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7 Commits

Author SHA1 Message Date
burkkyy 17fe9de756 using engine types 2026-10-25 22:46:35 -07:00
burkkyy 2f5268fef6 shader reflect testing 2026-10-22 07:12:25 +00:00
burkkyy 09a6c0283a sandbox updates 2026-10-07 11:51:14 -07:00
burkkyy 3784d0fdec engine backend updates to create buffer to include the vma info 2026-10-07 11:51:01 -07:00
burkkyy bfc96bac2b added readme's 2026-10-06 01:24:16 -07:00
burkkyy 0f0b0d1434 Merge pull request 'Adding in sandbox + Logger upgrade' (#80) from sandbox into main
Reviewed-on: #80
2026-10-06 01:20:21 -07:00
burkkyy 777e407d67 sandbox simplfy 2026-10-06 01:16:28 -07:00
17 changed files with 469 additions and 242 deletions
+2 -2
View File
@@ -11,7 +11,7 @@ namespace sophia {
struct TagComponent {
std::string tag; // entt::hashed_string ?
uint32_t mask = 0;
u32 mask = 0;
};
struct TransformComponent {
@@ -100,7 +100,7 @@ struct CameraComponent {
float farPlane = 100.f;
};
enum class Projection { Orthographic, Perspective };
enum class Projection : u8 { Orthographic, Perspective };
Projection projection = Projection::Orthographic;
Orthographic ortho;
+5 -2
View File
@@ -27,8 +27,8 @@ Buffer::Buffer(Device& device, vk::DeviceSize instanceSize, u32 instanceCount,
memoryPropertyFlags{memoryPropertyFlags} {
alignmentSize = getAlignment(instanceSize, minOffsetAlignment);
bufferSize = alignmentSize * instanceCount;
device.createBuffer(bufferSize, usageFlags, memoryPropertyFlags, buffer,
allocation);
device.createBuffer(bufferSize, this->usageFlags, this->memoryPropertyFlags,
this->buffer, this->allocation, this->info);
}
Buffer::~Buffer() {
@@ -62,6 +62,9 @@ void Buffer::writeToBuffer(void* data, vk::DeviceSize size,
if (size == VK_WHOLE_SIZE) {
memcpy(mapped, data, bufferSize);
} else {
SOPHIA_ASSERT(offset + size <= bufferSize,
"write of {} bytes at offset {} overflows buffer of {} bytes",
size, offset, bufferSize);
char* memOffset = (char*)mapped;
memOffset += offset;
memcpy(memOffset, data, size);
+10 -4
View File
@@ -36,9 +36,10 @@ class Buffer {
vk::DescriptorBufferInfo descriptorInfoForIndex(int index);
vk::Result invalidateIndex(int index);
vk::Buffer getBuffer() const { return buffer; }
void* getMappedMemory() const { return mapped; }
uint32_t getInstanceCount() const { return instanceCount; }
void* getMappedMemory() const { return this->mapped; }
vk::Buffer getBuffer() const { return this->buffer; }
const VmaAllocationInfo& getAllocationInfo() const { return this->info; }
u32 getInstanceCount() const { return instanceCount; }
vk::DeviceSize getInstanceSize() const { return instanceSize; }
vk::DeviceSize getAlignmentSize() const { return alignmentSize; }
vk::BufferUsageFlags getUsageFlags() const { return usageFlags; }
@@ -47,6 +48,10 @@ class Buffer {
}
vk::DeviceSize getBufferSize() const { return bufferSize; }
vk::DeviceAddress getDeviceAddress() {
return this->device.get()->getBufferAddress(this->buffer);
}
private:
static vk::DeviceSize getAlignment(vk::DeviceSize instanceSize,
vk::DeviceSize minOffsetAlignment);
@@ -55,9 +60,10 @@ class Buffer {
void* mapped = nullptr;
vk::Buffer buffer = VK_NULL_HANDLE;
VmaAllocation allocation = VK_NULL_HANDLE;
VmaAllocationInfo info;
vk::DeviceSize bufferSize;
uint32_t instanceCount;
u32 instanceCount;
vk::DeviceSize instanceSize;
vk::DeviceSize alignmentSize;
vk::BufferUsageFlags usageFlags;
+3 -2
View File
@@ -184,7 +184,8 @@ vk::Format Device::findSupportedFormat(
void Device::createBuffer(vk::DeviceSize size, vk::BufferUsageFlags usage,
vk::MemoryPropertyFlags properties,
vk::Buffer& buffer, VmaAllocation& allocation) {
vk::Buffer& buffer, VmaAllocation& allocation,
VmaAllocationInfo& info) {
vk::BufferCreateInfo bufferInfo = {};
bufferInfo.size = size;
bufferInfo.usage = usage;
@@ -196,7 +197,7 @@ void Device::createBuffer(vk::DeviceSize size, vk::BufferUsageFlags usage,
VkBuffer rawBuffer = VK_NULL_HANDLE;
VkResult result = vmaCreateBuffer(
this->allocator, &static_cast<const VkBufferCreateInfo&>(bufferInfo),
&allocInfo, &rawBuffer, &allocation, nullptr);
&allocInfo, &rawBuffer, &allocation, &info);
if (result != VK_SUCCESS) {
log::fatal("failed to create buffer. Error: {}",
vk::to_string(static_cast<vk::Result>(result)));
+1 -1
View File
@@ -69,7 +69,7 @@ class Device {
void createBuffer(vk::DeviceSize size, vk::BufferUsageFlags usage,
vk::MemoryPropertyFlags properties, vk::Buffer& buffer,
VmaAllocation& allocation);
VmaAllocation& allocation, VmaAllocationInfo& info);
vk::CommandBuffer beginSingleTimeCommands();
+6 -5
View File
@@ -226,11 +226,12 @@ std::unique_ptr<Image> Image::Builder::build() {
vk::Buffer stagingBuffer;
VmaAllocation stagingAllocation;
this->device.createBuffer(this->initialDataSize,
vk::BufferUsageFlagBits::eTransferSrc,
vk::MemoryPropertyFlagBits::eHostVisible |
vk::MemoryPropertyFlagBits::eHostCoherent,
stagingBuffer, stagingAllocation);
VmaAllocationInfo stagingAllocationInfo;
this->device.createBuffer(
this->initialDataSize, vk::BufferUsageFlagBits::eTransferSrc,
vk::MemoryPropertyFlagBits::eHostVisible |
vk::MemoryPropertyFlagBits::eHostCoherent,
stagingBuffer, stagingAllocation, stagingAllocationInfo);
void* mapped = nullptr;
vmaMapMemory(allocator, stagingAllocation, &mapped);
+15
View File
@@ -0,0 +1,15 @@
# sandbox
A playground for working out the implementation and architecture of new engine features. It can include the engine's internal backend headers (`engine/src`) as well as the public API, so you can use classes such as `Device`, `RenderContext`, `RenderGraph` and `SceneRenderer` directly.
Prototype a feature here first. Once its design settles, move it into the engine and expose it through the public API, which [testbed](../testbed/README.md) exercises.
Any `.cpp` file in this directory is compiled in automatically.
## Running
```sh
dev sandbox [args...]
```
This builds the `debug` preset and runs `build/debug/bin/sandbox`. Shaders are loaded from `shaders/` (`SANDBOX_SHADER_DIR`).
+152 -226
View File
@@ -1,295 +1,221 @@
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <imgui.h>
#include <spirv_reflect.h>
#include <algorithm>
#include <array>
#include <chrono>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <cstdio>
#include <cstdlib>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/mat4x4.hpp>
#include <glm/vec4.hpp>
#include <iostream>
#include <map>
#include <memory>
#include <optional>
#include <set>
#include <sophia/application.hpp>
#include <sophia/canvas.hpp>
#include <sophia/console/console_command_registry.hpp>
#include <sophia/frame_info.hpp>
#include <sophia/math.hpp>
#include <sophia/resource_registry_ref.hpp>
#include <sophia/components.hpp>
#include <sophia/scene_registry.hpp>
#include <sophia/scene_view.hpp>
#include <sophia/scene_view_registry.hpp>
#include <sophia/types.hpp>
#include <sophia/ui/debug_ui.hpp>
#include <sophia/ui/panel_registry.hpp>
#include <sophia/ui/ui.hpp>
#include <sophia/util/logger.hpp>
#include <string>
#include <tracy/Tracy.hpp>
#include <utility>
#include <vector>
#include <vulkan/vulkan.hpp>
#include "renderer/imgui_renderer.hpp"
#include "renderer/model_render_system.hpp"
#include "renderer/render_context.hpp"
#include "renderer/render_graph.hpp"
#include "renderer/scene_renderer.hpp"
#include "resources/mesh.hpp"
#include "resources/render_target.hpp"
#include "resources/resource_registry.hpp"
#include "vulkan/buffer.hpp"
#include "vulkan/device.hpp"
#include "vulkan/pipelines/graphics_pipeline.hpp"
#include "vulkan/shader.hpp"
#include "window.hpp"
// local includes
#include "material.hpp"
constexpr uint32_t WIDTH = 1280;
constexpr uint32_t HEIGHT = 720;
constexpr const char* NAME = "sandbox";
constexpr sophia::ClearColor CLEAR_COLOR = {0.01f, 0.01f, 0.02f, 1.0f};
bool hasFlag(sophia::ClearFlags flags, sophia::ClearFlags flag) {
return (static_cast<sophia::u8>(flags) & static_cast<sophia::u8>(flag)) != 0;
void immediate_submit(sophia::Device& device,
std::function<void(VkCommandBuffer cmd)>&& function) {
auto command = device.beginSingleTimeCommands();
function(command);
device.endSingleTimeCommands(command);
}
int main(int argc, const char** argv) {
std::vector<std::string> args;
args.assign(argv, argv + argc);
std::cout << __FILE__ << "::" << __LINE__ << '\n';
void triangle_test() {
sophia::Window window{WIDTH, HEIGHT, NAME};
sophia::Device device{&window};
sophia::RenderContext renderContext{window, device};
sophia::ResourceRegistry resourceRegistry{
device, renderContext.getImageFormat()}; // remove?
sophia::ResourceRegistry resourceRegistry{device,
renderContext.getImageFormat()};
// remove?
std::vector<std::unique_ptr<sophia::Mesh>> meshes;
// remove?
std::vector<sophia::ModelRenderSystem::MeshInstance> drawCalls;
// todo: figure out which to remove
sophia::PanelRegistry panelRegistry;
sophia::SceneRegistry sceneRegistry;
sophia::SceneViewRegistry sceneViewRegistry;
sophia::ConsoleCommandRegistry consoleCommandRegistry;
sophia::DebugUI debugUI{panelRegistry, consoleCommandRegistry};
debugUI.showFrameStats(true);
sophia::ModelRenderSystem modelRenderSystem{device, renderContext};
sophia::SceneRenderer sceneRenderer{sceneRegistry, resourceRegistry, device,
renderContext.getImageFormat()};
sophia::ImGuiRenderer imguiRenderer{
window, device, renderContext.getImageFormat(),
renderContext.getImageCount(), resourceRegistry};
consoleCommandRegistry.registerCommand(
"reset_layout", "Restore the default panel layout",
[&imguiRenderer](const std::vector<std::string>&) {
imguiRenderer.resetLayout();
return std::string{"Layout reset"};
});
sophia::SceneHandle sceneHandle = sceneRegistry.create();
sophia::Scene& scene = sceneRegistry.get(sceneHandle);
sophia::Entity camera = scene.createCamera();
auto& meshPool = resourceRegistry.meshPool;
auto& renderTargetPool = resourceRegistry.renderTargetPool;
// {
// auto& transform = camera.getComponent<sophia::TransformComponent>();
// transform.position.z += 60;
// }
imguiRenderer.setDefaultLayout(panelRegistry.getDefaultLayout());
sophia::SceneView view;
view.scene = sceneHandle;
view.clearColor = {0.01f, 0.01f, 0.02f, 1.0f};
view.camera = camera;
// Views already warned about, so each warns once.
std::set<sophia::SceneViewHandle> viewsWithoutCamera;
std::set<sophia::SceneViewHandle> viewsOverwritingOthers;
auto vertexShader = sophia::Shader::Builder()
.fromGLSL(SANDBOX_SHADER_DIR "/triangle.vert")
.setStage(sophia::ShaderStage::VERTEX)
.build();
auto fragmentShader = sophia::Shader::Builder()
.fromGLSL(SANDBOX_SHADER_DIR "/triangle.frag")
.setStage(sophia::ShaderStage::FRAGMENT)
.build();
vk::Format depthFormat = resourceRegistry.renderTargetPool.getDepthFormat();
sophia::Material material{device, std::move(vertexShader),
std::move(fragmentShader),
renderContext.getImageFormat(), depthFormat};
auto startTime = std::chrono::high_resolution_clock::now();
auto currentTime = startTime;
sophia::u32 frameIndex = 0;
struct TriangleVertex {
sophia::vec4 vertex;
sophia::vec4 color;
};
TriangleVertex verticies[] = {
{{-1.f, 1.f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 0.0f}},
{{1.f, 1.f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f, 0.0f}},
{{0.f, -1.f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f, 0.0f}}};
sophia::u32 triangleVerticiesCount = 3;
sophia::Buffer triangleBuffer{device, sizeof(TriangleVertex),
triangleVerticiesCount,
vk::BufferUsageFlagBits::eShaderDeviceAddress,
vk::MemoryPropertyFlagBits::eHostVisible |
vk::MemoryPropertyFlagBits::eHostCoherent};
triangleBuffer.map();
triangleBuffer.writeToBuffer(verticies);
vk::DeviceAddress address = triangleBuffer.getDeviceAddress();
while (!window.shouldClose()) {
glfwPollEvents();
auto newTime = std::chrono::high_resolution_clock::now();
double deltaTime =
std::chrono::duration<double>(newTime - currentTime).count();
currentTime = newTime;
double elapsedTime =
std::chrono::duration<double>(currentTime - startTime).count();
// Resizing waits for the GPU, so it has to happen before any of this
// frame's work (or ImGui's references to the targets) is recorded.
renderTargetPool.applyPendingResizes();
vk::Extent2D extent = renderContext.getExtent();
sophia::FrameInfo frameInfo{frameIndex, elapsedTime, deltaTime,
glm::vec2(static_cast<float>(extent.width),
static_cast<float>(extent.height))};
// Canvas draws in window pixels, origin at the center.
// TODO: replace with Debug/Gizmos drawn into scene views through their
// cameras.
glm::mat4 canvasProjection =
glm::ortho(-frameInfo.currentFramebufferExtent.x / 2.f,
frameInfo.currentFramebufferExtent.x / 2.f,
-frameInfo.currentFramebufferExtent.y / 2.f,
frameInfo.currentFramebufferExtent.y / 2.f);
vk::CommandBuffer commandBuffer = renderContext.beginFrame();
if (!commandBuffer) {
continue;
}
imguiRenderer.beginFrame();
sceneRenderer.beginFrame(renderContext.getFrameIndex());
panelRegistry.update(frameInfo);
std::vector<sophia::ModelRenderSystem::MeshInstance> instances;
instances.reserve(meshes.size() + drawCalls.size());
for (const std::unique_ptr<sophia::Mesh>& mesh : meshes) {
instances.push_back({mesh.get(), glm::mat4{1.f}});
}
instances.insert(instances.end(), drawCalls.begin(), drawCalls.end());
drawCalls.clear();
sophia::RenderGraph graph{renderContext.getTracyContext()};
sophia::ImageRef backbuffer = graph.importImage(
renderContext.getCurrentImage(), sophia::Access::Present);
struct ViewTarget {
sophia::ImageRef color;
sophia::ImageRef depth;
};
std::map<sophia::RenderTargetHandle, ViewTarget> viewTargets;
// Views without a target render straight into the backbuffer.
std::optional<ViewTarget> swapchainTarget;
for (sophia::SceneViewHandle handle : sceneViewRegistry.GetRenderQueue()) {
const sophia::SceneView& view = sceneViewRegistry.peek(handle);
bool toSwapchain = !view.target.isValid();
if (!sceneRegistry.isAlive(view.scene) ||
!sceneRegistry.get(view.scene).isVisible() ||
(!toSwapchain && !renderTargetPool.isAlive(view.target))) {
continue;
}
ViewTarget target;
vk::Extent2D targetExtent;
// Whether this is the first view this frame to render to its target.
bool firstOnTarget = false;
if (toSwapchain) {
firstOnTarget = !swapchainTarget;
if (!swapchainTarget) {
swapchainTarget = {
backbuffer,
graph.importImage(renderContext.getCurrentDepthImage(),
sophia::Access::DepthWrite)};
}
target = *swapchainTarget;
targetExtent = renderContext.getExtent();
} else {
sophia::RenderTarget& renderTarget = renderTargetPool.get(view.target);
auto [it, inserted] = viewTargets.try_emplace(view.target);
firstOnTarget = inserted;
if (inserted) {
it->second = {graph.importImage(renderTarget.getImage(),
sophia::Access::SampledRead),
graph.importImage(renderTarget.getDepthImage(),
sophia::Access::DepthWrite)};
}
target = it->second;
targetExtent = renderTarget.getExtent();
}
if (!firstOnTarget &&
hasFlag(view.clearFlags, sophia::ClearFlags::Color) &&
viewsOverwritingOthers.insert(handle).second) {
sophia::log::warning(
"scene view clears its target after another view already "
"rendered to it this frame, hiding that view (give it clearFlags "
"without Color, or render it first with a lower priority)");
}
const sophia::vec4& color = view.clearColor;
graph.addPass(
"scene view " + std::to_string(handle.index),
[&](sophia::RenderGraph::PassBuilder& pass) {
pass.writeColor(target.color,
hasFlag(view.clearFlags, sophia::ClearFlags::Color)
? vk::AttachmentLoadOp::eClear
: vk::AttachmentLoadOp::eLoad,
{color.r, color.g, color.b, color.a});
pass.writeDepth(target.depth,
hasFlag(view.clearFlags, sophia::ClearFlags::Depth)
? vk::AttachmentLoadOp::eClear
: vk::AttachmentLoadOp::eLoad);
},
[&sceneRenderer, &sceneRegistry, &sceneViewRegistry,
&viewsWithoutCamera, handle,
targetExtent](vk::CommandBuffer commandBuffer) {
ZoneScopedN("scene view pass");
const sophia::SceneView& view = sceneViewRegistry.peek(handle);
sophia::Entity camera =
view.camera ? view.camera
: sceneRegistry.get(view.scene).getActiveCamera();
// No camera to look through: the target is just cleared.
if (!camera) {
if (viewsWithoutCamera.insert(handle).second) {
sophia::log::warning(
"scene view has no camera and its scene has no active "
"camera; it will only be cleared (see "
"Scene::createCamera)");
}
return;
}
sceneRenderer.render(commandBuffer, view, camera, targetExtent);
});
}
sophia::ImageRef color = graph.importImage(renderContext.getCurrentImage(),
sophia::Access::Present);
sophia::ImageRef depth = graph.importImage(
renderContext.getCurrentDepthImage(), sophia::Access::DepthWrite);
graph.addPass(
"main",
"sandbox",
[&](sophia::RenderGraph::PassBuilder& pass) {
// Keep what scene views drew into the backbuffer.
pass.writeColor(backbuffer,
swapchainTarget ? vk::AttachmentLoadOp::eLoad
: vk::AttachmentLoadOp::eClear,
CLEAR_COLOR);
for (const auto& [handle, target] : viewTargets) {
pass.sample(target.color);
}
const sophia::vec4& c = view.clearColor;
pass.writeColor(color, vk::AttachmentLoadOp::eClear,
{c.r, c.g, c.b, c.a});
pass.writeDepth(depth, vk::AttachmentLoadOp::eClear);
},
[&](vk::CommandBuffer commandBuffer) {
ZoneScopedN("main pass");
modelRenderSystem.render(commandBuffer, instances, canvasProjection);
ZoneScopedN("main sandbox pass");
material.bind(commandBuffer);
sophia::Material::PushConstants push;
push.data0 = address;
imguiRenderer.endFrame(commandBuffer);
commandBuffer.pushConstants(
material.getLayout(), vk::ShaderStageFlagBits::eVertex, 0,
sizeof(sophia::Material::PushConstants), &push);
commandBuffer.draw(3, 1, 0, 0);
});
/*
graph.addPass(
"scene",
[&](sophia::RenderGraph::PassBuilder& pass) {
const sophia::vec4& c = view.clearColor;
pass.writeColor(color, vk::AttachmentLoadOp::eClear,
{c.r, c.g, c.b, c.a});
pass.writeDepth(depth, vk::AttachmentLoadOp::eClear);
},
[&](vk::CommandBuffer commandBuffer) {
ZoneScopedN("scene pass");
sceneRenderer.render(commandBuffer, view, view.camera,
renderContext.getExtent());
});
*/
graph.execute(commandBuffer);
renderContext.endFrame();
FrameMark;
frameIndex++;
}
device.waitIdle();
}
auto endTime = std::chrono::high_resolution_clock::now();
double totalRuntime =
std::chrono::duration<double>(endTime - startTime).count();
sophia::log::info("Application ran for {:.2f}s", totalRuntime);
int main() {
{
using namespace sophia;
auto shader = Shader::Builder()
.fromGLSL(SANDBOX_SHADER_DIR "/shader.comp")
.setStage(ShaderStage::VERTEX)
.build();
std::vector<u32> spirv = shader.get()->getSpirv();
size_t spirv_size = spirv.size() * sizeof(u32);
void* spirv_code = spirv.data();
SpvReflectShaderModule module;
SpvReflectResult result =
spvReflectCreateShaderModule(spirv_size, spirv_code, &module);
assert(result == SPV_REFLECT_RESULT_SUCCESS);
{
log::print();
log::info("Reflecting Input Variables");
uint32_t count = 0;
result = spvReflectEnumerateInputVariables(&module, &count, NULL);
assert(result == SPV_REFLECT_RESULT_SUCCESS);
SpvReflectInterfaceVariable** vars =
(SpvReflectInterfaceVariable**)malloc(
count * sizeof(SpvReflectInterfaceVariable*));
result = spvReflectEnumerateInputVariables(&module, &count, vars);
assert(result == SPV_REFLECT_RESULT_SUCCESS);
for (size_t i = 0; i < count; i++) {
SpvReflectInterfaceVariable* var = vars[i];
assert(var != nullptr);
std::cout << "{" << std::endl;
log::print("\tname: {},", var->name);
std::cout << "}" << std::endl;
std::cout << std::endl;
}
}
{
log::print();
log::info("Reflecting Output Variables");
u32 count = 0;
result = spvReflectEnumerateOutputVariables(&module, &count, NULL);
assert(result == SPV_REFLECT_RESULT_SUCCESS);
SpvReflectInterfaceVariable** vars =
(SpvReflectInterfaceVariable**)malloc(
count * sizeof(SpvReflectInterfaceVariable*));
result = spvReflectEnumerateOutputVariables(&module, &count, vars);
assert(result == SPV_REFLECT_RESULT_SUCCESS);
}
spvReflectDestroyShaderModule(&module);
}
// triangle_test();
return EXIT_SUCCESS;
}
+45
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@@ -0,0 +1,45 @@
#include "material.hpp"
#include <sophia/util/logger.hpp>
namespace sophia {
Material::Material(Device& device, std::unique_ptr<Shader> vertexShader,
std::unique_ptr<Shader> fragmentShader,
vk::Format colorFormat, vk::Format depthFormat) {
createPipelineLayout(device);
this->pipeline = GraphicsPipeline::Builder(device)
.setVertexShader(*vertexShader)
.setFragmentShader(*fragmentShader)
.setPipelineLayout(this->pipelineLayout.get())
.setColorAttachmentFormats({colorFormat})
.setDepthAttachmentFormat(depthFormat)
.setDepthTest(true, true)
.setCullMode(vk::CullModeFlagBits::eBack)
.build();
}
Material::~Material() { log::trace("destroyed sophia::Material"); }
void Material::createPipelineLayout(Device& device) {
vk::PushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = vk::ShaderStageFlagBits::eVertex;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(PushConstants);
vk::PipelineLayoutCreateInfo pipelineLayoutInfo = {};
pipelineLayoutInfo.setLayoutCount = 0;
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
try {
this->pipelineLayout =
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
+58
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@@ -0,0 +1,58 @@
#pragma once
#include <memory>
#include <sophia/math.hpp>
#include <vulkan/vulkan.hpp>
#include "vulkan/device.hpp"
#include "vulkan/pipelines/graphics_pipeline.hpp"
#include "vulkan/shader.hpp"
namespace sophia {
class Material {
public:
struct PushConstants {
vk::DeviceAddress data0;
u64 padding;
vec4 data1;
vec4 data2;
vec4 data3;
};
Material(const Material&) = delete;
Material& operator=(const Material&) = delete;
Material(Device& device, std::unique_ptr<Shader> vertexShader,
std::unique_ptr<Shader> fragmentShader, vk::Format colorFormat,
vk::Format depthFormat);
~Material();
void bind(vk::CommandBuffer commandBuffer) const {
pipeline->bind(commandBuffer);
}
vk::PipelineLayout getLayout() const { return pipelineLayout.get(); }
private:
void createPipelineLayout(Device& device);
vk::UniquePipelineLayout pipelineLayout;
std::unique_ptr<GraphicsPipeline> pipeline;
};
class MaterialInstance {
public:
void setBaseColor();
private:
Material* material;
vec3 base_color = {};
};
// !NOTE: eventually add ecs support for ecs
// struct MaterialComponent {
// MaterialInstanceHandle handle;
// };
} // namespace sophia
+3
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@@ -0,0 +1,3 @@
#include "renderer.hpp"
namespace sophia {} // namespace sophia
+26
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@@ -0,0 +1,26 @@
#pragma once
#include <sophia/math.hpp>
#include <vulkan/vulkan.hpp>
#include "material.hpp"
namespace sophia {
struct RenderObject {
uint32_t indexCount;
uint32_t firstIndex;
vk::Buffer indexBuffer;
MaterialInstance* material;
mat4 transform;
VkDeviceAddress vertexBufferAddress;
};
class Renderer {
public:
private:
};
} // namespace sophia
+45
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@@ -0,0 +1,45 @@
#version 450
#extension GL_EXT_buffer_reference : require
struct TriangleVertex {
vec4 vertex;
vec4 color;
};
layout(buffer_reference, std430) readonly buffer TriangleVertexBuffer {
TriangleVertex vertices[];
};
layout( push_constant ) uniform constants {
TriangleVertexBuffer triangleBuffer;
vec2 padding;
vec4 data1;
vec4 data2;
vec4 data3;
} PushConstants;
layout (location = 0) out vec3 outColor;
void main()
{
//const array of positions for the triangle
const vec3 positions[3] = vec3[3](
vec3(-1.f,1.f, 0.0f),
vec3(1.f,1.f, 0.0f),
vec3(0.f,-1.f, 0.0f)
);
//const array of colors for the triangle
const vec3 colors[3] = vec3[3](
vec3(1.0f, 0.0f, 0.0f), //red
vec3(0.0f, 1.0f, 0.0f), //green
vec3(00.f, 0.0f, 1.0f) //blue
);
// Load vertex data from device address
TriangleVertex v = PushConstants.triangleBuffer.vertices[gl_VertexIndex];
// output the position of each vertex
gl_Position = vec4(v.vertex.xyz, 1.0);
outColor = vec3(v.color.xyz);
}
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#version 450
//shader input
layout (location = 0) in vec3 inColor;
//output write
layout (location = 0) out vec4 outFragColor;
void main()
{
//return red
outFragColor = vec4(inColor,1.0f);
}
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#version 450
#extension GL_EXT_buffer_reference : require
struct TriangleVertex {
vec4 vertex;
vec4 color;
};
layout(buffer_reference, std430) readonly buffer TriangleVertexBuffer {
TriangleVertex vertices[];
};
layout( push_constant ) uniform constants {
TriangleVertexBuffer triangleBuffer;
vec2 padding;
vec4 data1;
vec4 data2;
vec4 data3;
} PushConstants;
layout (location = 0) out vec3 outColor;
void main()
{
//const array of positions for the triangle
const vec3 positions[3] = vec3[3](
vec3(-1.f,1.f, 0.0f),
vec3(1.f,1.f, 0.0f),
vec3(0.f,-1.f, 0.0f)
);
//const array of colors for the triangle
const vec3 colors[3] = vec3[3](
vec3(1.0f, 0.0f, 0.0f), //red
vec3(0.0f, 1.0f, 0.0f), //green
vec3(00.f, 0.0f, 1.0f) //blue
);
// Load vertex data from device address
TriangleVertex v = PushConstants.triangleBuffer.vertices[gl_VertexIndex];
// output the position of each vertex
gl_Position = vec4(v.vertex.xyz, 1.0);
outColor = vec3(v.color.xyz);
}
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#version 460
//size of a workgroup for compute
layout (local_size_x = 16, local_size_y = 16) in;
//descriptor bindings for the pipeline
layout(rgba16f,set = 0, binding = 0) uniform image2D image;
void main()
{
ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);
ivec2 size = imageSize(image);
if(texelCoord.x < size.x && texelCoord.y < size.y)
{
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
if(gl_LocalInvocationID.x != 0 && gl_LocalInvocationID.y != 0)
{
color.x = float(texelCoord.x)/(size.x);
color.y = float(texelCoord.y)/(size.y);
}
imageStore(image, texelCoord, color);
}
}
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# testbed
Exercises the engine's frontend API. It includes only the public headers in `engine/include/sophia/`, so it uses the engine the way a game would.
Use it to check that public API changes work and feel right from the caller's side. It cannot include engine internals (`engine/src`). If something needs them, it belongs in [sandbox](../sandbox/README.md) instead.
## Running
```sh
dev testbed [args...]
```
This builds the `debug` preset and runs `build/debug/bin/testbed`. Shaders are loaded from `shaders/` (`TESTBED_SHADER_DIR`).