Mercurial > games > semicongine
diff src/engine.nim @ 17:b40466fa446a
add: vertex basics, some refactoring
author | Sam <sam@basx.dev> |
---|---|
date | Sun, 01 Jan 2023 01:00:50 +0700 |
parents | 3415afff1d1a |
children | 90e117952f74 |
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--- a/src/engine.nim Fri Dec 30 15:56:17 2022 +0700 +++ b/src/engine.nim Sun Jan 01 01:00:50 2023 +0700 @@ -8,6 +8,9 @@ import ./vulkan_helpers import ./window import ./events +import ./math/vector +import ./shader +import ./vertex import ./glslang/glslang @@ -18,24 +21,56 @@ addHandler(logger) -var vertexShaderCode: string = """#version 450 +type + MyVertex = object + position: VertexAttribute[Vec2[float32]] + color: VertexAttribute[Vec3[float32]] + +const vertices = [ + (Vec2([ 0.0'f32, -0.5'f32]), Vec3([1.0'f32, 0.0'f32, 0.0'f32])), + (Vec2([ 0.5'f32, 0.5'f32]), Vec3([0.0'f32, 1.0'f32, 0.0'f32])), + (Vec2([-0.5'f32, 0.5'f32]), Vec3([0.0'f32, 0.0'f32, 1.0'f32])) +] + + +proc getBindingDescription(binding: int): auto = + VkVertexInputBindingDescription( + binding: uint32(binding), + stride: uint32(sizeof(vertices[0])), + inputRate: VK_VERTEX_INPUT_RATE_VERTEX, # VK_VERTEX_INPUT_RATE_INSTANCE for instances + ) + +proc getAttributeDescriptions(binding: int): auto = + [ + VkVertexInputAttributeDescription( + binding: 0'u32, + location: 0, + format: VK_FORMAT_R32G32_SFLOAT, + offset: 0, + ), + VkVertexInputAttributeDescription( + binding: 0'u32, + location: 1, + format: VK_FORMAT_R32G32B32_SFLOAT, + offset: uint32(sizeof(Vec2)), # use offsetOf? + ), + ] + +var vertexShaderCode = """ +#version 450 + +layout(location = 0) in vec2 inPosition; +layout(location = 1) in vec3 inColor; + layout(location = 0) out vec3 fragColor; -vec3 colors[3] = vec3[]( - vec3(1.0, 0.0, 0.0), - vec3(0.0, 1.0, 0.0), - vec3(0.0, 0.0, 1.0) -); -vec2 positions[3] = vec2[]( - vec2(0.0, -0.5), - vec2(0.5, 0.5), - vec2(-0.5, 0.5) -); + void main() { - gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0); - fragColor = colors[gl_VertexIndex]; -}""" + gl_Position = vec4(inPosition, 0.0, 1.0); + fragColor = inColor; +} +""" -var fragmentShaderCode: string = """#version 450 +var fragmentShaderCode = """#version 450 layout(location = 0) out vec4 outColor; layout(location = 0) in vec3 fragColor; void main() { @@ -57,7 +92,7 @@ images: seq[VkImage] imageviews: seq[VkImageView] RenderPipeline = object - shaderStages*: seq[VkPipelineShaderStageCreateInfo] + shaders*: seq[ShaderProgram] layout*: VkPipelineLayout pipeline*: VkPipeline QueueFamily = object @@ -265,11 +300,9 @@ checkVkResult device.vkCreateRenderPass(addr(renderPassCreateInfo), nil, addr(result)) proc setupRenderPipeline(device: VkDevice, frameDimension: VkExtent2D, renderPass: VkRenderPass): RenderPipeline = - # (seq[VkPipelineShaderStageCreateInfo], VkViewport, VkRect2D, VkPipelineLayout, VkPipeline) = - # load shaders - result.shaderStages.add(device.createShaderStage(VK_SHADER_STAGE_VERTEX_BIT, vertexShaderCode)) - result.shaderStages.add(device.createShaderStage(VK_SHADER_STAGE_FRAGMENT_BIT, fragmentShaderCode)) + result.shaders.add(device.initShaderProgram(VK_SHADER_STAGE_VERTEX_BIT, vertexShaderCode)) + result.shaders.add(device.initShaderProgram(VK_SHADER_STAGE_FRAGMENT_BIT, fragmentShaderCode)) var # define which parts can be dynamic (pipeline is fixed after setup) @@ -279,13 +312,16 @@ dynamicStateCount: uint32(dynamicStates.len), pDynamicStates: addr(dynamicStates[0]), ) + vertexbindings = generateInputVertexBinding[MyVertex]() + attributebindings = generateInputAttributeBinding[MyVertex]() + # define input data format vertexInputInfo = VkPipelineVertexInputStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO, - vertexBindingDescriptionCount: 0, - pVertexBindingDescriptions: nil, - vertexAttributeDescriptionCount: 0, - pVertexAttributeDescriptions: nil, + vertexBindingDescriptionCount: uint32(vertexbindings.len), + pVertexBindingDescriptions: addr(vertexbindings[0]), + vertexAttributeDescriptionCount: uint32(attributebindings.len), + pVertexAttributeDescriptions: addr(attributebindings[0]), ) inputAssembly = VkPipelineInputAssemblyStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO, @@ -358,10 +394,13 @@ ) checkVkResult device.vkCreatePipelineLayout(addr(pipelineLayoutInfo), nil, addr(result.layout)) + var stages: seq[VkPipelineShaderStageCreateInfo] + for shader in result.shaders: + stages.add(shader.shader) var pipelineInfo = VkGraphicsPipelineCreateInfo( sType: VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, - stageCount: 2, - pStages: addr(result.shaderStages[0]), + stageCount: uint32(stages.len), + pStages: addr(stages[0]), pVertexInputState: addr(vertexInputInfo), pInputAssemblyState: addr(inputAssembly), pViewportState: addr(viewportState), @@ -633,8 +672,8 @@ engine.vulkan.device.device.vkDestroyPipelineLayout(engine.vulkan.pipeline.layout, nil) engine.vulkan.device.device.vkDestroyRenderPass(engine.vulkan.renderPass, nil) - for shaderStage in engine.vulkan.pipeline.shaderStages: - engine.vulkan.device.device.vkDestroyShaderModule(shaderStage.module, nil) + for shader in engine.vulkan.pipeline.shaders: + engine.vulkan.device.device.vkDestroyShaderModule(shader.shader.module, nil) engine.vulkan.instance.vkDestroySurfaceKHR(engine.vulkan.surface, nil) engine.vulkan.device.device.vkDestroyDevice(nil)