);

View File

@ -28,6 +28,7 @@ namespace nf::client::render {
void createOutputRenderPass();
void createSwapchainFramebuffers();
void createOutputPipeline();
void createVertexBuffer();
void createFrameExecutors();
void recreateSwapchain();
@ -64,5 +65,8 @@ namespace nf::client::render {
const uint32_t m_numFramesInFlight;
std::vector<FrameExecutor> m_frameExecutors;
uint32_t m_currentFrameExecutor;
VkBuffer m_bufferVertex;
VkDeviceMemory m_memoryVertexBuffer;
};
}

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@ -42,3 +42,6 @@
// Vulkan
#define VK_USE_PLATFORM_WIN32_KHR
#include <vulkan/vulkan.h>
// GLM
#include <glm/glm.hpp>