Add base shaders and create pipeline_layout

This commit is contained in:
Jiga228
2025-09-26 20:09:26 +07:00
parent 175354f56a
commit 2353ac289a
5 changed files with 187 additions and 1 deletions
+128 -1
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@@ -4,7 +4,7 @@
#include <queue> #include <queue>
#include <set> #include <set>
#include <stdexcept> #include <stdexcept>
#include <string> #include <fstream>
#include "CoreInstance.h" #include "CoreInstance.h"
#include "Log/Log.h" #include "Log/Log.h"
@@ -171,6 +171,18 @@ VkExtent2D RenderEngine::choose_extent(const VkSurfaceCapabilitiesKHR& capabilit
} }
} }
VkShaderModule RenderEngine::create_shader_module(const std::string code)
{
VkShaderModuleCreateInfo shader_module_info{};
shader_module_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shader_module_info.codeSize = code.size();
shader_module_info.pCode = reinterpret_cast<const uint32_t*>(code.c_str());
VkShaderModule shader_module;
VK_CHECK(vkCreateShaderModule(device_, &shader_module_info, nullptr, &shader_module));
return shader_module;
}
void RenderEngine::create_instance() void RenderEngine::create_instance()
{ {
std::vector<const char*> extensions = get_required_extensions(); std::vector<const char*> extensions = get_required_extensions();
@@ -351,6 +363,117 @@ void RenderEngine::create_image_views()
} }
} }
void RenderEngine::create_graphycs_pipleline()
{
std::ifstream vertex_shader_file("Shaders/vertex.spv", std::ios::binary);
if (!vertex_shader_file.is_open())
throw std::runtime_error("Vertex shader not found");
std::ifstream fragment_shader_file("Shaders/fragment.spv", std::ios::binary);
if (!fragment_shader_file.is_open()) {
vertex_shader_file.close();
throw std::runtime_error("Fragment shader not found");
}
std::string vertex_shader_code((std::istreambuf_iterator<char>(vertex_shader_file)), std::istreambuf_iterator<char>());
std::string fragment_shader_code((std::istreambuf_iterator<char>(fragment_shader_file)), std::istreambuf_iterator<char>());
vertex_shader_file.close();
fragment_shader_file.close();
VkShaderModule vertex_shader = create_shader_module(vertex_shader_code);
VkShaderModule fragment_shader = create_shader_module(fragment_shader_code);
VkPipelineShaderStageCreateInfo vertex_shader_stage_info{};
vertex_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertex_shader_stage_info.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertex_shader_stage_info.module = vertex_shader;
vertex_shader_stage_info.pName = "main";
VkPipelineShaderStageCreateInfo fragment_shader_stage_info{};
vertex_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertex_shader_stage_info.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
vertex_shader_stage_info.module = fragment_shader;
vertex_shader_stage_info.pName = "main";
VkPipelineShaderStageCreateInfo shader_stages[] = {vertex_shader_stage_info, fragment_shader_stage_info};
const std::vector<VkDynamicState> dynamic_states = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamic_state_info{};
dynamic_state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state_info.dynamicStateCount = static_cast<uint32_t>(dynamic_states.size());
dynamic_state_info.pDynamicStates = dynamic_states.data();
VkPipelineVertexInputStateCreateInfo vertex_input_info{};
vertex_input_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertex_input_info.vertexAttributeDescriptionCount = 0;
vertex_input_info.pVertexAttributeDescriptions = nullptr;
vertex_input_info.vertexBindingDescriptionCount = 0;
vertex_input_info.pVertexBindingDescriptions = nullptr;
VkPipelineInputAssemblyStateCreateInfo input_assembly_info{};
input_assembly_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
input_assembly_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
input_assembly_info.primitiveRestartEnable = VK_FALSE;
VkViewport viewport{};
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = static_cast<float>(swapchain_extent_.width);
viewport.height = static_cast<float>(swapchain_extent_.height);
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
VkRect2D scissor{};
scissor.offset = {0, 0};
scissor.extent = swapchain_extent_;
VkPipelineViewportStateCreateInfo viewport_info{};
viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewport_info.viewportCount = 1;
viewport_info.pViewports = &viewport;
viewport_info.scissorCount = 1;
viewport_info.pScissors = &scissor;
VkPipelineRasterizationStateCreateInfo rasterization_info{};
rasterization_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterization_info.depthClampEnable = VK_FALSE;
rasterization_info.rasterizerDiscardEnable = VK_FALSE;
rasterization_info.polygonMode = VK_POLYGON_MODE_FILL;
rasterization_info.lineWidth = 1.0f;
rasterization_info.cullMode = VK_CULL_MODE_BACK_BIT;
rasterization_info.frontFace = VK_FRONT_FACE_CLOCKWISE;
rasterization_info.depthBiasEnable = VK_FALSE;
VkPipelineColorBlendAttachmentState color_blend_attachment_state{};
color_blend_attachment_state.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
color_blend_attachment_state.blendEnable = VK_TRUE;
color_blend_attachment_state.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
color_blend_attachment_state.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
color_blend_attachment_state.colorBlendOp = VK_BLEND_OP_ADD;
color_blend_attachment_state.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
color_blend_attachment_state.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
color_blend_attachment_state.alphaBlendOp = VK_BLEND_OP_ADD;
VkPipelineColorBlendStateCreateInfo color_blend_info{};
color_blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
color_blend_info.logicOpEnable = VK_FALSE;
color_blend_info.attachmentCount = 1;
color_blend_info.blendConstants[0] = 0.0f;
color_blend_info.blendConstants[1] = 0.0f;
color_blend_info.blendConstants[2] = 0.0f;
color_blend_info.blendConstants[3] = 0.0f;
VkPipelineLayoutCreateInfo pipeline_layout_info{};
pipeline_layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
VK_CHECK(vkCreatePipelineLayout(device_, &pipeline_layout_info, nullptr, &pipeline_layout_));
vkDestroyShaderModule(device_, vertex_shader, nullptr);
vkDestroyShaderModule(device_, fragment_shader, nullptr);
}
void RenderEngine::create_surface() void RenderEngine::create_surface()
{ {
VK_CHECK(glfwCreateWindowSurface(instance_, window_, nullptr, &surface_)); VK_CHECK(glfwCreateWindowSurface(instance_, window_, nullptr, &surface_));
@@ -369,10 +492,14 @@ window_(window)
create_logical_device(); create_logical_device();
create_swapchain(desired_present_mode); create_swapchain(desired_present_mode);
create_image_views(); create_image_views();
create_graphycs_pipleline();
} }
RenderEngine::~RenderEngine() RenderEngine::~RenderEngine()
{ {
if (pipeline_layout_ != VK_NULL_HANDLE)
vkDestroyPipelineLayout(device_, pipeline_layout_, nullptr);
for (auto image_view : swapchain_image_views_) for (auto image_view : swapchain_image_views_)
vkDestroyImageView(device_, image_view, nullptr); vkDestroyImageView(device_, image_view, nullptr);
swapchain_image_views_.clear(); swapchain_image_views_.clear();
+4
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@@ -4,6 +4,7 @@
#include <optional> #include <optional>
#define GLFW_INCLUDE_VULKAN #define GLFW_INCLUDE_VULKAN
#include <string>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
@@ -47,6 +48,7 @@ class RenderEngine
VkFormat swapchain_image_format_; VkFormat swapchain_image_format_;
VkExtent2D swapchain_extent_; VkExtent2D swapchain_extent_;
std::vector<VkImageView> swapchain_image_views_; std::vector<VkImageView> swapchain_image_views_;
VkPipelineLayout pipeline_layout_ = VK_NULL_HANDLE;
#ifdef _DEBUG #ifdef _DEBUG
VkResult enable_layer_validation(VkDebugUtilsMessengerCreateInfoEXT* create_info); VkResult enable_layer_validation(VkDebugUtilsMessengerCreateInfoEXT* create_info);
@@ -61,6 +63,7 @@ class RenderEngine
static VkSurfaceFormatKHR choose_surface_format(const std::vector<VkSurfaceFormatKHR>& surface_formats); static VkSurfaceFormatKHR choose_surface_format(const std::vector<VkSurfaceFormatKHR>& surface_formats);
static VkPresentModeKHR choose_present_mode(const std::vector<VkPresentModeKHR>& present_modes, VkPresentModeKHR desired_present_mode); static VkPresentModeKHR choose_present_mode(const std::vector<VkPresentModeKHR>& present_modes, VkPresentModeKHR desired_present_mode);
static VkExtent2D choose_extent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window); static VkExtent2D choose_extent(const VkSurfaceCapabilitiesKHR& capabilities, GLFWwindow* window);
VkShaderModule create_shader_module(const std::string code);
void create_instance(); void create_instance();
void create_surface(); void create_surface();
@@ -68,6 +71,7 @@ class RenderEngine
void create_logical_device(); void create_logical_device();
void create_swapchain(VkPresentModeKHR desired_present_mode); void create_swapchain(VkPresentModeKHR desired_present_mode);
void create_image_views(); void create_image_views();
void create_graphycs_pipleline();
public: public:
// Can throw the exception // Can throw the exception
RenderEngine(CoreInstance& core, GLFWwindow* window, VkPresentModeKHR desired_present_mode = VK_PRESENT_MODE_MAILBOX_KHR); RenderEngine(CoreInstance& core, GLFWwindow* window, VkPresentModeKHR desired_present_mode = VK_PRESENT_MODE_MAILBOX_KHR);
+27
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@@ -45,3 +45,30 @@ add_custom_command(
${OUTPUT_PATH}/Resources ${OUTPUT_PATH}/Resources
COMMENT "Copying Resources directory" COMMENT "Copying Resources directory"
) )
add_custom_command(
TARGET ${GAME_NAME}
PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory ${OUTPUT_PATH}/Shaders
COMMENT "Creating Shaders directory"
)
add_custom_command(
TARGET ${GAME_NAME}
POST_BUILD
COMMAND $ENV{VULKAN_SDK}/Bin/glslc.exe
${CMAKE_CURRENT_SOURCE_DIR}/Shaders/vertex.vert
-o ${OUTPUT_PATH}/Shaders/vertex.spv
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/Shaders/vertex.vert
COMMENT "Building vertex shader"
)
add_custom_command(
TARGET ${GAME_NAME}
POST_BUILD
COMMAND $ENV{VULKAN_SDK}/Bin/glslc.exe
${CMAKE_CURRENT_SOURCE_DIR}/Shaders/fragment.frag
-o ${OUTPUT_PATH}/Shaders/fragment.spv
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/Shaders/fragment.frag
COMMENT "Building fragment shader"
)
+8
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@@ -0,0 +1,8 @@
#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(fragColor, 1.0);
}
+20
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@@ -0,0 +1,20 @@
#version 450
layout(location = 0) out vec3 fragColor;
vec3 colors[3] = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
fragColor = colors[gl_VertexIndex];
}