Mercurial > games > semicongine
view src/semicongine/vulkan/drawable.nim @ 164:7a0ca5c01095
fix: buffer update with staging buffer not correctly working
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 29 Apr 2023 05:40:11 -0700 |
parents | 041a114db1dc |
children | 7f921d7d0a2b |
line wrap: on
line source
import std/tables import std/strformat import std/logging import ./api import ./utils import ./buffer import ../gpu_data type Drawable* = object elementCount*: uint32 # number of vertices or indices bufferOffsets*: seq[(string, MemoryPerformanceHint, uint64)] # list of buffers and list of offset for each attribute in that buffer instanceCount*: uint32 # number of instance case indexed*: bool of true: indexType*: VkIndexType indexBufferOffset*: uint64 of false: discard func `$`*(drawable: Drawable): string = if drawable.indexed: &"Drawable(elementCount: {drawable.elementCount}, instanceCount: {drawable.instanceCount}, bufferOffsets: {drawable.bufferOffsets}, indexType: {drawable.indexType}, indexBufferOffset: {drawable.indexBufferOffset})" else: &"Drawable(elementCount: {drawable.elementCount}, instanceCount: {drawable.instanceCount}, bufferOffsets: {drawable.bufferOffsets})" proc draw*(commandBuffer: VkCommandBuffer, drawable: Drawable, vertexBuffers: Table[MemoryPerformanceHint, Buffer], indexBuffer: Buffer) = debug "Draw ", drawable var buffers: seq[VkBuffer] var offsets: seq[VkDeviceSize] for (name, performanceHint, offset) in drawable.bufferOffsets: buffers.add vertexBuffers[performanceHint].vk offsets.add VkDeviceSize(offset) commandBuffer.vkCmdBindVertexBuffers( firstBinding=0'u32, bindingCount=uint32(buffers.len), pBuffers=buffers.toCPointer(), pOffsets=offsets.toCPointer() ) if drawable.indexed: commandBuffer.vkCmdBindIndexBuffer(indexBuffer.vk, VkDeviceSize(drawable.indexBufferOffset), drawable.indexType) commandBuffer.vkCmdDrawIndexed( indexCount=drawable.elementCount, instanceCount=drawable.instanceCount, firstIndex=0, vertexOffset=0, firstInstance=0 ) else: commandBuffer.vkCmdDraw( vertexCount=drawable.elementCount, instanceCount=drawable.instanceCount, firstVertex=0, firstInstance=0 )