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