Add floor

This commit is contained in:
Camden Dixie O'Brien committed 2025-10-04 01:02:55 +01:00
1 parent c24d3f4f27
commit 1009952a7b
4 files changed
+120 -15

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+2
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@@ -30,10 +30,12 @@ function(add_shaders target)
endfunction()
add_shaders(shaders
floor-vert.glsl
model-vert.glsl
default-frag.glsl
)
target_compile_definitions(shaders INTERFACE
FLOOR_VERT_SHADER_SPV="${CMAKE_CURRENT_BINARY_DIR}/shaders/floor-vert.spv"
MODEL_VERT_SHADER_SPV="${CMAKE_CURRENT_BINARY_DIR}/shaders/model-vert.spv"
FRAG_SHADER_SPV="${CMAKE_CURRENT_BINARY_DIR}/shaders/default-frag.spv")
+21
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@@ -0,0 +1,21 @@
#version 450
layout(location = 0) out vec3 frag_normal;
layout(push_constant) uniform vp_t {
mat4 view;
mat4 proj;
} vp;
vec2 vertices[4] = vec2[](
vec2(-1, -1),
vec2(-1, 1),
vec2(1, 1),
vec2(1, -1)
);
void main() {
const vec2 pos = 3 * vertices[gl_VertexIndex];
gl_Position = vp.proj * vp.view * vec4(pos.x, 0, pos.y, 1);
frag_normal = vec3(0, 1, 0);
}
+94 -15
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@@ -26,7 +26,11 @@ static const char *extensions[] = {
static constexpr size_t extension_count = NELEMS(extensions);
static const char vert_shader[] = {
static const char floor_vert_shader[] = {
#embed FLOOR_VERT_SHADER_SPV
};
static const char model_vert_shader[] = {
#embed MODEL_VERT_SHADER_SPV
};
@@ -496,11 +500,82 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
};
// Load vertex and fragment shader modules
ctx->model_vert_shader
= load_shader_module(ctx->dev, vert_shader, sizeof(vert_shader));
ctx->floor_vert_shader = load_shader_module(
ctx->dev, floor_vert_shader, sizeof(floor_vert_shader));
ctx->model_vert_shader = load_shader_module(
ctx->dev, model_vert_shader, sizeof(model_vert_shader));
ctx->frag_shader
= load_shader_module(ctx->dev, frag_shader, sizeof(frag_shader));
// Set up depth stencil config
const VkPipelineDepthStencilStateCreateInfo depth_stencil_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = VK_TRUE,
.depthWriteEnable = VK_TRUE,
.depthCompareOp = VK_COMPARE_OP_LESS,
.depthBoundsTestEnable = VK_FALSE,
.stencilTestEnable = VK_FALSE,
};
// Create floor pipeline
const VkPipelineShaderStageCreateInfo floor_shader_stages[] = {
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = ctx->floor_vert_shader,
.pName = "main",
},
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = ctx->frag_shader,
.pName = "main",
},
};
const VkPipelineRasterizationStateCreateInfo floor_rasterizer_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.depthClampEnable = VK_FALSE,
.rasterizerDiscardEnable = VK_FALSE,
.polygonMode = VK_POLYGON_MODE_FILL,
.lineWidth = 1.0f,
.cullMode = VK_CULL_MODE_NONE,
};
const VkPipelineLayoutCreateInfo floor_pipeline_layout_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.pushConstantRangeCount = 1,
.pPushConstantRanges = &push_constant_range,
};
result = vkCreatePipelineLayout(
ctx->dev, &floor_pipeline_layout_config, nullptr,
&ctx->floor_pipeline_layout);
assert(result == VK_SUCCESS);
const VkGraphicsPipelineCreateInfo floor_pipeline_config = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = 2,
.pStages = floor_shader_stages,
.pVertexInputState = &(VkPipelineVertexInputStateCreateInfo) {
.sType
= VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
},
.pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
.sType
= VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
},
.pViewportState = &viewport_config,
.pRasterizationState = &floor_rasterizer_config,
.pMultisampleState = &multisampling_config,
.pColorBlendState = &colour_blend_config,
.layout = ctx->floor_pipeline_layout,
.renderPass = ctx->render_pass,
.subpass = 0,
.pDepthStencilState = &depth_stencil_config,
};
result = vkCreateGraphicsPipelines(
ctx->dev, VK_NULL_HANDLE, 1, &floor_pipeline_config, nullptr,
&ctx->floor_pipeline);
assert(result == VK_SUCCESS);
// Create descriptor set layout
const VkDescriptorSetLayoutBinding desc_set_layout_bindings[] = {
{
@@ -621,14 +696,6 @@ void gpu_init(gpu_ctx_t *ctx, GLFWwindow *window, const char *name)
ctx->dev, &model_pipeline_layout_config, nullptr,
&ctx->model_pipeline_layout);
assert(result == VK_SUCCESS);
const VkPipelineDepthStencilStateCreateInfo depth_stencil_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = VK_TRUE,
.depthWriteEnable = VK_TRUE,
.depthCompareOp = VK_COMPARE_OP_LESS,
.depthBoundsTestEnable = VK_FALSE,
.stencilTestEnable = VK_FALSE,
};
const VkGraphicsPipelineCreateInfo model_pipeline_config = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = 2,
@@ -746,16 +813,20 @@ void gpu_cleanup(const gpu_ctx_t *ctx)
vkDestroyCommandPool(ctx->dev, ctx->cmd_pool, nullptr);
vkDestroyPipeline(ctx->dev, ctx->model_pipeline, nullptr);
vkDestroyRenderPass(ctx->dev, ctx->render_pass, nullptr);
vkDestroyPipelineLayout(ctx->dev, ctx->model_pipeline_layout, nullptr);
vkDestroyPipeline(ctx->dev, ctx->floor_pipeline, nullptr);
vkDestroyPipelineLayout(ctx->dev, ctx->floor_pipeline_layout, nullptr);
vkDestroyPipeline(ctx->dev, ctx->model_pipeline, nullptr);
vkDestroyPipelineLayout(ctx->dev, ctx->model_pipeline_layout, nullptr);
vkDestroyDescriptorPool(ctx->dev, ctx->desc_pool, nullptr);
vkDestroyDescriptorSetLayout(ctx->dev, ctx->desc_set_layout, nullptr);
vkDestroyShaderModule(ctx->dev, ctx->floor_vert_shader, nullptr);
vkDestroyShaderModule(ctx->dev, ctx->model_vert_shader, nullptr);
vkDestroyShaderModule(ctx->dev, ctx->frag_shader, nullptr);
vkDestroyRenderPass(ctx->dev, ctx->render_pass, nullptr);
vkDestroyImageView(ctx->dev, ctx->depth_img_view, nullptr);
vkDestroyImage(ctx->dev, ctx->depth_img, nullptr);
vkFreeMemory(ctx->dev, ctx->depth_img_mem, nullptr);
@@ -922,9 +993,17 @@ void gpu_render_begin(gpu_ctx_t *ctx, vp_t vp)
};
vkCmdBeginRenderPass(
ctx->cmd_buf, &render_pass_begin, VK_SUBPASS_CONTENTS_INLINE);
// Draw floor
vkCmdBindPipeline(
ctx->cmd_buf, VK_PIPELINE_BIND_POINT_GRAPHICS, ctx->floor_pipeline);
vkCmdPushConstants(
ctx->cmd_buf, ctx->model_pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT,
0, sizeof(vp_t), &vp);
vkCmdDraw(ctx->cmd_buf, 4, 1, 0, 0);
vkCmdBindPipeline(
ctx->cmd_buf, VK_PIPELINE_BIND_POINT_GRAPHICS, ctx->model_pipeline);
vkCmdPushConstants(
ctx->cmd_buf, ctx->model_pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT,
0, sizeof(vp_t), &vp);
+3
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@@ -28,11 +28,14 @@ typedef struct {
VkDeviceMemory depth_img_mem;
VkImageView depth_img_view;
VkFramebuffer framebuffers[MAX_FRAMES_IN_FLIGHT];
VkShaderModule floor_vert_shader;
VkShaderModule model_vert_shader;
VkShaderModule frag_shader;
VkDescriptorSetLayout desc_set_layout;
VkDescriptorPool desc_pool;
VkRenderPass render_pass;
VkPipelineLayout floor_pipeline_layout;
VkPipeline floor_pipeline;
VkPipelineLayout model_pipeline_layout;
VkPipeline model_pipeline;
VkCommandPool cmd_pool;