Quick prototyping of 3d mode rendering.
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103bc0462b
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1b46128499
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@ -72,14 +72,6 @@ struct Model {
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static Model load_model() {
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Model model;
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/*float s = 1;
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model.vertices = {
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{ {-s, -s, 0}, {1, 1, 1}, {0, 1} },
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{ { s, -s, 0}, {1, 1, 1}, {1, 1} },
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{ { s, s, 0}, {1, 1, 1}, {1, 0} },
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{ {-s, s, 0}, {1, 1, 1}, {0, 0} },
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};*/
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model.vertices = {
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{ {0, glConfig.vidHeight, 0},
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{1, 1, 1}, {0, 1} },
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@ -152,7 +144,8 @@ Vulkan_Demo::Vulkan_Demo(int window_width, int window_height, const SDL_SysWMinf
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create_render_pass();
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create_framebuffers();
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create_pipeline_layout();
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create_pipeline();
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pipeline_2d = create_pipeline(false);
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pipeline_3d = create_pipeline(true);
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upload_geometry();
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update_ubo_descriptor(descriptor_set);
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@ -466,7 +459,7 @@ void Vulkan_Demo::create_pipeline_layout() {
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pipeline_layout = get_resource_manager()->create_pipeline_layout(desc);
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}
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void Vulkan_Demo::create_pipeline() {
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VkPipeline Vulkan_Demo::create_pipeline(bool depth_test) {
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Shader_Module vertex_shader("../../data/vert.spv");
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Shader_Module fragment_shader("../../data/frag.spv");
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@ -521,9 +514,9 @@ void Vulkan_Demo::create_pipeline() {
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viewport_state.pNext = nullptr;
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viewport_state.flags = 0;
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viewport_state.viewportCount = 1;
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viewport_state.pViewports = &viewport;
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viewport_state.pViewports = depth_test ? nullptr : &viewport;
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viewport_state.scissorCount = 1;
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viewport_state.pScissors = &scissor;
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viewport_state.pScissors = depth_test ? nullptr : &scissor;
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VkPipelineRasterizationStateCreateInfo rasterization_state;
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rasterization_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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@ -555,7 +548,7 @@ void Vulkan_Demo::create_pipeline() {
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depth_stencil_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depth_stencil_state.pNext = nullptr;
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depth_stencil_state.flags = 0;
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depth_stencil_state.depthTestEnable = VK_FALSE /*VK_TRUE*/;
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depth_stencil_state.depthTestEnable = depth_test ? VK_TRUE : VK_FALSE;
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depth_stencil_state.depthWriteEnable = VK_TRUE;
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depth_stencil_state.depthCompareOp = VK_COMPARE_OP_LESS;
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depth_stencil_state.depthBoundsTestEnable = VK_FALSE;
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@ -590,6 +583,14 @@ void Vulkan_Demo::create_pipeline() {
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blend_state.blendConstants[2] = 0.0f;
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blend_state.blendConstants[3] = 0.0f;
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VkPipelineDynamicStateCreateInfo dynamic_state;
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dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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dynamic_state.pNext = nullptr;
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dynamic_state.flags = 0;
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dynamic_state.dynamicStateCount = 2;
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VkDynamicState dynamic_state_array[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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dynamic_state.pDynamicStates = dynamic_state_array;
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VkGraphicsPipelineCreateInfo desc;
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desc.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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desc.pNext = nullptr;
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@ -604,14 +605,14 @@ void Vulkan_Demo::create_pipeline() {
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desc.pMultisampleState = &multisample_state;
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desc.pDepthStencilState = &depth_stencil_state;
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desc.pColorBlendState = &blend_state;
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desc.pDynamicState = nullptr;
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desc.pDynamicState = depth_test ? &dynamic_state : nullptr;
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desc.layout = pipeline_layout;
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desc.renderPass = render_pass;
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desc.subpass = 0;
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desc.basePipelineHandle = VK_NULL_HANDLE;
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desc.basePipelineIndex = -1;
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pipeline = get_resource_manager()->create_graphics_pipeline(desc);
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return get_resource_manager()->create_graphics_pipeline(desc);
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}
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void Vulkan_Demo::upload_geometry() {
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@ -708,9 +709,9 @@ void Vulkan_Demo::update_ubo_descriptor(VkDescriptorSet set) {
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void Vulkan_Demo::update_uniform_buffer() {
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Uniform_Buffer_Object ubo;
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if (backEnd.projection2D) {
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ubo.model = glm::mat4();
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ubo.view = glm::mat4();
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const glm::mat4 ortho_proj(
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2.0f / glConfig.vidWidth, 0.0f, 0.f, 0.0f,
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0.0, 2.0f / glConfig.vidHeight, 0.0f, 0.0f,
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@ -718,6 +719,31 @@ void Vulkan_Demo::update_uniform_buffer() {
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-1.0f, -1.0f, 0.0f, 1.0f
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);
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ubo.proj = ortho_proj;
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} else {
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const float* p = backEnd.or.modelMatrix;
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ubo.model = glm::mat4(
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p[0], p[1], p[2], p[3],
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p[4], p[5], p[6], p[7],
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p[8], p[9], p[10], p[11],
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p[12], p[13], p[14], p[15]);
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ubo.view = glm::mat4();
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p = backEnd.viewParms.projectionMatrix;
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// update q3's proj matrix (opengl) to vulkan conventions: z - [0, 1] instead of [-1, 1] and invert y direction
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float zNear = r_znear->value;
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float zFar = tr.viewParms.zFar;
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float p10 = -zFar / (zFar - zNear);
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float p14 = -zFar*zNear / (zFar - zNear);
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float p5 = -p[5];
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ubo.proj = glm::mat4(
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p[0], p[1], p[2], p[3],
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p[4], p5, p[6], p[7],
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p[8], p[9], p10, p[11],
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p[12], p[13], p14, p[15]);
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}
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void* data;
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VkResult result = vkMapMemory(get_device(), uniform_staging_buffer_memory, tess_ubo_offset, sizeof(ubo), 0, &data);
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@ -814,11 +840,41 @@ void Vulkan_Demo::render_tess(const image_t* image) {
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}
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update_uniform_buffer();
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, set, 1, &tess_ubo_offset);
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tess_ubo_offset += tess_ubo_offset_step;
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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VkViewport viewport;
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VkRect2D scissor;
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if (backEnd.projection2D) {
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = (float) glConfig.vidWidth;
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viewport.height = (float)glConfig.vidHeight;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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scissor.offset = {0, 0};
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scissor.extent = {(uint32_t)glConfig.vidWidth, (uint32_t)glConfig.vidHeight};
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} else {
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viewport.x = backEnd.viewParms.viewportX;
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viewport.y = (float)(glConfig.vidHeight - (backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight));
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viewport.width = (float) backEnd.viewParms.viewportWidth;
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viewport.height = (float)backEnd.viewParms.viewportHeight;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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scissor.offset = {backEnd.viewParms.viewportX, (glConfig.vidHeight - (backEnd.viewParms.viewportY + backEnd.viewParms.viewportHeight))};
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if (scissor.offset.y < 0) scissor.offset.y = 0; // receive such data from backEnd, so just adjust to valid value to prevent vulkan warnings
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scissor.extent = {(uint32_t)backEnd.viewParms.viewportWidth, (uint32_t)backEnd.viewParms.viewportHeight};
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}
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if (!backEnd.projection2D) {
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vkCmdSetViewport(command_buffer, 0, 1, &viewport);
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vkCmdSetScissor(command_buffer, 0, 1, &scissor);
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}
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, backEnd.projection2D ? pipeline_2d : pipeline_3d);
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vkCmdDrawIndexed(command_buffer, tess.numIndexes, 1, 0, 0, 0);
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tess_vertex_buffer_offset += tess.numVertexes * sizeof(Vertex);
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@ -856,6 +912,6 @@ void Vulkan_Demo::render_cinematic_frame() {
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vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 1, &tess_ubo_offset);
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tess_ubo_offset += tess_ubo_offset_step;
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_2d);
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vkCmdDrawIndexed(command_buffer, model_indices_count, 1, 0, 0, 0);
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}
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@ -34,7 +34,7 @@ public:
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void create_render_pass();
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void create_framebuffers();
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void create_pipeline_layout();
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void create_pipeline();
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VkPipeline create_pipeline(bool depth_test);
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void upload_geometry();
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void update_ubo_descriptor(VkDescriptorSet set);
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@ -64,7 +64,8 @@ public:
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VkRenderPass render_pass = VK_NULL_HANDLE;
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std::vector<VkFramebuffer> framebuffers;
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VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkPipeline pipeline_2d = VK_NULL_HANDLE;
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VkPipeline pipeline_3d = VK_NULL_HANDLE;
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VkBuffer vertex_buffer = VK_NULL_HANDLE;
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VkBuffer index_buffer = VK_NULL_HANDLE;
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