Add MVP projection passed through push constant
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c770895217
commit
3d10fe76ce
4 files changed
+103
-12
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@@ -436,9 +436,15 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
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};
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// Create pipeline layout
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const VkPushConstantRange mvp_range = {
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(mvp_t),
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};
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const VkPipelineLayoutCreateInfo pipeline_layout_config = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
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.pushConstantRangeCount = 0,
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.pushConstantRangeCount = 1,
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.pPushConstantRanges = &mvp_range,
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};
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result = vkCreatePipelineLayout(
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ctx->dev, &pipeline_layout_config, nullptr, &ctx->pipeline_layout);
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@@ -641,7 +647,7 @@ void gpu_cleanup(const gpu_ctx_t *ctx)
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vkDestroyInstance(ctx->inst, nullptr);
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}
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void gpu_render(const gpu_ctx_t *ctx)
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void gpu_render(const gpu_ctx_t *ctx, const mvp_t *mvp)
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{
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VkResult result;
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@@ -679,6 +685,11 @@ void gpu_render(const gpu_ctx_t *ctx)
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vkCmdBindPipeline(
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ctx->cmd_buf, VK_PIPELINE_BIND_POINT_GRAPHICS, ctx->pipeline);
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// Push MVP
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vkCmdPushConstants(
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ctx->cmd_buf, ctx->pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT, 0,
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sizeof(mvp_t), mvp);
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// Bind vertex and index buffers then draw
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vkCmdBindVertexBuffers(
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ctx->cmd_buf, 0, 1, &ctx->vertex_buf, &(VkDeviceSize) { 0 });
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@@ -6,10 +6,21 @@
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#define SWAPCHAIN_IMG_BUFFER_SIZE 4
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typedef float vec2_t[3];
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typedef float vec3_t[3];
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typedef float mat4_t[16];
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typedef struct {
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float position[2], colour[3];
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vec2_t position;
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vec3_t colour;
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} vertex_t;
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typedef struct {
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mat4_t model;
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mat4_t view;
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mat4_t proj;
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} mvp_t;
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typedef struct {
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VkInstance inst;
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VkSurfaceKHR surface;
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@@ -49,6 +60,6 @@ typedef struct {
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void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config);
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void gpu_cleanup(const gpu_ctx_t *ctx);
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void gpu_render(const gpu_ctx_t *ctx);
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void gpu_render(const gpu_ctx_t *ctx, const mvp_t *mvp);
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#endif
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@@ -2,16 +2,56 @@
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#ifndef M_PI
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#define M_PI 3.14159265358979324
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#endif
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static const vertex_t vertices[] = {
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{ { -0.5, -0.5 }, { 1.0, 0.0, 0.0 } },
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{ { 0.5, -0.5 }, { 0.0, 1.0, 0.0 } },
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{ { 0.5, 0.5 }, { 0.0, 0.0, 1.0 } },
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{ { -0.5, 0.5 }, { 1.0, 1.0, 1.0 } },
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{ { -1, -1 }, { 1, 0, 0 } },
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{ { 1, -1 }, { 0, 1, 0 } },
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{ { 1, 1 }, { 0, 0, 1 } },
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{ { -1, 1 }, { 1, 1, 1 } },
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};
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static const uint16_t indices[] = { 0, 1, 2, 2, 3, 0 };
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// clang-format off
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#define ID \
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{ \
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1, 0, 0, 0, \
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0, 1, 0, 0, \
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0, 0, 1, 0, \
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0, 0, 0, 1, \
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}
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#define SCALE(sf) \
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{ \
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sf, 0, 0, 0, \
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0, sf, 0, 0, \
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0, 0, sf, 0, \
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0, 0, 0, 1, \
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}
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#define TRANSLATE(x, y, z) \
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{ \
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1, 0, 0, 0, \
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0, 1, 0, 0, \
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0, 0, 1, 0, \
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x, y, z, 1, \
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}
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#define ROT_Y(a) \
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{ \
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cosf(a), 0, -sinf(a), 0, \
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0, 1, 0, 0, \
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sinf(a), 0, cosf(a), 0, \
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0, 0, 0, 1, \
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}
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// clang-format on
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static void
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key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
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{
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@@ -27,13 +67,24 @@ key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
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}
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}
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static void mul(mat4_t out, const mat4_t left, const mat4_t right)
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{
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for (unsigned y = 0; y < 4; ++y) {
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for (unsigned x = 0; x < 4; ++x) {
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out[y + 4 * x] = 0;
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for (unsigned i = 0; i < 4; ++i)
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out[y + 4 * x] += left[y + 4 * i] * right[i + 4 * x];
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}
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}
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}
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int main()
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{
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// Set up window
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glfwInit();
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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GLFWwindow *window = glfwCreateWindow(800, 600, "Foo", nullptr, nullptr);
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GLFWwindow *window = glfwCreateWindow(800, 800, "Foo", nullptr, nullptr);
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assert(window);
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// Register input callbacks
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@@ -51,9 +102,21 @@ int main()
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gpu_ctx_t gpu;
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gpu_init(&gpu, &gpu_config);
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mvp_t mvp = {
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.model = SCALE(0.2),
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.view = TRANSLATE(0, 0, 0.5),
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.proj = ID,
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};
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const mat4_t rot = ROT_Y(M_PI / 128);
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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gpu_render(&gpu);
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mat4_t tmp;
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memcpy(tmp, mvp.model, sizeof(mat4_t));
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mul(mvp.model, rot, tmp);
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gpu_render(&gpu, &mvp);
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}
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// Clean up
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@@ -1,11 +1,17 @@
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#version 450
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layout(location = 0) in vec2 position;
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec3 colour;
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layout(location = 0) out vec3 frag_colour;
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layout(push_constant) uniform MVP {
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mat4 model;
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mat4 view;
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mat4 proj;
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} mvp;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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gl_Position = mvp.proj * mvp.view * mvp.model * vec4(pos, 0.0, 1.0);
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frag_colour = colour;
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}
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