This commit is contained in:
2026-09-06 23:40:27 -07:00
parent dc40e973d3
commit 9b1e7d56a3
7 changed files with 196 additions and 2 deletions
+18 -2
View File
@@ -91,6 +91,19 @@ Shader::Builder& Shader::Builder::fromGLSL(const std::string& path) {
Shader::Builder& Shader::Builder::fromSPIRV(const std::string& path) {
this->path = path;
this->precompiled = true;
this->embedded = false;
return *this;
}
Shader::Builder& Shader::Builder::fromSPIRV(std::vector<u32> spirv) {
this->embeddedSpirv = std::move(spirv);
this->embedded = true;
return *this;
}
Shader::Builder& Shader::Builder::fromSPIRV(std::span<const u32> spirv) {
this->embeddedSpirv.assign(spirv.begin(), spirv.end());
this->embedded = true;
return *this;
}
@@ -101,7 +114,7 @@ Shader::Builder& Shader::Builder::setStage(ShaderStage shaderStage) {
}
std::unique_ptr<Shader> Shader::Builder::build() {
if (this->path.empty()) {
if (!this->embedded && this->path.empty()) {
log::fatal("failed to build shader: no source path provided");
throw std::runtime_error("failed to build shader: no source path provided");
}
@@ -113,7 +126,10 @@ std::unique_ptr<Shader> Shader::Builder::build() {
auto shader = std::unique_ptr<Shader>(new Shader());
if (this->precompiled) {
if (this->embedded) {
shader->stage = this->stage;
shader->spirv = std::move(this->embeddedSpirv);
} else if (this->precompiled) {
shader->load(this->path, this->stage);
} else {
shader->compile(this->path, this->stage);
+5
View File
@@ -2,6 +2,7 @@
#include <memory>
#include <sophia/types.hpp>
#include <span>
#include <string>
#include <vector>
@@ -37,15 +38,19 @@ class Shader::Builder {
Builder& fromGLSL(const std::string& path);
Builder& fromSPIRV(const std::string& path);
Builder& fromSPIRV(std::vector<u32> spirv);
Builder& fromSPIRV(std::span<const u32> spirv);
Builder& setStage(ShaderStage shaderStage);
std::unique_ptr<Shader> build();
private:
std::string path;
std::vector<u32> embeddedSpirv;
ShaderStage stage;
bool stageSet = false;
bool precompiled = false;
bool embedded = false;
};
} // namespace sophia
+18
View File
@@ -0,0 +1,18 @@
#version 450
layout (location = 0) out vec2 uv;
vec2 positions[6] = vec2[](
vec2(-1.0, -1.0),
vec2( 1.0, -1.0),
vec2(-1.0, 1.0),
vec2(-1.0, 1.0),
vec2( 1.0, -1.0),
vec2( 1.0, 1.0)
);
void main() {
vec2 pos = positions[gl_VertexIndex];
gl_Position = vec4(pos, 0.0, 1.0);
uv = pos * 0.5 + 0.5;
}
@@ -0,0 +1,9 @@
#version 450
layout (location = 0) in vec3 fragColor;
layout (location = 0) out vec4 outColor;
void main() {
outColor = vec4(fragColor, 1.0);
}
@@ -0,0 +1,16 @@
#version 450
layout (location = 0) in vec2 position;
layout (location = 1) in vec3 color;
layout (location = 0) out vec3 fragColor;
layout (push_constant) uniform Push {
mat4 transform;
vec4 color;
} push;
void main() {
gl_Position = vec4(push.transform * vec4(position, 0.0, 1.0));
fragColor = color;
}
@@ -0,0 +1,88 @@
#include "model_render_system.hpp"
#include <cassert>
#include "shaders/model_render_system.frag.spv.h"
#include "shaders/model_render_system.vert.spv.h"
namespace sophia {
ModelRenderSystem::ModelRenderSystem(Device& device,
RenderContext& renderContext)
: device{device}, renderContext{renderContext} {
createPipelineLayout();
assert(this->pipelineLayout.get() != nullptr &&
"Cannot create pipeline before pipeline layout");
auto vertexShader = Shader::Builder()
.fromSPIRV(shaders::model_render_system_vert_spv)
.setStage(ShaderStage::VERTEX)
.build();
auto fragmentShader = Shader::Builder()
.fromSPIRV(shaders::model_render_system_frag_spv)
.setStage(ShaderStage::FRAGMENT)
.build();
auto bindingDescriptions = Model::Vertex::getBindingDescriptions();
auto attributeDescriptions = Model::Vertex::getAttributeDescriptions();
this->graphicsPipeline =
GraphicsPipeline::Builder(device)
.setVertexShader(*vertexShader)
.setFragmentShader(*fragmentShader)
.setPipelineLayout(pipelineLayout.get())
.setColorAttachmentFormats({renderContext.getImageFormat()})
.setVertexInput(bindingDescriptions, attributeDescriptions)
.build();
}
ModelRenderSystem::~ModelRenderSystem() {
log::trace("destroyed sophia::ModelRenderSystem");
}
void ModelRenderSystem::render(vk::CommandBuffer commandBuffer,
std::span<const std::unique_ptr<Model>> models,
const FrameInfo& frameInfo) {
glm::mat4 viewProjection = frameInfo.camera.getViewProjection();
this->graphicsPipeline->bind(commandBuffer);
for (const std::unique_ptr<Model>& model : models) {
PushConstantData push{};
push.modelMatrix = viewProjection;
commandBuffer.pushConstants(
this->pipelineLayout.get(),
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment,
0, sizeof(PushConstantData), &push);
model->bind(commandBuffer);
model->draw(commandBuffer);
}
}
void ModelRenderSystem::createPipelineLayout() {
vk::PushConstantRange pushConstantRange{};
pushConstantRange.stageFlags =
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(PushConstantData);
vk::PipelineLayoutCreateInfo pipelineLayoutInfo = {};
pipelineLayoutInfo.setLayoutCount = 0;
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
try {
this->pipelineLayout =
this->device.get()->createPipelineLayoutUnique(pipelineLayoutInfo);
log::trace("created vk::PipelineLayout");
} catch (const vk::SystemError& err) {
log::fatal("failed to create vk::PipelineLayout");
throw std::runtime_error("failed to create vk::PipelineLayout");
}
}
} // namespace sophia
@@ -0,0 +1,42 @@
#pragma once
#include <memory>
#include <sophia/frame_info.hpp>
#include <span>
#include "device.hpp"
#include "model.hpp"
#include "pipelines/graphics_pipeline.hpp"
#include "render_context.hpp"
namespace sophia {
class ModelRenderSystem {
public:
struct PushConstantData {
glm::mat4 modelMatrix{1.f};
glm::mat4 normalMatrix{1.f};
};
ModelRenderSystem(const ModelRenderSystem&) = delete;
ModelRenderSystem& operator=(const ModelRenderSystem&) = delete;
ModelRenderSystem(Device& device, RenderContext& renderContext);
~ModelRenderSystem();
void render(vk::CommandBuffer commandBuffer,
std::span<const std::unique_ptr<Model>> models,
const FrameInfo& frameInfo);
private:
void createPipelineLayout();
void createPipeline();
Device& device;
RenderContext& renderContext;
std::unique_ptr<sophia::GraphicsPipeline> graphicsPipeline;
vk::UniquePipelineLayout pipelineLayout;
};
} // namespace sophia