Add MVP projection passed through push constant

This commit is contained in:
Camden Dixie O'Brien committed 2025-09-27 14:18:32 +01:00
1 parent c770895217
commit 3d10fe76ce
4 files changed
+103 -12

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+13 -2
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@@ -436,9 +436,15 @@ void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config)
};
// Create pipeline layout
const VkPushConstantRange mvp_range = {
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(mvp_t),
};
const VkPipelineLayoutCreateInfo pipeline_layout_config = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.pushConstantRangeCount = 0,
.pushConstantRangeCount = 1,
.pPushConstantRanges = &mvp_range,
};
result = vkCreatePipelineLayout(
ctx->dev, &pipeline_layout_config, nullptr, &ctx->pipeline_layout);
@@ -641,7 +647,7 @@ void gpu_cleanup(const gpu_ctx_t *ctx)
vkDestroyInstance(ctx->inst, nullptr);
}
void gpu_render(const gpu_ctx_t *ctx)
void gpu_render(const gpu_ctx_t *ctx, const mvp_t *mvp)
{
VkResult result;
@@ -679,6 +685,11 @@ void gpu_render(const gpu_ctx_t *ctx)
vkCmdBindPipeline(
ctx->cmd_buf, VK_PIPELINE_BIND_POINT_GRAPHICS, ctx->pipeline);
// Push MVP
vkCmdPushConstants(
ctx->cmd_buf, ctx->pipeline_layout, VK_SHADER_STAGE_VERTEX_BIT, 0,
sizeof(mvp_t), mvp);
// Bind vertex and index buffers then draw
vkCmdBindVertexBuffers(
ctx->cmd_buf, 0, 1, &ctx->vertex_buf, &(VkDeviceSize) { 0 });
+13 -2
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@@ -6,10 +6,21 @@
#define SWAPCHAIN_IMG_BUFFER_SIZE 4
typedef float vec2_t[3];
typedef float vec3_t[3];
typedef float mat4_t[16];
typedef struct {
float position[2], colour[3];
vec2_t position;
vec3_t colour;
} vertex_t;
typedef struct {
mat4_t model;
mat4_t view;
mat4_t proj;
} mvp_t;
typedef struct {
VkInstance inst;
VkSurfaceKHR surface;
@@ -49,6 +60,6 @@ typedef struct {
void gpu_init(gpu_ctx_t *ctx, const gpu_config_t *config);
void gpu_cleanup(const gpu_ctx_t *ctx);
void gpu_render(const gpu_ctx_t *ctx);
void gpu_render(const gpu_ctx_t *ctx, const mvp_t *mvp);
#endif
+69 -6
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@@ -2,16 +2,56 @@
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <string.h>
#ifndef M_PI
#define M_PI 3.14159265358979324
#endif
static const vertex_t vertices[] = {
{ { -0.5, -0.5 }, { 1.0, 0.0, 0.0 } },
{ { 0.5, -0.5 }, { 0.0, 1.0, 0.0 } },
{ { 0.5, 0.5 }, { 0.0, 0.0, 1.0 } },
{ { -0.5, 0.5 }, { 1.0, 1.0, 1.0 } },
{ { -1, -1 }, { 1, 0, 0 } },
{ { 1, -1 }, { 0, 1, 0 } },
{ { 1, 1 }, { 0, 0, 1 } },
{ { -1, 1 }, { 1, 1, 1 } },
};
static const uint16_t indices[] = { 0, 1, 2, 2, 3, 0 };
// clang-format off
#define ID \
{ \
1, 0, 0, 0, \
0, 1, 0, 0, \
0, 0, 1, 0, \
0, 0, 0, 1, \
}
#define SCALE(sf) \
{ \
sf, 0, 0, 0, \
0, sf, 0, 0, \
0, 0, sf, 0, \
0, 0, 0, 1, \
}
#define TRANSLATE(x, y, z) \
{ \
1, 0, 0, 0, \
0, 1, 0, 0, \
0, 0, 1, 0, \
x, y, z, 1, \
}
#define ROT_Y(a) \
{ \
cosf(a), 0, -sinf(a), 0, \
0, 1, 0, 0, \
sinf(a), 0, cosf(a), 0, \
0, 0, 0, 1, \
}
// clang-format on
static void
key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
@@ -27,13 +67,24 @@ key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
}
}
static void mul(mat4_t out, const mat4_t left, const mat4_t right)
{
for (unsigned y = 0; y < 4; ++y) {
for (unsigned x = 0; x < 4; ++x) {
out[y + 4 * x] = 0;
for (unsigned i = 0; i < 4; ++i)
out[y + 4 * x] += left[y + 4 * i] * right[i + 4 * x];
}
}
}
int main()
{
// Set up window
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
GLFWwindow *window = glfwCreateWindow(800, 600, "Foo", nullptr, nullptr);
GLFWwindow *window = glfwCreateWindow(800, 800, "Foo", nullptr, nullptr);
assert(window);
// Register input callbacks
@@ -51,9 +102,21 @@ int main()
gpu_ctx_t gpu;
gpu_init(&gpu, &gpu_config);
mvp_t mvp = {
.model = SCALE(0.2),
.view = TRANSLATE(0, 0, 0.5),
.proj = ID,
};
const mat4_t rot = ROT_Y(M_PI / 128);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
gpu_render(&gpu);
mat4_t tmp;
memcpy(tmp, mvp.model, sizeof(mat4_t));
mul(mvp.model, rot, tmp);
gpu_render(&gpu, &mvp);
}
// Clean up
+8 -2
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@@ -1,11 +1,17 @@
#version 450
layout(location = 0) in vec2 position;
layout(location = 0) in vec2 pos;
layout(location = 1) in vec3 colour;
layout(location = 0) out vec3 frag_colour;
layout(push_constant) uniform MVP {
mat4 model;
mat4 view;
mat4 proj;
} mvp;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
gl_Position = mvp.proj * mvp.view * mvp.model * vec4(pos, 0.0, 1.0);
frag_colour = colour;
}