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7 Commits
e32e5f911f
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sandbox
| Author | SHA1 | Date | |
|---|---|---|---|
| 17fe9de756 | |||
| 2f5268fef6 | |||
| 09a6c0283a | |||
| 3784d0fdec | |||
| bfc96bac2b | |||
| 0f0b0d1434 | |||
| 777e407d67 |
@@ -11,7 +11,7 @@ namespace sophia {
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struct TagComponent {
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std::string tag; // entt::hashed_string ?
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uint32_t mask = 0;
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u32 mask = 0;
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};
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struct TransformComponent {
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@@ -100,7 +100,7 @@ struct CameraComponent {
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float farPlane = 100.f;
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};
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enum class Projection { Orthographic, Perspective };
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enum class Projection : u8 { Orthographic, Perspective };
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Projection projection = Projection::Orthographic;
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Orthographic ortho;
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@@ -27,8 +27,8 @@ Buffer::Buffer(Device& device, vk::DeviceSize instanceSize, u32 instanceCount,
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memoryPropertyFlags{memoryPropertyFlags} {
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alignmentSize = getAlignment(instanceSize, minOffsetAlignment);
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bufferSize = alignmentSize * instanceCount;
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device.createBuffer(bufferSize, usageFlags, memoryPropertyFlags, buffer,
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allocation);
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device.createBuffer(bufferSize, this->usageFlags, this->memoryPropertyFlags,
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this->buffer, this->allocation, this->info);
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}
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Buffer::~Buffer() {
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@@ -62,6 +62,9 @@ void Buffer::writeToBuffer(void* data, vk::DeviceSize size,
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if (size == VK_WHOLE_SIZE) {
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memcpy(mapped, data, bufferSize);
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} else {
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SOPHIA_ASSERT(offset + size <= bufferSize,
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"write of {} bytes at offset {} overflows buffer of {} bytes",
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size, offset, bufferSize);
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char* memOffset = (char*)mapped;
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memOffset += offset;
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memcpy(memOffset, data, size);
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@@ -36,9 +36,10 @@ class Buffer {
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vk::DescriptorBufferInfo descriptorInfoForIndex(int index);
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vk::Result invalidateIndex(int index);
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vk::Buffer getBuffer() const { return buffer; }
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void* getMappedMemory() const { return mapped; }
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uint32_t getInstanceCount() const { return instanceCount; }
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void* getMappedMemory() const { return this->mapped; }
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vk::Buffer getBuffer() const { return this->buffer; }
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const VmaAllocationInfo& getAllocationInfo() const { return this->info; }
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u32 getInstanceCount() const { return instanceCount; }
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vk::DeviceSize getInstanceSize() const { return instanceSize; }
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vk::DeviceSize getAlignmentSize() const { return alignmentSize; }
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vk::BufferUsageFlags getUsageFlags() const { return usageFlags; }
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@@ -47,6 +48,10 @@ class Buffer {
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}
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vk::DeviceSize getBufferSize() const { return bufferSize; }
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vk::DeviceAddress getDeviceAddress() {
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return this->device.get()->getBufferAddress(this->buffer);
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}
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private:
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static vk::DeviceSize getAlignment(vk::DeviceSize instanceSize,
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vk::DeviceSize minOffsetAlignment);
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@@ -55,9 +60,10 @@ class Buffer {
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void* mapped = nullptr;
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vk::Buffer buffer = VK_NULL_HANDLE;
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VmaAllocation allocation = VK_NULL_HANDLE;
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VmaAllocationInfo info;
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vk::DeviceSize bufferSize;
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uint32_t instanceCount;
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u32 instanceCount;
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vk::DeviceSize instanceSize;
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vk::DeviceSize alignmentSize;
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vk::BufferUsageFlags usageFlags;
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@@ -184,7 +184,8 @@ vk::Format Device::findSupportedFormat(
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void Device::createBuffer(vk::DeviceSize size, vk::BufferUsageFlags usage,
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vk::MemoryPropertyFlags properties,
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vk::Buffer& buffer, VmaAllocation& allocation) {
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vk::Buffer& buffer, VmaAllocation& allocation,
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VmaAllocationInfo& info) {
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vk::BufferCreateInfo bufferInfo = {};
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bufferInfo.size = size;
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bufferInfo.usage = usage;
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@@ -196,7 +197,7 @@ void Device::createBuffer(vk::DeviceSize size, vk::BufferUsageFlags usage,
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VkBuffer rawBuffer = VK_NULL_HANDLE;
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VkResult result = vmaCreateBuffer(
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this->allocator, &static_cast<const VkBufferCreateInfo&>(bufferInfo),
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&allocInfo, &rawBuffer, &allocation, nullptr);
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&allocInfo, &rawBuffer, &allocation, &info);
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if (result != VK_SUCCESS) {
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log::fatal("failed to create buffer. Error: {}",
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vk::to_string(static_cast<vk::Result>(result)));
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@@ -69,7 +69,7 @@ class Device {
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void createBuffer(vk::DeviceSize size, vk::BufferUsageFlags usage,
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vk::MemoryPropertyFlags properties, vk::Buffer& buffer,
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VmaAllocation& allocation);
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VmaAllocation& allocation, VmaAllocationInfo& info);
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vk::CommandBuffer beginSingleTimeCommands();
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@@ -226,11 +226,12 @@ std::unique_ptr<Image> Image::Builder::build() {
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vk::Buffer stagingBuffer;
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VmaAllocation stagingAllocation;
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this->device.createBuffer(this->initialDataSize,
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vk::BufferUsageFlagBits::eTransferSrc,
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vk::MemoryPropertyFlagBits::eHostVisible |
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vk::MemoryPropertyFlagBits::eHostCoherent,
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stagingBuffer, stagingAllocation);
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VmaAllocationInfo stagingAllocationInfo;
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this->device.createBuffer(
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this->initialDataSize, vk::BufferUsageFlagBits::eTransferSrc,
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vk::MemoryPropertyFlagBits::eHostVisible |
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vk::MemoryPropertyFlagBits::eHostCoherent,
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stagingBuffer, stagingAllocation, stagingAllocationInfo);
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void* mapped = nullptr;
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vmaMapMemory(allocator, stagingAllocation, &mapped);
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@@ -0,0 +1,15 @@
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# sandbox
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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.
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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.
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Any `.cpp` file in this directory is compiled in automatically.
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## Running
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```sh
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dev sandbox [args...]
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```
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This builds the `debug` preset and runs `build/debug/bin/sandbox`. Shaders are loaded from `shaders/` (`SANDBOX_SHADER_DIR`).
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+152
-226
@@ -1,295 +1,221 @@
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#define GLFW_INCLUDE_VULKAN
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#include <GLFW/glfw3.h>
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#include <imgui.h>
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#include <spirv_reflect.h>
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#include <algorithm>
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#include <array>
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#include <chrono>
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#include <cmath>
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#include <cstddef>
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#include <cstdint>
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#include <cstdio>
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#include <cstdlib>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/mat4x4.hpp>
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#include <glm/vec4.hpp>
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#include <iostream>
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#include <map>
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#include <memory>
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#include <optional>
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#include <set>
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#include <sophia/application.hpp>
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#include <sophia/canvas.hpp>
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#include <sophia/console/console_command_registry.hpp>
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#include <sophia/frame_info.hpp>
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#include <sophia/math.hpp>
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#include <sophia/resource_registry_ref.hpp>
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#include <sophia/components.hpp>
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#include <sophia/scene_registry.hpp>
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#include <sophia/scene_view.hpp>
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#include <sophia/scene_view_registry.hpp>
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#include <sophia/types.hpp>
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#include <sophia/ui/debug_ui.hpp>
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#include <sophia/ui/panel_registry.hpp>
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#include <sophia/ui/ui.hpp>
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#include <sophia/util/logger.hpp>
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#include <string>
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#include <tracy/Tracy.hpp>
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#include <utility>
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#include <vector>
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#include <vulkan/vulkan.hpp>
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#include "renderer/imgui_renderer.hpp"
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#include "renderer/model_render_system.hpp"
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#include "renderer/render_context.hpp"
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#include "renderer/render_graph.hpp"
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#include "renderer/scene_renderer.hpp"
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#include "resources/mesh.hpp"
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#include "resources/render_target.hpp"
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#include "resources/resource_registry.hpp"
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#include "vulkan/buffer.hpp"
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#include "vulkan/device.hpp"
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#include "vulkan/pipelines/graphics_pipeline.hpp"
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#include "vulkan/shader.hpp"
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#include "window.hpp"
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// local includes
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#include "material.hpp"
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constexpr uint32_t WIDTH = 1280;
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constexpr uint32_t HEIGHT = 720;
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constexpr const char* NAME = "sandbox";
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constexpr sophia::ClearColor CLEAR_COLOR = {0.01f, 0.01f, 0.02f, 1.0f};
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bool hasFlag(sophia::ClearFlags flags, sophia::ClearFlags flag) {
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return (static_cast<sophia::u8>(flags) & static_cast<sophia::u8>(flag)) != 0;
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void immediate_submit(sophia::Device& device,
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std::function<void(VkCommandBuffer cmd)>&& function) {
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auto command = device.beginSingleTimeCommands();
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function(command);
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device.endSingleTimeCommands(command);
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}
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int main(int argc, const char** argv) {
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std::vector<std::string> args;
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args.assign(argv, argv + argc);
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std::cout << __FILE__ << "::" << __LINE__ << '\n';
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void triangle_test() {
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sophia::Window window{WIDTH, HEIGHT, NAME};
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sophia::Device device{&window};
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sophia::RenderContext renderContext{window, device};
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sophia::ResourceRegistry resourceRegistry{
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device, renderContext.getImageFormat()}; // remove?
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sophia::ResourceRegistry resourceRegistry{device,
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renderContext.getImageFormat()};
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// remove?
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std::vector<std::unique_ptr<sophia::Mesh>> meshes;
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// remove?
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std::vector<sophia::ModelRenderSystem::MeshInstance> drawCalls;
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// todo: figure out which to remove
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sophia::PanelRegistry panelRegistry;
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sophia::SceneRegistry sceneRegistry;
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sophia::SceneViewRegistry sceneViewRegistry;
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sophia::ConsoleCommandRegistry consoleCommandRegistry;
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sophia::DebugUI debugUI{panelRegistry, consoleCommandRegistry};
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debugUI.showFrameStats(true);
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sophia::ModelRenderSystem modelRenderSystem{device, renderContext};
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sophia::SceneRenderer sceneRenderer{sceneRegistry, resourceRegistry, device,
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renderContext.getImageFormat()};
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sophia::ImGuiRenderer imguiRenderer{
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window, device, renderContext.getImageFormat(),
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renderContext.getImageCount(), resourceRegistry};
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consoleCommandRegistry.registerCommand(
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"reset_layout", "Restore the default panel layout",
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[&imguiRenderer](const std::vector<std::string>&) {
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imguiRenderer.resetLayout();
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return std::string{"Layout reset"};
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});
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sophia::SceneHandle sceneHandle = sceneRegistry.create();
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sophia::Scene& scene = sceneRegistry.get(sceneHandle);
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sophia::Entity camera = scene.createCamera();
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auto& meshPool = resourceRegistry.meshPool;
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auto& renderTargetPool = resourceRegistry.renderTargetPool;
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// {
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// auto& transform = camera.getComponent<sophia::TransformComponent>();
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// transform.position.z += 60;
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// }
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imguiRenderer.setDefaultLayout(panelRegistry.getDefaultLayout());
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sophia::SceneView view;
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view.scene = sceneHandle;
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view.clearColor = {0.01f, 0.01f, 0.02f, 1.0f};
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view.camera = camera;
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// Views already warned about, so each warns once.
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std::set<sophia::SceneViewHandle> viewsWithoutCamera;
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std::set<sophia::SceneViewHandle> viewsOverwritingOthers;
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auto vertexShader = sophia::Shader::Builder()
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.fromGLSL(SANDBOX_SHADER_DIR "/triangle.vert")
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.setStage(sophia::ShaderStage::VERTEX)
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.build();
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auto fragmentShader = sophia::Shader::Builder()
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.fromGLSL(SANDBOX_SHADER_DIR "/triangle.frag")
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.setStage(sophia::ShaderStage::FRAGMENT)
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.build();
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vk::Format depthFormat = resourceRegistry.renderTargetPool.getDepthFormat();
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sophia::Material material{device, std::move(vertexShader),
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std::move(fragmentShader),
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renderContext.getImageFormat(), depthFormat};
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auto startTime = std::chrono::high_resolution_clock::now();
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auto currentTime = startTime;
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sophia::u32 frameIndex = 0;
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struct TriangleVertex {
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sophia::vec4 vertex;
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sophia::vec4 color;
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};
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TriangleVertex verticies[] = {
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{{-1.f, 1.f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f, 0.0f}},
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{{1.f, 1.f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f, 0.0f}},
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{{0.f, -1.f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f, 0.0f}}};
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sophia::u32 triangleVerticiesCount = 3;
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sophia::Buffer triangleBuffer{device, sizeof(TriangleVertex),
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triangleVerticiesCount,
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vk::BufferUsageFlagBits::eShaderDeviceAddress,
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vk::MemoryPropertyFlagBits::eHostVisible |
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vk::MemoryPropertyFlagBits::eHostCoherent};
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triangleBuffer.map();
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triangleBuffer.writeToBuffer(verticies);
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vk::DeviceAddress address = triangleBuffer.getDeviceAddress();
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while (!window.shouldClose()) {
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glfwPollEvents();
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auto newTime = std::chrono::high_resolution_clock::now();
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double deltaTime =
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std::chrono::duration<double>(newTime - currentTime).count();
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currentTime = newTime;
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double elapsedTime =
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std::chrono::duration<double>(currentTime - startTime).count();
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// Resizing waits for the GPU, so it has to happen before any of this
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// frame's work (or ImGui's references to the targets) is recorded.
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renderTargetPool.applyPendingResizes();
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vk::Extent2D extent = renderContext.getExtent();
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sophia::FrameInfo frameInfo{frameIndex, elapsedTime, deltaTime,
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glm::vec2(static_cast<float>(extent.width),
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static_cast<float>(extent.height))};
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// Canvas draws in window pixels, origin at the center.
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// TODO: replace with Debug/Gizmos drawn into scene views through their
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// cameras.
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glm::mat4 canvasProjection =
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glm::ortho(-frameInfo.currentFramebufferExtent.x / 2.f,
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frameInfo.currentFramebufferExtent.x / 2.f,
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-frameInfo.currentFramebufferExtent.y / 2.f,
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frameInfo.currentFramebufferExtent.y / 2.f);
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vk::CommandBuffer commandBuffer = renderContext.beginFrame();
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if (!commandBuffer) {
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continue;
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}
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imguiRenderer.beginFrame();
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sceneRenderer.beginFrame(renderContext.getFrameIndex());
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panelRegistry.update(frameInfo);
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std::vector<sophia::ModelRenderSystem::MeshInstance> instances;
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instances.reserve(meshes.size() + drawCalls.size());
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for (const std::unique_ptr<sophia::Mesh>& mesh : meshes) {
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instances.push_back({mesh.get(), glm::mat4{1.f}});
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}
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instances.insert(instances.end(), drawCalls.begin(), drawCalls.end());
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drawCalls.clear();
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sophia::RenderGraph graph{renderContext.getTracyContext()};
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sophia::ImageRef backbuffer = graph.importImage(
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renderContext.getCurrentImage(), sophia::Access::Present);
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struct ViewTarget {
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sophia::ImageRef color;
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sophia::ImageRef depth;
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};
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std::map<sophia::RenderTargetHandle, ViewTarget> viewTargets;
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// Views without a target render straight into the backbuffer.
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std::optional<ViewTarget> swapchainTarget;
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for (sophia::SceneViewHandle handle : sceneViewRegistry.GetRenderQueue()) {
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const sophia::SceneView& view = sceneViewRegistry.peek(handle);
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bool toSwapchain = !view.target.isValid();
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if (!sceneRegistry.isAlive(view.scene) ||
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!sceneRegistry.get(view.scene).isVisible() ||
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(!toSwapchain && !renderTargetPool.isAlive(view.target))) {
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continue;
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}
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ViewTarget target;
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vk::Extent2D targetExtent;
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// Whether this is the first view this frame to render to its target.
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bool firstOnTarget = false;
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if (toSwapchain) {
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firstOnTarget = !swapchainTarget;
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if (!swapchainTarget) {
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swapchainTarget = {
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backbuffer,
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graph.importImage(renderContext.getCurrentDepthImage(),
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sophia::Access::DepthWrite)};
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}
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target = *swapchainTarget;
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targetExtent = renderContext.getExtent();
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} else {
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sophia::RenderTarget& renderTarget = renderTargetPool.get(view.target);
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auto [it, inserted] = viewTargets.try_emplace(view.target);
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firstOnTarget = inserted;
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if (inserted) {
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it->second = {graph.importImage(renderTarget.getImage(),
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sophia::Access::SampledRead),
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graph.importImage(renderTarget.getDepthImage(),
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sophia::Access::DepthWrite)};
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}
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target = it->second;
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targetExtent = renderTarget.getExtent();
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}
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if (!firstOnTarget &&
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hasFlag(view.clearFlags, sophia::ClearFlags::Color) &&
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viewsOverwritingOthers.insert(handle).second) {
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sophia::log::warning(
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"scene view clears its target after another view already "
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||||
"rendered to it this frame, hiding that view (give it clearFlags "
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||||
"without Color, or render it first with a lower priority)");
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}
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const sophia::vec4& color = view.clearColor;
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graph.addPass(
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"scene view " + std::to_string(handle.index),
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[&](sophia::RenderGraph::PassBuilder& pass) {
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pass.writeColor(target.color,
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hasFlag(view.clearFlags, sophia::ClearFlags::Color)
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||||
? vk::AttachmentLoadOp::eClear
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: vk::AttachmentLoadOp::eLoad,
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{color.r, color.g, color.b, color.a});
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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;
|
||||
}
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -0,0 +1,3 @@
|
||||
#include "renderer.hpp"
|
||||
|
||||
namespace sophia {} // namespace sophia
|
||||
@@ -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
|
||||
@@ -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);
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
#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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
#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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
# 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`).
|
||||
Reference in New Issue
Block a user