SFML/examples/vulkan/Vulkan.cpp
2022-06-08 13:16:40 +02:00

2560 lines
98 KiB
C++

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#define GLAD_VULKAN_IMPLEMENTATION
#include <vulkan.h>
// Include graphics because we use sf::Image for loading images
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>
#include <iostream>
#include <limits>
#include <vector>
#include <cmath>
#include <cstring>
////////////////////////////////////////////////////////////
// Helper functions
////////////////////////////////////////////////////////////
namespace
{
using Vec3 = float[3];
using Matrix = float[4][4];
// Multiply 2 matrices
void matrixMultiply(Matrix& result, const Matrix& left, const Matrix& right)
{
Matrix temp;
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
temp[i][j] = left[0][j] * right[i][0] + left[1][j] * right[i][1] + left[2][j] * right[i][2] + left[3][j] * right[i][3];
}
std::memcpy(result, temp, sizeof(Matrix));
}
// Rotate a matrix around the x-axis
void matrixRotateX(Matrix& result, sf::Angle angle)
{
float rad = angle.asRadians();
Matrix matrix = {
{1.f, 0.f, 0.f, 0.f},
{0.f, std::cos(rad), std::sin(rad), 0.f},
{0.f, -std::sin(rad), std::cos(rad), 0.f},
{0.f, 0.f, 0.f, 1.f}
};
matrixMultiply(result, result, matrix);
}
// Rotate a matrix around the y-axis
void matrixRotateY(Matrix& result, sf::Angle angle)
{
float rad = angle.asRadians();
Matrix matrix = {
{ std::cos(rad), 0.f, std::sin(rad), 0.f},
{ 0.f, 1.f, 0.f, 0.f},
{-std::sin(rad), 0.f, std::cos(rad), 0.f},
{ 0.f, 0.f, 0.f, 1.f}
};
matrixMultiply(result, result, matrix);
}
// Rotate a matrix around the z-axis
void matrixRotateZ(Matrix& result, sf::Angle angle)
{
float rad = angle.asRadians();
Matrix matrix = {
{ std::cos(rad), std::sin(rad), 0.f, 0.f},
{-std::sin(rad), std::cos(rad), 0.f, 0.f},
{ 0.f, 0.f, 1.f, 0.f},
{ 0.f, 0.f, 0.f, 1.f}
};
matrixMultiply(result, result, matrix);
}
// Construct a lookat view matrix
void matrixLookAt(Matrix& result, const Vec3& eye, const Vec3& center, const Vec3& up)
{
// Forward-looking vector
Vec3 forward = {
center[0] - eye[0],
center[1] - eye[1],
center[2] - eye[2]
};
// Normalize
float factor = 1.0f / std::sqrt(forward[0] * forward[0] + forward[1] * forward[1] + forward[2] * forward[2]);
for(float& f : forward)
f *= factor;
// Side vector (Forward cross product Up)
Vec3 side = {
forward[1] * up[2] - forward[2] * up[1],
forward[2] * up[0] - forward[0] * up[2],
forward[0] * up[1] - forward[1] * up[0]
};
// Normalize
factor = 1.0f / std::sqrt(side[0] * side[0] + side[1] * side[1] + side[2] * side[2]);
for(float& f : side)
f *= factor;
result[0][0] = side[0];
result[0][1] = side[1] * forward[2] - side[2] * forward[1];
result[0][2] = -forward[0];
result[0][3] = 0.f;
result[1][0] = side[1];
result[1][1] = side[2] * forward[0] - side[0] * forward[2];
result[1][2] = -forward[1];
result[1][3] = 0.f;
result[2][0] = side[2];
result[2][1] = side[0] * forward[1] - side[1] * forward[0];
result[2][2] = -forward[2];
result[2][3] = 0.f;
result[3][0] = (-eye[0]) * result[0][0] + (-eye[1]) * result[1][0] + (-eye[2]) * result[2][0];
result[3][1] = (-eye[0]) * result[0][1] + (-eye[1]) * result[1][1] + (-eye[2]) * result[2][1];
result[3][2] = (-eye[0]) * result[0][2] + (-eye[1]) * result[1][2] + (-eye[2]) * result[2][2];
result[3][3] = (-eye[0]) * result[0][3] + (-eye[1]) * result[1][3] + (-eye[2]) * result[2][3] + 1.0f;
}
// Construct a perspective projection matrix
void matrixPerspective(Matrix& result, sf::Angle fov, float aspect, float nearPlane, float farPlane)
{
const float a = 1.f / std::tan(fov.asRadians() / 2.f);
result[0][0] = a / aspect;
result[0][1] = 0.f;
result[0][2] = 0.f;
result[0][3] = 0.f;
result[1][0] = 0.f;
result[1][1] = -a;
result[1][2] = 0.f;
result[1][3] = 0.f;
result[2][0] = 0.f;
result[2][1] = 0.f;
result[2][2] = -((farPlane + nearPlane) / (farPlane - nearPlane));
result[2][3] = -1.f;
result[3][0] = 0.f;
result[3][1] = 0.f;
result[3][2] = -((2.f * farPlane * nearPlane) / (farPlane - nearPlane));
result[3][3] = 0.f;
}
// Clamp a value between low and high values
template<typename T>
T clamp(T value, T low, T high)
{
return (value <= low) ? low : ((value >= high) ? high : value);
}
// Helper function we pass to GLAD to load Vulkan functions via SFML
GLADapiproc getVulkanFunction(const char* name)
{
return sf::Vulkan::getFunction(name);
}
// Debug we pass to Vulkan to call when it detects warnings or errors
VKAPI_ATTR VkBool32 VKAPI_CALL debugCallback(VkDebugReportFlagsEXT, VkDebugReportObjectTypeEXT, uint64_t, size_t, int32_t, const char*, const char* pMessage, void*)
{
std::cerr << pMessage << std::endl;
return VK_FALSE;
}
}
////////////////////////////////////////////////////////////
// VulkanExample class
////////////////////////////////////////////////////////////
class VulkanExample
{
public:
// Constructor
VulkanExample() :
window(sf::VideoMode({800, 600}), "SFML window with Vulkan", sf::Style::Default),
vulkanAvailable(sf::Vulkan::isAvailable()),
maxFramesInFlight(2),
currentFrame(0),
swapchainOutOfDate(false),
instance(0),
debugReportCallback(0),
surface(0),
gpu(0),
queueFamilyIndex(-1),
device(0),
queue(0),
swapchainFormat(),
swapchainExtent(),
swapchain(0),
depthFormat(VK_FORMAT_UNDEFINED),
depthImage(0),
depthImageMemory(0),
depthImageView(0),
vertexShaderModule(0),
fragmentShaderModule(0),
descriptorSetLayout(0),
pipelineLayout(0),
renderPass(0),
graphicsPipeline(0),
commandPool(0),
vertexBuffer(0),
vertexBufferMemory(0),
indexBuffer(0),
indexBufferMemory(0),
textureImage(0),
textureImageMemory(0),
textureImageView(0),
textureSampler(0),
descriptorPool(0)
{
// Vulkan setup procedure
if (vulkanAvailable) setupInstance();
if (vulkanAvailable) setupDebugReportCallback();
if (vulkanAvailable) setupSurface();
if (vulkanAvailable) setupPhysicalDevice();
if (vulkanAvailable) setupLogicalDevice();
if (vulkanAvailable) setupSwapchain();
if (vulkanAvailable) setupSwapchainImages();
if (vulkanAvailable) setupShaders();
if (vulkanAvailable) setupRenderpass();
if (vulkanAvailable) setupDescriptorSetLayout();
if (vulkanAvailable) setupPipelineLayout();
if (vulkanAvailable) setupPipeline();
if (vulkanAvailable) setupCommandPool();
if (vulkanAvailable) setupVertexBuffer();
if (vulkanAvailable) setupIndexBuffer();
if (vulkanAvailable) setupUniformBuffers();
if (vulkanAvailable) setupDepthImage();
if (vulkanAvailable) setupDepthImageView();
if (vulkanAvailable) setupTextureImage();
if (vulkanAvailable) setupTextureImageView();
if (vulkanAvailable) setupTextureSampler();
if (vulkanAvailable) setupFramebuffers();
if (vulkanAvailable) setupDescriptorPool();
if (vulkanAvailable) setupDescriptorSets();
if (vulkanAvailable) setupCommandBuffers();
if (vulkanAvailable) setupDraw();
if (vulkanAvailable) setupSemaphores();
if (vulkanAvailable) setupFences();
// If something went wrong, notify the user by setting the window title
if (!vulkanAvailable)
window.setTitle("SFML window with Vulkan (Vulkan not available)");
}
// Destructor
~VulkanExample()
{
// Wait until there are no pending frames
if (device)
vkDeviceWaitIdle(device);
// Teardown swapchain
cleanupSwapchain();
// Vulkan teardown procedure
for (VkFence fence : fences)
vkDestroyFence(device, fence, 0);
for (VkSemaphore renderFinishedSemaphore : renderFinishedSemaphores)
vkDestroySemaphore(device, renderFinishedSemaphore, 0);
for (VkSemaphore imageAvailableSemaphore : imageAvailableSemaphores)
vkDestroySemaphore(device, imageAvailableSemaphore, 0);
if (descriptorPool)
vkDestroyDescriptorPool(device, descriptorPool, 0);
for (VkDeviceMemory i : uniformBuffersMemory)
vkFreeMemory(device, i, 0);
for (VkBuffer uniformBuffer : uniformBuffers)
vkDestroyBuffer(device, uniformBuffer, 0);
if (textureSampler)
vkDestroySampler(device, textureSampler, 0);
if (textureImageView)
vkDestroyImageView(device, textureImageView, 0);
if (textureImageMemory)
vkFreeMemory(device, textureImageMemory, 0);
if (textureImage)
vkDestroyImage(device, textureImage, 0);
if (indexBufferMemory)
vkFreeMemory(device, indexBufferMemory, 0);
if (indexBuffer)
vkDestroyBuffer(device, indexBuffer, 0);
if (vertexBufferMemory)
vkFreeMemory(device, vertexBufferMemory, 0);
if (vertexBuffer)
vkDestroyBuffer(device, vertexBuffer, 0);
if (commandPool)
vkDestroyCommandPool(device, commandPool, 0);
if (descriptorSetLayout)
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, 0);
if (fragmentShaderModule)
vkDestroyShaderModule(device, fragmentShaderModule, 0);
if (vertexShaderModule)
vkDestroyShaderModule(device, vertexShaderModule, 0);
if (device)
vkDestroyDevice(device, 0);
if (surface)
vkDestroySurfaceKHR(instance, surface, 0);
if (debugReportCallback)
vkDestroyDebugReportCallbackEXT(instance, debugReportCallback, 0);
if (instance)
vkDestroyInstance(instance, 0);
}
// Cleanup swapchain
void cleanupSwapchain()
{
// Swapchain teardown procedure
for (VkFence fence : fences)
vkWaitForFences(device, 1, &fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
if (commandBuffers.size())
vkFreeCommandBuffers(device, commandPool, static_cast<sf::Uint32>(commandBuffers.size()), commandBuffers.data());
commandBuffers.clear();
for (VkFramebuffer swapchainFramebuffer : swapchainFramebuffers)
vkDestroyFramebuffer(device, swapchainFramebuffer, 0);
swapchainFramebuffers.clear();
if (graphicsPipeline)
vkDestroyPipeline(device, graphicsPipeline, 0);
if (renderPass)
vkDestroyRenderPass(device, renderPass, 0);
if (pipelineLayout)
vkDestroyPipelineLayout(device, pipelineLayout, 0);
if (depthImageView)
vkDestroyImageView(device, depthImageView, 0);
if (depthImageMemory)
vkFreeMemory(device, depthImageMemory, 0);
if (depthImage)
vkDestroyImage(device, depthImage, 0);
for (VkImageView swapchainImageView : swapchainImageViews)
vkDestroyImageView(device, swapchainImageView, 0);
swapchainImageViews.clear();
if (swapchain)
vkDestroySwapchainKHR(device, swapchain, 0);
}
// Cleanup and recreate swapchain
void recreateSwapchain()
{
// Wait until there are no pending frames
vkDeviceWaitIdle(device);
// Cleanup swapchain
cleanupSwapchain();
// Swapchain setup procedure
if (vulkanAvailable) setupSwapchain();
if (vulkanAvailable) setupSwapchainImages();
if (vulkanAvailable) setupPipelineLayout();
if (vulkanAvailable) setupRenderpass();
if (vulkanAvailable) setupPipeline();
if (vulkanAvailable) setupDepthImage();
if (vulkanAvailable) setupDepthImageView();
if (vulkanAvailable) setupFramebuffers();
if (vulkanAvailable) setupCommandBuffers();
if (vulkanAvailable) setupDraw();
}
// Setup Vulkan instance
void setupInstance()
{
// Load bootstrap entry points
gladLoadVulkan(0, getVulkanFunction);
if (!vkCreateInstance)
{
vulkanAvailable = false;
return;
}
// Retrieve the available instance layers
uint32_t objectCount = 0;
std::vector<VkLayerProperties> layers;
if (vkEnumerateInstanceLayerProperties(&objectCount, 0) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
layers.resize(objectCount);
if (vkEnumerateInstanceLayerProperties(&objectCount, layers.data()) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Activate the layers we are interested in
std::vector<const char*> validationLayers;
for (VkLayerProperties& layer : layers)
{
// VK_LAYER_LUNARG_standard_validation, meta-layer for the following layers:
// -- VK_LAYER_GOOGLE_threading
// -- VK_LAYER_LUNARG_parameter_validation
// -- VK_LAYER_LUNARG_device_limits
// -- VK_LAYER_LUNARG_object_tracker
// -- VK_LAYER_LUNARG_image
// -- VK_LAYER_LUNARG_core_validation
// -- VK_LAYER_LUNARG_swapchain
// -- VK_LAYER_GOOGLE_unique_objects
// These layers perform error checking and warn about bad or sub-optimal Vulkan API usage
// VK_LAYER_LUNARG_monitor appends an FPS counter to the window title
if (!std::strcmp(layer.layerName, "VK_LAYER_LUNARG_standard_validation"))
{
validationLayers.push_back("VK_LAYER_LUNARG_standard_validation");
}
else if (!std::strcmp(layer.layerName, "VK_LAYER_LUNARG_monitor"))
{
validationLayers.push_back("VK_LAYER_LUNARG_monitor");
}
}
// Retrieve the extensions we need to enable in order to use Vulkan with SFML
std::vector<const char*> requiredExtentions = sf::Vulkan::getGraphicsRequiredInstanceExtensions();
requiredExtentions.push_back(VK_EXT_DEBUG_REPORT_EXTENSION_NAME);
// Register our application information
VkApplicationInfo applicationInfo = VkApplicationInfo();
applicationInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
applicationInfo.pApplicationName = "SFML Vulkan Test";
applicationInfo.applicationVersion = VK_MAKE_VERSION(1, 0, 0);
applicationInfo.pEngineName = "SFML Vulkan Test Engine";
applicationInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
applicationInfo.apiVersion = VK_API_VERSION_1_0;
VkInstanceCreateInfo instanceCreateInfo = VkInstanceCreateInfo();
instanceCreateInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
instanceCreateInfo.pApplicationInfo = &applicationInfo;
instanceCreateInfo.enabledLayerCount = static_cast<sf::Uint32>(validationLayers.size());
instanceCreateInfo.ppEnabledLayerNames = validationLayers.data();
instanceCreateInfo.enabledExtensionCount = static_cast<sf::Uint32>(requiredExtentions.size());
instanceCreateInfo.ppEnabledExtensionNames = requiredExtentions.data();
// Try to create a Vulkan instance with debug report enabled
VkResult result = vkCreateInstance(&instanceCreateInfo, 0, &instance);
// If an extension is missing, try disabling debug report
if (result == VK_ERROR_EXTENSION_NOT_PRESENT)
{
requiredExtentions.pop_back();
instanceCreateInfo.enabledExtensionCount = static_cast<sf::Uint32>(requiredExtentions.size());
instanceCreateInfo.ppEnabledExtensionNames = requiredExtentions.data();
result = vkCreateInstance(&instanceCreateInfo, 0, &instance);
}
// If instance creation still fails, give up
if (result != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Load instance entry points
gladLoadVulkan(0, getVulkanFunction);
}
// Setup our debug callback function to be called by Vulkan
void setupDebugReportCallback()
{
// Don't try to register the callback if the extension is not available
if (!vkCreateDebugReportCallbackEXT)
return;
// Register for warnings and errors
VkDebugReportCallbackCreateInfoEXT debugReportCallbackCreateInfo = VkDebugReportCallbackCreateInfoEXT();
debugReportCallbackCreateInfo.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debugReportCallbackCreateInfo.flags = VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT | VK_DEBUG_REPORT_ERROR_BIT_EXT;
debugReportCallbackCreateInfo.pfnCallback = debugCallback;
// Create the debug callback
if (vkCreateDebugReportCallbackEXT(instance, &debugReportCallbackCreateInfo, 0, &debugReportCallback) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Setup the SFML window Vulkan rendering surface
void setupSurface()
{
if (!window.createVulkanSurface(instance, surface))
vulkanAvailable = false;
}
// Select a GPU to use and query its capabilities
void setupPhysicalDevice()
{
// Last sanity check
if (!vkEnumeratePhysicalDevices || !vkCreateDevice || !vkGetPhysicalDeviceProperties)
{
vulkanAvailable = false;
return;
}
// Retrieve list of GPUs
uint32_t objectCount = 0;
std::vector<VkPhysicalDevice> devices;
if (vkEnumeratePhysicalDevices(instance, &objectCount, 0) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
devices.resize(objectCount);
if (vkEnumeratePhysicalDevices(instance, &objectCount, devices.data()) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Look for a GPU that supports swapchains
for (VkPhysicalDevice dev : devices)
{
VkPhysicalDeviceProperties deviceProperties;
vkGetPhysicalDeviceProperties(dev, &deviceProperties);
std::vector<VkExtensionProperties> extensions;
if (vkEnumerateDeviceExtensionProperties(dev, 0, &objectCount, 0) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
extensions.resize(objectCount);
if (vkEnumerateDeviceExtensionProperties(dev, 0, &objectCount, extensions.data()) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
bool supportsSwapchain = false;
for (VkExtensionProperties& extension : extensions)
{
if (!std::strcmp(extension.extensionName, VK_KHR_SWAPCHAIN_EXTENSION_NAME))
{
supportsSwapchain = true;
break;
}
}
if (!supportsSwapchain)
continue;
// Prefer discrete over integrated GPUs if multiple are available
if (deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
{
gpu = dev;
break;
}
else if (deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU)
{
gpu = dev;
}
}
if (!gpu)
{
vulkanAvailable = false;
return;
}
// Load physical device entry points
gladLoadVulkan(gpu, getVulkanFunction);
// Check what depth formats are available and select one
VkFormatProperties formatProperties = VkFormatProperties();
vkGetPhysicalDeviceFormatProperties(gpu, VK_FORMAT_D24_UNORM_S8_UINT, &formatProperties);
if (formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) {
depthFormat = VK_FORMAT_D24_UNORM_S8_UINT;
}
else
{
vkGetPhysicalDeviceFormatProperties(gpu, VK_FORMAT_D32_SFLOAT_S8_UINT, &formatProperties);
if (formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) {
depthFormat = VK_FORMAT_D32_SFLOAT_S8_UINT;
}
else
{
vkGetPhysicalDeviceFormatProperties(gpu, VK_FORMAT_D32_SFLOAT, &formatProperties);
if (formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT) {
depthFormat = VK_FORMAT_D32_SFLOAT;
}
else
{
vulkanAvailable = false;
return;
}
}
}
}
// Setup logical device and device queue
void setupLogicalDevice()
{
// Select a queue family that supports graphics operations and surface presentation
uint32_t objectCount = 0;
std::vector<VkQueueFamilyProperties> queueFamilyProperties;
vkGetPhysicalDeviceQueueFamilyProperties(gpu, &objectCount, 0);
queueFamilyProperties.resize(objectCount);
vkGetPhysicalDeviceQueueFamilyProperties(gpu, &objectCount, queueFamilyProperties.data());
for (std::size_t i = 0; i < queueFamilyProperties.size(); ++i)
{
VkBool32 surfaceSupported = VK_FALSE;
vkGetPhysicalDeviceSurfaceSupportKHR(gpu, static_cast<sf::Uint32>(i), surface, &surfaceSupported);
if ((queueFamilyProperties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) && (surfaceSupported == VK_TRUE))
{
queueFamilyIndex = static_cast<int>(i);
break;
}
}
if (queueFamilyIndex < 0)
{
vulkanAvailable = false;
return;
}
float queuePriority = 1.0f;
VkDeviceQueueCreateInfo deviceQueueCreateInfo = VkDeviceQueueCreateInfo();
deviceQueueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
deviceQueueCreateInfo.queueCount = 1;
deviceQueueCreateInfo.queueFamilyIndex = static_cast<uint32_t>(queueFamilyIndex);
deviceQueueCreateInfo.pQueuePriorities = &queuePriority;
// Enable the swapchain extension
const char* extentions[1] = { VK_KHR_SWAPCHAIN_EXTENSION_NAME };
// Enable anisotropic filtering
VkPhysicalDeviceFeatures physicalDeviceFeatures = VkPhysicalDeviceFeatures();
physicalDeviceFeatures.samplerAnisotropy = VK_TRUE;
VkDeviceCreateInfo deviceCreateInfo = VkDeviceCreateInfo();
deviceCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
deviceCreateInfo.enabledExtensionCount = 1;
deviceCreateInfo.ppEnabledExtensionNames = extentions;
deviceCreateInfo.queueCreateInfoCount = 1;
deviceCreateInfo.pQueueCreateInfos = &deviceQueueCreateInfo;
deviceCreateInfo.pEnabledFeatures = &physicalDeviceFeatures;
// Create our logical device
if (vkCreateDevice(gpu, &deviceCreateInfo, 0, &device) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Retrieve a handle to the logical device command queue
vkGetDeviceQueue(device, static_cast<uint32_t>(queueFamilyIndex), 0, &queue);
}
// Query surface formats and set up swapchain
void setupSwapchain()
{
// Select a surface format that supports RGBA color format
uint32_t objectCount = 0;
std::vector<VkSurfaceFormatKHR> surfaceFormats;
if (vkGetPhysicalDeviceSurfaceFormatsKHR(gpu, surface, &objectCount, 0) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
surfaceFormats.resize(objectCount);
if (vkGetPhysicalDeviceSurfaceFormatsKHR(gpu, surface, &objectCount, surfaceFormats.data()) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
if ((surfaceFormats.size() == 1) && (surfaceFormats[0].format == VK_FORMAT_UNDEFINED))
{
swapchainFormat.format = VK_FORMAT_B8G8R8A8_UNORM;
swapchainFormat.colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR;
}
else if (!surfaceFormats.empty())
{
for (VkSurfaceFormatKHR& surfaceFormat : surfaceFormats)
{
if ((surfaceFormat.format == VK_FORMAT_B8G8R8A8_UNORM) && (surfaceFormat.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR))
{
swapchainFormat.format = VK_FORMAT_B8G8R8A8_UNORM;
swapchainFormat.colorSpace = VK_COLOR_SPACE_SRGB_NONLINEAR_KHR;
break;
}
}
if (swapchainFormat.format == VK_FORMAT_UNDEFINED)
swapchainFormat = surfaceFormats[0];
}
else
{
vulkanAvailable = false;
return;
}
// Select a swapchain present mode
std::vector<VkPresentModeKHR> presentModes;
if (vkGetPhysicalDeviceSurfacePresentModesKHR(gpu, surface, &objectCount, 0) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
presentModes.resize(objectCount);
if (vkGetPhysicalDeviceSurfacePresentModesKHR(gpu, surface, &objectCount, presentModes.data()) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Prefer mailbox over FIFO if it is available
VkPresentModeKHR presentMode = VK_PRESENT_MODE_FIFO_KHR;
for (VkPresentModeKHR& i : presentModes)
{
if (i == VK_PRESENT_MODE_MAILBOX_KHR)
{
presentMode = i;
break;
}
}
// Determine size and count of swapchain images
VkSurfaceCapabilitiesKHR surfaceCapabilities;
if (vkGetPhysicalDeviceSurfaceCapabilitiesKHR(gpu, surface, &surfaceCapabilities) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
swapchainExtent.width = clamp<uint32_t>(window.getSize().x, surfaceCapabilities.minImageExtent.width, surfaceCapabilities.maxImageExtent.width);
swapchainExtent.height = clamp<uint32_t>(window.getSize().y, surfaceCapabilities.minImageExtent.height, surfaceCapabilities.maxImageExtent.height);
auto imageCount = clamp<uint32_t>(2, surfaceCapabilities.minImageCount, surfaceCapabilities.maxImageCount);
VkSwapchainCreateInfoKHR swapchainCreateInfo = VkSwapchainCreateInfoKHR();
swapchainCreateInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
swapchainCreateInfo.surface = surface;
swapchainCreateInfo.minImageCount = imageCount;
swapchainCreateInfo.imageFormat = swapchainFormat.format;
swapchainCreateInfo.imageColorSpace = swapchainFormat.colorSpace;
swapchainCreateInfo.imageExtent = swapchainExtent;
swapchainCreateInfo.imageArrayLayers = 1;
swapchainCreateInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
swapchainCreateInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
swapchainCreateInfo.preTransform = surfaceCapabilities.currentTransform;
swapchainCreateInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
swapchainCreateInfo.presentMode = presentMode;
swapchainCreateInfo.clipped = VK_TRUE;
swapchainCreateInfo.oldSwapchain = VK_NULL_HANDLE;
// Create the swapchain
if (vkCreateSwapchainKHR(device, &swapchainCreateInfo, 0, &swapchain) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Retrieve the swapchain images and create image views for them
void setupSwapchainImages()
{
// Retrieve swapchain images
uint32_t objectCount = 0;
if (vkGetSwapchainImagesKHR(device, swapchain, &objectCount, 0) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
swapchainImages.resize(objectCount);
swapchainImageViews.resize(objectCount);
if (vkGetSwapchainImagesKHR(device, swapchain, &objectCount, swapchainImages.data()) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
VkImageViewCreateInfo imageViewCreateInfo = VkImageViewCreateInfo();
imageViewCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
imageViewCreateInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
imageViewCreateInfo.format = swapchainFormat.format;
imageViewCreateInfo.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
imageViewCreateInfo.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
imageViewCreateInfo.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
imageViewCreateInfo.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
imageViewCreateInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageViewCreateInfo.subresourceRange.baseMipLevel = 0;
imageViewCreateInfo.subresourceRange.levelCount = 1;
imageViewCreateInfo.subresourceRange.baseArrayLayer = 0;
imageViewCreateInfo.subresourceRange.layerCount = 1;
// Create an image view for each swapchain image
for (std::size_t i = 0; i < swapchainImages.size(); ++i)
{
imageViewCreateInfo.image = swapchainImages[i];
if (vkCreateImageView(device, &imageViewCreateInfo, 0, &swapchainImageViews[i]) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
}
// Load vertex and fragment shader modules
void setupShaders()
{
VkShaderModuleCreateInfo shaderModuleCreateInfo = VkShaderModuleCreateInfo();
shaderModuleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
// Use the vertex shader SPIR-V code to create a vertex shader module
{
sf::FileInputStream file;
if (!file.open("resources/shader.vert.spv"))
{
vulkanAvailable = false;
return;
}
std::vector<uint32_t> buffer(static_cast<std::size_t>(file.getSize()) / sizeof(uint32_t));
if (file.read(buffer.data(), file.getSize()) != file.getSize())
{
vulkanAvailable = false;
return;
}
shaderModuleCreateInfo.codeSize = buffer.size() * sizeof(uint32_t);
shaderModuleCreateInfo.pCode = buffer.data();
if (vkCreateShaderModule(device, &shaderModuleCreateInfo, 0, &vertexShaderModule) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Use the fragment shader SPIR-V code to create a fragment shader module
{
sf::FileInputStream file;
if (!file.open("resources/shader.frag.spv"))
{
vulkanAvailable = false;
return;
}
std::vector<uint32_t> buffer(static_cast<std::size_t>(file.getSize()) / sizeof(uint32_t));
if (file.read(buffer.data(), file.getSize()) != file.getSize())
{
vulkanAvailable = false;
return;
}
shaderModuleCreateInfo.codeSize = buffer.size() * sizeof(uint32_t);
shaderModuleCreateInfo.pCode = buffer.data();
if (vkCreateShaderModule(device, &shaderModuleCreateInfo, 0, &fragmentShaderModule) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Prepare the shader stage information for later pipeline creation
shaderStages[0]= VkPipelineShaderStageCreateInfo();
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].module = vertexShaderModule;
shaderStages[0].pName = "main";
shaderStages[1]= VkPipelineShaderStageCreateInfo();
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].module = fragmentShaderModule;
shaderStages[1].pName = "main";
}
// Setup renderpass and its subpass dependencies
void setupRenderpass()
{
VkAttachmentDescription attachmentDescriptions[2];
// Color attachment
attachmentDescriptions[0] = VkAttachmentDescription();
attachmentDescriptions[0].format = swapchainFormat.format;
attachmentDescriptions[0].samples = VK_SAMPLE_COUNT_1_BIT;
attachmentDescriptions[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentDescriptions[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachmentDescriptions[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachmentDescriptions[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachmentDescriptions[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachmentDescriptions[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
// Depth attachment
attachmentDescriptions[1] = VkAttachmentDescription();
attachmentDescriptions[1].format = depthFormat;
attachmentDescriptions[1].samples = VK_SAMPLE_COUNT_1_BIT;
attachmentDescriptions[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachmentDescriptions[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachmentDescriptions[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachmentDescriptions[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachmentDescriptions[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachmentDescriptions[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
VkAttachmentReference colorAttachmentReference = {};
colorAttachmentReference.attachment = 0;
colorAttachmentReference.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkAttachmentReference depthStencilAttachmentReference = {};
depthStencilAttachmentReference.attachment = 1;
depthStencilAttachmentReference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
// Set up the renderpass to depend on commands that execute before the renderpass begins
VkSubpassDescription subpassDescription = VkSubpassDescription();
subpassDescription.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpassDescription.colorAttachmentCount = 1;
subpassDescription.pColorAttachments = &colorAttachmentReference;
subpassDescription.pDepthStencilAttachment = &depthStencilAttachmentReference;
VkSubpassDependency subpassDependency = VkSubpassDependency();
subpassDependency.srcSubpass = VK_SUBPASS_EXTERNAL;
subpassDependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
subpassDependency.srcAccessMask = 0;
subpassDependency.dstSubpass = 0;
subpassDependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
subpassDependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
VkRenderPassCreateInfo renderPassCreateInfo = VkRenderPassCreateInfo();
renderPassCreateInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassCreateInfo.attachmentCount = 2;
renderPassCreateInfo.pAttachments = attachmentDescriptions;
renderPassCreateInfo.subpassCount = 1;
renderPassCreateInfo.pSubpasses = &subpassDescription;
renderPassCreateInfo.dependencyCount = 1;
renderPassCreateInfo.pDependencies = &subpassDependency;
// Create the renderpass
if (vkCreateRenderPass(device, &renderPassCreateInfo, 0, &renderPass) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Set up uniform buffer and texture sampler descriptor set layouts
void setupDescriptorSetLayout()
{
VkDescriptorSetLayoutBinding descriptorSetLayoutBindings[2];
// Layout binding for uniform buffer
descriptorSetLayoutBindings[0] = VkDescriptorSetLayoutBinding();
descriptorSetLayoutBindings[0].binding = 0;
descriptorSetLayoutBindings[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descriptorSetLayoutBindings[0].descriptorCount = 1;
descriptorSetLayoutBindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
// Layout binding for texture sampler
descriptorSetLayoutBindings[1] = VkDescriptorSetLayoutBinding();
descriptorSetLayoutBindings[1].binding = 1;
descriptorSetLayoutBindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptorSetLayoutBindings[1].descriptorCount = 1;
descriptorSetLayoutBindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo = VkDescriptorSetLayoutCreateInfo();
descriptorSetLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
descriptorSetLayoutCreateInfo.bindingCount = 2;
descriptorSetLayoutCreateInfo.pBindings = descriptorSetLayoutBindings;
// Create descriptor set layout
if (vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCreateInfo, 0, &descriptorSetLayout) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Set up pipeline layout
void setupPipelineLayout()
{
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = VkPipelineLayoutCreateInfo();
pipelineLayoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutCreateInfo.setLayoutCount = 1;
pipelineLayoutCreateInfo.pSetLayouts = &descriptorSetLayout;
// Create pipeline layout
if (vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, 0, &pipelineLayout) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Set up rendering pipeline
void setupPipeline()
{
// Set up how the vertex shader pulls data out of our vertex buffer
VkVertexInputBindingDescription vertexInputBindingDescription = VkVertexInputBindingDescription();
vertexInputBindingDescription.binding = 0;
vertexInputBindingDescription.stride = sizeof(float) * 9;
vertexInputBindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
// Set up how the vertex buffer data is interpreted as attributes by the vertex shader
VkVertexInputAttributeDescription vertexInputAttributeDescriptions[3];
// Position attribute
vertexInputAttributeDescriptions[0] = VkVertexInputAttributeDescription();
vertexInputAttributeDescriptions[0].binding = 0;
vertexInputAttributeDescriptions[0].location = 0;
vertexInputAttributeDescriptions[0].format = VK_FORMAT_R32G32B32_SFLOAT;
vertexInputAttributeDescriptions[0].offset = sizeof(float) * 0;
// Color attribute
vertexInputAttributeDescriptions[1] = VkVertexInputAttributeDescription();
vertexInputAttributeDescriptions[1].binding = 0;
vertexInputAttributeDescriptions[1].location = 1;
vertexInputAttributeDescriptions[1].format = VK_FORMAT_R32G32B32A32_SFLOAT;
vertexInputAttributeDescriptions[1].offset = sizeof(float) * 3;
// Texture coordinate attribute
vertexInputAttributeDescriptions[2] = VkVertexInputAttributeDescription();
vertexInputAttributeDescriptions[2].binding = 0;
vertexInputAttributeDescriptions[2].location = 2;
vertexInputAttributeDescriptions[2].format = VK_FORMAT_R32G32_SFLOAT;
vertexInputAttributeDescriptions[2].offset = sizeof(float) * 7;
VkPipelineVertexInputStateCreateInfo vertexInputStateCreateInfo = VkPipelineVertexInputStateCreateInfo();
vertexInputStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputStateCreateInfo.vertexBindingDescriptionCount = 1;
vertexInputStateCreateInfo.pVertexBindingDescriptions = &vertexInputBindingDescription;
vertexInputStateCreateInfo.vertexAttributeDescriptionCount = 3;
vertexInputStateCreateInfo.pVertexAttributeDescriptions = vertexInputAttributeDescriptions;
// We want to generate a triangle list with our vertex data
VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCreateInfo = VkPipelineInputAssemblyStateCreateInfo();
inputAssemblyStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssemblyStateCreateInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
inputAssemblyStateCreateInfo.primitiveRestartEnable = VK_FALSE;
// Set up the viewport
VkViewport viewport = VkViewport();
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = static_cast<float>(swapchainExtent.width);
viewport.height = static_cast<float>(swapchainExtent.height);
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.f;
// Set up the scissor region
VkRect2D scissor = VkRect2D();
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent = swapchainExtent;
VkPipelineViewportStateCreateInfo pipelineViewportStateCreateInfo = VkPipelineViewportStateCreateInfo();
pipelineViewportStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
pipelineViewportStateCreateInfo.viewportCount = 1;
pipelineViewportStateCreateInfo.pViewports = &viewport;
pipelineViewportStateCreateInfo.scissorCount = 1;
pipelineViewportStateCreateInfo.pScissors = &scissor;
// Set up rasterization parameters: fill polygons, no backface culling, front face is counter-clockwise
VkPipelineRasterizationStateCreateInfo pipelineRasterizationStateCreateInfo = VkPipelineRasterizationStateCreateInfo();
pipelineRasterizationStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
pipelineRasterizationStateCreateInfo.depthClampEnable = VK_FALSE;
pipelineRasterizationStateCreateInfo.rasterizerDiscardEnable = VK_FALSE;
pipelineRasterizationStateCreateInfo.polygonMode = VK_POLYGON_MODE_FILL;
pipelineRasterizationStateCreateInfo.lineWidth = 1.0f;
pipelineRasterizationStateCreateInfo.cullMode = VK_CULL_MODE_NONE;
pipelineRasterizationStateCreateInfo.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
pipelineRasterizationStateCreateInfo.depthBiasEnable = VK_FALSE;
// Enable depth testing and disable scissor testing
VkPipelineDepthStencilStateCreateInfo pipelineDepthStencilStateCreateInfo = VkPipelineDepthStencilStateCreateInfo();
pipelineDepthStencilStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
pipelineDepthStencilStateCreateInfo.depthTestEnable = VK_TRUE;
pipelineDepthStencilStateCreateInfo.depthWriteEnable = VK_TRUE;
pipelineDepthStencilStateCreateInfo.depthCompareOp = VK_COMPARE_OP_LESS;
pipelineDepthStencilStateCreateInfo.depthBoundsTestEnable = VK_FALSE;
pipelineDepthStencilStateCreateInfo.stencilTestEnable = VK_FALSE;
// Enable multi-sampling
VkPipelineMultisampleStateCreateInfo pipelineMultisampleStateCreateInfo = VkPipelineMultisampleStateCreateInfo();
pipelineMultisampleStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
pipelineMultisampleStateCreateInfo.sampleShadingEnable = VK_FALSE;
pipelineMultisampleStateCreateInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
// Set up blending parameters
VkPipelineColorBlendAttachmentState pipelineColorBlendAttachmentState = VkPipelineColorBlendAttachmentState();
pipelineColorBlendAttachmentState.blendEnable = VK_TRUE;
pipelineColorBlendAttachmentState.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
pipelineColorBlendAttachmentState.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
pipelineColorBlendAttachmentState.colorBlendOp = VK_BLEND_OP_ADD;
pipelineColorBlendAttachmentState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
pipelineColorBlendAttachmentState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
pipelineColorBlendAttachmentState.alphaBlendOp = VK_BLEND_OP_ADD;
pipelineColorBlendAttachmentState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkPipelineColorBlendStateCreateInfo pipelineColorBlendStateCreateInfo = VkPipelineColorBlendStateCreateInfo();
pipelineColorBlendStateCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
pipelineColorBlendStateCreateInfo.logicOpEnable = VK_FALSE;
pipelineColorBlendStateCreateInfo.attachmentCount = 1;
pipelineColorBlendStateCreateInfo.pAttachments = &pipelineColorBlendAttachmentState;
VkGraphicsPipelineCreateInfo graphicsPipelineCreateInfo = VkGraphicsPipelineCreateInfo();
graphicsPipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
graphicsPipelineCreateInfo.stageCount = 2;
graphicsPipelineCreateInfo.pStages = shaderStages;
graphicsPipelineCreateInfo.pVertexInputState = &vertexInputStateCreateInfo;
graphicsPipelineCreateInfo.pInputAssemblyState = &inputAssemblyStateCreateInfo;
graphicsPipelineCreateInfo.pViewportState = &pipelineViewportStateCreateInfo;
graphicsPipelineCreateInfo.pRasterizationState = &pipelineRasterizationStateCreateInfo;
graphicsPipelineCreateInfo.pDepthStencilState = &pipelineDepthStencilStateCreateInfo;
graphicsPipelineCreateInfo.pMultisampleState = &pipelineMultisampleStateCreateInfo;
graphicsPipelineCreateInfo.pColorBlendState = &pipelineColorBlendStateCreateInfo;
graphicsPipelineCreateInfo.layout = pipelineLayout;
graphicsPipelineCreateInfo.renderPass = renderPass;
graphicsPipelineCreateInfo.subpass = 0;
// Create our graphics pipeline
if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &graphicsPipelineCreateInfo, 0, &graphicsPipeline) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Use our renderpass and swapchain images to create the corresponding framebuffers
void setupFramebuffers()
{
swapchainFramebuffers.resize(swapchainImageViews.size());
VkFramebufferCreateInfo framebufferCreateInfo = VkFramebufferCreateInfo();
framebufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferCreateInfo.renderPass = renderPass;
framebufferCreateInfo.attachmentCount = 2;
framebufferCreateInfo.width = swapchainExtent.width;
framebufferCreateInfo.height = swapchainExtent.height;
framebufferCreateInfo.layers = 1;
for (std::size_t i = 0; i < swapchainFramebuffers.size(); ++i)
{
// Each framebuffer consists of a corresponding swapchain image and the shared depth image
VkImageView attachments[] = {swapchainImageViews[i], depthImageView};
framebufferCreateInfo.pAttachments = attachments;
// Create the framebuffer
if (vkCreateFramebuffer(device, &framebufferCreateInfo, 0, &swapchainFramebuffers[i]) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
}
// Set up our command pool
void setupCommandPool()
{
// We want to be able to reset command buffers after submitting them
VkCommandPoolCreateInfo commandPoolCreateInfo = VkCommandPoolCreateInfo();
commandPoolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
commandPoolCreateInfo.queueFamilyIndex = static_cast<uint32_t>(queueFamilyIndex);
commandPoolCreateInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
// Create our command pool
if (vkCreateCommandPool(device, &commandPoolCreateInfo, 0, &commandPool) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Helper to create a generic buffer with the specified size, usage and memory flags
bool createBuffer(VkDeviceSize size, VkBufferUsageFlags usage, VkMemoryPropertyFlags properties, VkBuffer& buffer, VkDeviceMemory& memory)
{
// We only have a single queue so we can request exclusive access
VkBufferCreateInfo bufferCreateInfo = VkBufferCreateInfo();
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
bufferCreateInfo.size = size;
bufferCreateInfo.usage = usage;
bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
// Create the buffer, this does not allocate any memory for it yet
if (vkCreateBuffer(device, &bufferCreateInfo, 0, &buffer) != VK_SUCCESS)
return false;
// Check what kind of memory we need to request from the GPU
VkMemoryRequirements memoryRequirements = VkMemoryRequirements();
vkGetBufferMemoryRequirements(device, buffer, &memoryRequirements);
// Check what GPU memory type is available for us to allocate out of
VkPhysicalDeviceMemoryProperties memoryProperties = VkPhysicalDeviceMemoryProperties();
vkGetPhysicalDeviceMemoryProperties(gpu, &memoryProperties);
uint32_t memoryType = 0;
for (; memoryType < memoryProperties.memoryTypeCount; ++memoryType)
{
if ((memoryRequirements.memoryTypeBits & static_cast<unsigned int>(1 << memoryType)) &&
((memoryProperties.memoryTypes[memoryType].propertyFlags & properties) == properties))
break;
}
if (memoryType == memoryProperties.memoryTypeCount)
return false;
VkMemoryAllocateInfo memoryAllocateInfo = VkMemoryAllocateInfo();
memoryAllocateInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
memoryAllocateInfo.allocationSize = memoryRequirements.size;
memoryAllocateInfo.memoryTypeIndex = memoryType;
// Allocate the memory out of the GPU pool for the required memory type
if (vkAllocateMemory(device, &memoryAllocateInfo, 0, &memory) != VK_SUCCESS)
return false;
// Bind the allocated memory to our buffer object
if (vkBindBufferMemory(device, buffer, memory, 0) != VK_SUCCESS)
return false;
return true;
}
// Helper to copy the contents of one buffer to another buffer
bool copyBuffer(VkBuffer dst, VkBuffer src, VkDeviceSize size)
{
// Allocate a primary command buffer out of our command pool
VkCommandBufferAllocateInfo commandBufferAllocateInfo = VkCommandBufferAllocateInfo();
commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandBufferAllocateInfo.commandPool = commandPool;
commandBufferAllocateInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
if (vkAllocateCommandBuffers(device, &commandBufferAllocateInfo, &commandBuffer) != VK_SUCCESS)
return false;
// Begin the command buffer
VkCommandBufferBeginInfo commandBufferBeginInfo = VkCommandBufferBeginInfo();
commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
if (vkBeginCommandBuffer(commandBuffer, &commandBufferBeginInfo) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
return false;
}
// Add our buffer copy command
VkBufferCopy bufferCopy = VkBufferCopy();
bufferCopy.srcOffset = 0;
bufferCopy.dstOffset = 0;
bufferCopy.size = size;
vkCmdCopyBuffer(commandBuffer, src, dst, 1, &bufferCopy);
// End and submit the command buffer
vkEndCommandBuffer(commandBuffer);
VkSubmitInfo submitInfo = VkSubmitInfo();
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
if (vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
return false;
}
// Ensure the command buffer has been processed
if (vkQueueWaitIdle(queue) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
return false;
}
// Free the command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
return true;
}
// Create our vertex buffer and upload its data
void setupVertexBuffer()
{
float vertexData[] = {
// X Y Z R G B A U V
-0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f
};
// Create a staging buffer that is writable by the CPU
VkBuffer stagingBuffer = 0;
VkDeviceMemory stagingBufferMemory = 0;
if (!createBuffer(
sizeof(vertexData),
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer,
stagingBufferMemory
))
{
vulkanAvailable = false;
return;
}
void* ptr;
// Map the buffer into our address space
if (vkMapMemory(device, stagingBufferMemory, 0, sizeof(vertexData), 0, &ptr) != VK_SUCCESS)
{
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Copy the vertex data into the buffer
std::memcpy(ptr, vertexData, sizeof(vertexData));
// Unmap the buffer
vkUnmapMemory(device, stagingBufferMemory);
// Create the GPU local vertex buffer
if (!createBuffer(
sizeof(vertexData),
VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
vertexBuffer,
vertexBufferMemory
))
{
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Copy the contents of the staging buffer into the GPU vertex buffer
vulkanAvailable = copyBuffer(vertexBuffer, stagingBuffer, sizeof(vertexData));
// Free the staging buffer and its memory
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
}
// Create our index buffer and upload its data
void setupIndexBuffer()
{
uint16_t indexData[] = {
0, 1, 2,
2, 3, 0,
4, 5, 6,
6, 7, 4,
8, 9, 10,
10, 11, 8,
12, 13, 14,
14, 15, 12,
16, 17, 18,
18, 19, 16,
20, 21, 22,
22, 23, 20
};
// Create a staging buffer that is writable by the CPU
VkBuffer stagingBuffer = 0;
VkDeviceMemory stagingBufferMemory = 0;
if (!createBuffer(
sizeof(indexData),
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
stagingBuffer,
stagingBufferMemory
))
{
vulkanAvailable = false;
return;
}
void* ptr;
// Map the buffer into our address space
if (vkMapMemory(device, stagingBufferMemory, 0, sizeof(indexData), 0, &ptr) != VK_SUCCESS)
{
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Copy the index data into the buffer
std::memcpy(ptr, indexData, sizeof(indexData));
// Unmap the buffer
vkUnmapMemory(device, stagingBufferMemory);
// Create the GPU local index buffer
if (!createBuffer(
sizeof(indexData),
VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
indexBuffer,
indexBufferMemory
))
{
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Copy the contents of the staging buffer into the GPU index buffer
vulkanAvailable = copyBuffer(indexBuffer, stagingBuffer, sizeof(indexData));
// Free the staging buffer and its memory
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
}
// Create our uniform buffer but don't upload any data yet
void setupUniformBuffers()
{
// Create a uniform buffer for every frame that might be in flight to prevent clobbering
for (size_t i = 0; i < swapchainImages.size(); ++i)
{
uniformBuffers.push_back(0);
uniformBuffersMemory.push_back(0);
// The uniform buffer will be host visible and coherent since we use it for streaming data every frame
if (!createBuffer(
sizeof(Matrix) * 3,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
uniformBuffers[i],
uniformBuffersMemory[i]
))
{
vulkanAvailable = false;
return;
}
}
}
// Helper to create a generic image with the specified size, format, usage and memory flags
bool createImage(uint32_t width, uint32_t height, VkFormat format, VkImageTiling tiling, VkImageUsageFlags usage, VkMemoryPropertyFlags properties, VkImage& image, VkDeviceMemory& imageMemory)
{
// We only have a single queue so we can request exclusive access
VkImageCreateInfo imageCreateInfo = VkImageCreateInfo();
imageCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imageCreateInfo.extent.width = width;
imageCreateInfo.extent.height = height;
imageCreateInfo.extent.depth = 1;
imageCreateInfo.mipLevels = 1;
imageCreateInfo.arrayLayers = 1;
imageCreateInfo.format = format;
imageCreateInfo.tiling = tiling;
imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imageCreateInfo.usage = usage;
imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
// Create the image, this does not allocate any memory for it yet
if (vkCreateImage(device, &imageCreateInfo, 0, &image) != VK_SUCCESS)
return false;
// Check what kind of memory we need to request from the GPU
VkMemoryRequirements memoryRequirements = VkMemoryRequirements();
vkGetImageMemoryRequirements(device, image, &memoryRequirements);
// Check what GPU memory type is available for us to allocate out of
VkPhysicalDeviceMemoryProperties memoryProperties = VkPhysicalDeviceMemoryProperties();
vkGetPhysicalDeviceMemoryProperties(gpu, &memoryProperties);
uint32_t memoryType = 0;
for (; memoryType < memoryProperties.memoryTypeCount; ++memoryType)
{
if ((memoryRequirements.memoryTypeBits & static_cast<unsigned int>(1 << memoryType)) &&
((memoryProperties.memoryTypes[memoryType].propertyFlags & properties) == properties))
break;
}
if (memoryType == memoryProperties.memoryTypeCount)
return false;
VkMemoryAllocateInfo memoryAllocateInfo = VkMemoryAllocateInfo();
memoryAllocateInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
memoryAllocateInfo.allocationSize = memoryRequirements.size;
memoryAllocateInfo.memoryTypeIndex = memoryType;
// Allocate the memory out of the GPU pool for the required memory type
if (vkAllocateMemory(device, &memoryAllocateInfo, 0, &imageMemory) != VK_SUCCESS)
return false;
// Bind the allocated memory to our image object
if (vkBindImageMemory(device, image, imageMemory, 0) != VK_SUCCESS)
return false;
return true;
}
// Create our depth image and transition it into the proper layout
void setupDepthImage()
{
// Create our depth image
if (!createImage(
swapchainExtent.width,
swapchainExtent.height,
depthFormat,
VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
depthImage,
depthImageMemory
))
{
vulkanAvailable = false;
return;
}
// Allocate a command buffer
VkCommandBufferAllocateInfo commandBufferAllocateInfo = VkCommandBufferAllocateInfo();
commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandBufferAllocateInfo.commandPool = commandPool;
commandBufferAllocateInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
if (vkAllocateCommandBuffers(device, &commandBufferAllocateInfo, &commandBuffer) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Begin the command buffer
VkCommandBufferBeginInfo commandBufferBeginInfo = VkCommandBufferBeginInfo();
commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
VkSubmitInfo submitInfo = VkSubmitInfo();
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
if (vkBeginCommandBuffer(commandBuffer, &commandBufferBeginInfo) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vulkanAvailable = false;
return;
}
// Submit a barrier to transition the image layout to depth stencil optimal
VkImageMemoryBarrier barrier = VkImageMemoryBarrier();
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = depthImage;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | ((depthFormat == VK_FORMAT_D32_SFLOAT) ? 0 : VK_IMAGE_ASPECT_STENCIL_BIT);
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
vkCmdPipelineBarrier(commandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, 0, 0, 0, 0, 0, 1, &barrier);
// End and submit the command buffer
if (vkEndCommandBuffer(commandBuffer) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vulkanAvailable = false;
return;
}
if (vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vulkanAvailable = false;
return;
}
// Ensure the command buffer has been processed
if (vkQueueWaitIdle(queue) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vulkanAvailable = false;
return;
}
// Free the command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
}
// Create an image view for our depth image
void setupDepthImageView()
{
VkImageViewCreateInfo imageViewCreateInfo = VkImageViewCreateInfo();
imageViewCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
imageViewCreateInfo.image = depthImage;
imageViewCreateInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
imageViewCreateInfo.format = depthFormat;
imageViewCreateInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | ((depthFormat == VK_FORMAT_D32_SFLOAT) ? 0 : VK_IMAGE_ASPECT_STENCIL_BIT);
imageViewCreateInfo.subresourceRange.baseMipLevel = 0;
imageViewCreateInfo.subresourceRange.levelCount = 1;
imageViewCreateInfo.subresourceRange.baseArrayLayer = 0;
imageViewCreateInfo.subresourceRange.layerCount = 1;
// Create the depth image view
if (vkCreateImageView(device, &imageViewCreateInfo, 0, &depthImageView) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Create an image for our texture data
void setupTextureImage()
{
// Load the image data
sf::Image imageData;
if (!imageData.loadFromFile("resources/logo.png"))
{
vulkanAvailable = false;
return;
}
// Create a staging buffer to transfer the data with
VkDeviceSize imageSize = imageData.getSize().x * imageData.getSize().y * 4;
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
createBuffer(imageSize, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, stagingBuffer, stagingBufferMemory);
void* ptr;
// Map the buffer into our address space
if (vkMapMemory(device, stagingBufferMemory, 0, imageSize, 0, &ptr) != VK_SUCCESS)
{
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Copy the image data into the buffer
std::memcpy(ptr, imageData.getPixelsPtr(), static_cast<std::size_t>(imageSize));
// Unmap the buffer
vkUnmapMemory(device, stagingBufferMemory);
// Create a GPU local image
if (!createImage(
imageData.getSize().x,
imageData.getSize().y,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
textureImage,
textureImageMemory
))
{
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Create a command buffer
VkCommandBufferAllocateInfo commandBufferAllocateInfo = VkCommandBufferAllocateInfo();
commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandBufferAllocateInfo.commandPool = commandPool;
commandBufferAllocateInfo.commandBufferCount = 1;
VkCommandBuffer commandBuffer;
if (vkAllocateCommandBuffers(device, &commandBufferAllocateInfo, &commandBuffer) != VK_SUCCESS)
{
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Begin the command buffer
VkCommandBufferBeginInfo commandBufferBeginInfo = VkCommandBufferBeginInfo();
commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
VkSubmitInfo submitInfo = VkSubmitInfo();
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffer;
if (vkBeginCommandBuffer(commandBuffer, &commandBufferBeginInfo) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Submit a barrier to transition the image layout to transfer destionation optimal
VkImageMemoryBarrier barrier = VkImageMemoryBarrier();
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = textureImage;
barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
barrier.subresourceRange.baseMipLevel = 0;
barrier.subresourceRange.levelCount = 1;
barrier.subresourceRange.baseArrayLayer = 0;
barrier.subresourceRange.layerCount = 1;
barrier.srcAccessMask = 0;
barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
vkCmdPipelineBarrier(commandBuffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, 0, 0, 0, 1, &barrier);
if (vkEndCommandBuffer(commandBuffer) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
if (vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Ensure the command buffer has been processed
if (vkQueueWaitIdle(queue) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Begin the command buffer
if (vkBeginCommandBuffer(commandBuffer, &commandBufferBeginInfo) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Copy the staging buffer contents into the image
VkBufferImageCopy bufferImageCopy = VkBufferImageCopy();
bufferImageCopy.bufferOffset = 0;
bufferImageCopy.bufferRowLength = 0;
bufferImageCopy.bufferImageHeight = 0;
bufferImageCopy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
bufferImageCopy.imageSubresource.mipLevel = 0;
bufferImageCopy.imageSubresource.baseArrayLayer = 0;
bufferImageCopy.imageSubresource.layerCount = 1;
bufferImageCopy.imageOffset.x = 0;
bufferImageCopy.imageOffset.y = 0;
bufferImageCopy.imageOffset.z = 0;
bufferImageCopy.imageExtent.width = imageData.getSize().x;
bufferImageCopy.imageExtent.height = imageData.getSize().y;
bufferImageCopy.imageExtent.depth = 1;
vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, textureImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &bufferImageCopy);
// End and submit the command buffer
if (vkEndCommandBuffer(commandBuffer) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
if (vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Ensure the command buffer has been processed
if (vkQueueWaitIdle(queue) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Begin the command buffer
if (vkBeginCommandBuffer(commandBuffer, &commandBufferBeginInfo) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Submit a barrier to transition the image layout from transfer destionation optimal to shader read-only optimal
barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
vkCmdPipelineBarrier(commandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, 0, 0, 0, 1, &barrier);
// End and submit the command buffer
if (vkEndCommandBuffer(commandBuffer) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
if (vkQueueSubmit(queue, 1, &submitInfo, VK_NULL_HANDLE) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Ensure the command buffer has been processed
if (vkQueueWaitIdle(queue) != VK_SUCCESS)
{
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
vulkanAvailable = false;
return;
}
// Free the command buffer
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkFreeMemory(device, stagingBufferMemory, 0);
vkDestroyBuffer(device, stagingBuffer, 0);
}
// Create an image view for our texture
void setupTextureImageView()
{
VkImageViewCreateInfo imageViewCreateInfo = VkImageViewCreateInfo();
imageViewCreateInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
imageViewCreateInfo.image = textureImage;
imageViewCreateInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
imageViewCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
imageViewCreateInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
imageViewCreateInfo.subresourceRange.baseMipLevel = 0;
imageViewCreateInfo.subresourceRange.levelCount = 1;
imageViewCreateInfo.subresourceRange.baseArrayLayer = 0;
imageViewCreateInfo.subresourceRange.layerCount = 1;
// Create our texture image view
if (vkCreateImageView(device, &imageViewCreateInfo, 0, &textureImageView) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Create a sampler for our texture
void setupTextureSampler()
{
// Sampler parameters: linear min/mag filtering, 4x anisotropic
VkSamplerCreateInfo samplerCreateInfo = VkSamplerCreateInfo();
samplerCreateInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerCreateInfo.magFilter = VK_FILTER_LINEAR;
samplerCreateInfo.minFilter = VK_FILTER_LINEAR;
samplerCreateInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerCreateInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerCreateInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
samplerCreateInfo.anisotropyEnable = VK_TRUE;
samplerCreateInfo.maxAnisotropy = 4;
samplerCreateInfo.borderColor = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
samplerCreateInfo.unnormalizedCoordinates = VK_FALSE;
samplerCreateInfo.compareEnable = VK_FALSE;
samplerCreateInfo.compareOp = VK_COMPARE_OP_ALWAYS;
samplerCreateInfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
samplerCreateInfo.mipLodBias = 0.0f;
samplerCreateInfo.minLod = 0.0f;
samplerCreateInfo.maxLod = 0.0f;
// Create our sampler
if (vkCreateSampler(device, &samplerCreateInfo, 0, &textureSampler) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Set up our descriptor pool
void setupDescriptorPool()
{
// We need to allocate as many descriptor sets as we have frames in flight
VkDescriptorPoolSize descriptorPoolSizes[2];
descriptorPoolSizes[0] = VkDescriptorPoolSize();
descriptorPoolSizes[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descriptorPoolSizes[0].descriptorCount = static_cast<uint32_t>(swapchainImages.size());
descriptorPoolSizes[1] = VkDescriptorPoolSize();
descriptorPoolSizes[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptorPoolSizes[1].descriptorCount = static_cast<uint32_t>(swapchainImages.size());
VkDescriptorPoolCreateInfo descriptorPoolCreateInfo = VkDescriptorPoolCreateInfo();
descriptorPoolCreateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descriptorPoolCreateInfo.poolSizeCount = 2;
descriptorPoolCreateInfo.pPoolSizes = descriptorPoolSizes;
descriptorPoolCreateInfo.maxSets = static_cast<uint32_t>(swapchainImages.size());
// Create the descriptor pool
if (vkCreateDescriptorPool(device, &descriptorPoolCreateInfo, 0, &descriptorPool) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Set up our descriptor sets
void setupDescriptorSets()
{
// Allocate a descriptor set for each frame in flight
std::vector<VkDescriptorSetLayout> descriptorSetLayouts(swapchainImages.size(), descriptorSetLayout);
VkDescriptorSetAllocateInfo descriptorSetAllocateInfo = VkDescriptorSetAllocateInfo();
descriptorSetAllocateInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
descriptorSetAllocateInfo.descriptorPool = descriptorPool;
descriptorSetAllocateInfo.descriptorSetCount = static_cast<uint32_t>(swapchainImages.size());
descriptorSetAllocateInfo.pSetLayouts = descriptorSetLayouts.data();
descriptorSets.resize(swapchainImages.size());
if (vkAllocateDescriptorSets(device, &descriptorSetAllocateInfo, descriptorSets.data()) != VK_SUCCESS)
{
descriptorSets.clear();
vulkanAvailable = false;
return;
}
// For every descriptor set, set up the bindings to our uniform buffer and texture sampler
for (std::size_t i = 0; i < descriptorSets.size(); ++i)
{
VkWriteDescriptorSet writeDescriptorSets[2];
// Uniform buffer binding information
VkDescriptorBufferInfo descriptorBufferInfo = VkDescriptorBufferInfo();
descriptorBufferInfo.buffer = uniformBuffers[i];
descriptorBufferInfo.offset = 0;
descriptorBufferInfo.range = sizeof(Matrix) * 3;
writeDescriptorSets[0] = VkWriteDescriptorSet();
writeDescriptorSets[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeDescriptorSets[0].dstSet = descriptorSets[i];
writeDescriptorSets[0].dstBinding = 0;
writeDescriptorSets[0].dstArrayElement = 0;
writeDescriptorSets[0].descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
writeDescriptorSets[0].descriptorCount = 1;
writeDescriptorSets[0].pBufferInfo = &descriptorBufferInfo;
// Texture sampler binding information
VkDescriptorImageInfo descriptorImageInfo = VkDescriptorImageInfo();
descriptorImageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
descriptorImageInfo.imageView = textureImageView;
descriptorImageInfo.sampler = textureSampler;
writeDescriptorSets[1] = VkWriteDescriptorSet();
writeDescriptorSets[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writeDescriptorSets[1].dstSet = descriptorSets[i];
writeDescriptorSets[1].dstBinding = 1;
writeDescriptorSets[1].dstArrayElement = 0;
writeDescriptorSets[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writeDescriptorSets[1].descriptorCount = 1;
writeDescriptorSets[1].pImageInfo = &descriptorImageInfo;
// Update the desciptor set
vkUpdateDescriptorSets(device, 2, writeDescriptorSets, 0, 0);
}
}
// Set up the command buffers we use for drawing each frame
void setupCommandBuffers()
{
// We need a command buffer for every frame in flight
commandBuffers.resize(swapchainFramebuffers.size());
// These are primary command buffers
VkCommandBufferAllocateInfo commandBufferAllocateInfo = VkCommandBufferAllocateInfo();
commandBufferAllocateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
commandBufferAllocateInfo.commandPool = commandPool;
commandBufferAllocateInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
commandBufferAllocateInfo.commandBufferCount = static_cast<uint32_t>(commandBuffers.size());
// Allocate the command buffers from our command pool
if (vkAllocateCommandBuffers(device, &commandBufferAllocateInfo, commandBuffers.data()) != VK_SUCCESS)
{
commandBuffers.clear();
vulkanAvailable = false;
return;
}
}
// Set up the commands we need to issue to draw a frame
void setupDraw()
{
// Set up our clear colors
VkClearValue clearColors[2];
// Clear color buffer to opaque black
clearColors[0] = VkClearValue();
clearColors[0].color.float32[0] = 0.0f;
clearColors[0].color.float32[1] = 0.0f;
clearColors[0].color.float32[2] = 0.0f;
clearColors[0].color.float32[3] = 0.0f;
// Clear depth to 1.0f
clearColors[1] = VkClearValue();
clearColors[1].depthStencil.depth = 1.0f;
clearColors[1].depthStencil.stencil = 0;
VkRenderPassBeginInfo renderPassBeginInfo = VkRenderPassBeginInfo();
renderPassBeginInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
renderPassBeginInfo.renderPass = renderPass;
renderPassBeginInfo.renderArea.offset.x = 0;
renderPassBeginInfo.renderArea.offset.y = 0;
renderPassBeginInfo.renderArea.extent = swapchainExtent;
renderPassBeginInfo.clearValueCount = 2;
renderPassBeginInfo.pClearValues = clearColors;
// Simultaneous use: this command buffer can be resubmitted to a queue before a previous submission is completed
VkCommandBufferBeginInfo commandBufferBeginInfo = VkCommandBufferBeginInfo();
commandBufferBeginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
commandBufferBeginInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
// Set up the command buffers for each frame in flight
for (std::size_t i = 0; i < commandBuffers.size(); ++i)
{
// Begin the command buffer
if (vkBeginCommandBuffer(commandBuffers[i], &commandBufferBeginInfo) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Begin the renderpass
renderPassBeginInfo.framebuffer = swapchainFramebuffers[i];
vkCmdBeginRenderPass(commandBuffers[i], &renderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
// Bind our graphics pipeline
vkCmdBindPipeline(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipeline);
// Bind our vertex buffer
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(commandBuffers[i], 0, 1, &vertexBuffer, &offset);
// Bind our index buffer
vkCmdBindIndexBuffer(commandBuffers[i], indexBuffer, 0, VK_INDEX_TYPE_UINT16);
// Bind our descriptor sets
vkCmdBindDescriptorSets(commandBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets[i], 0, 0);
// Draw our primitives
vkCmdDrawIndexed(commandBuffers[i], 36, 1, 0, 0, 0);
// End the renderpass
vkCmdEndRenderPass(commandBuffers[i]);
// End the command buffer
if (vkEndCommandBuffer(commandBuffers[i]) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
}
// Set up the semaphores we use to synchronize frames among each other
void setupSemaphores()
{
VkSemaphoreCreateInfo semaphoreCreateInfo = VkSemaphoreCreateInfo();
semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
// Create a semaphore to track when an swapchain image is available for each frame in flight
for (std::size_t i = 0; i < maxFramesInFlight; ++i)
{
imageAvailableSemaphores.push_back(0);
if (vkCreateSemaphore(device, &semaphoreCreateInfo, 0, &imageAvailableSemaphores[i]) != VK_SUCCESS)
{
imageAvailableSemaphores.pop_back();
vulkanAvailable = false;
return;
}
}
// Create a semaphore to track when rendering is complete for each frame in flight
for (std::size_t i = 0; i < maxFramesInFlight; ++i)
{
renderFinishedSemaphores.push_back(0);
if (vkCreateSemaphore(device, &semaphoreCreateInfo, 0, &renderFinishedSemaphores[i]) != VK_SUCCESS)
{
renderFinishedSemaphores.pop_back();
vulkanAvailable = false;
return;
}
}
}
// Set up the fences we use to synchronize frames among each other
void setupFences()
{
// Create the fences in the signaled state
VkFenceCreateInfo fenceCreateInfo = VkFenceCreateInfo();
fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceCreateInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
// Create a fence to track when queue submission is complete for each frame in flight
for (std::size_t i = 0; i < maxFramesInFlight; ++i)
{
fences.push_back(0);
if (vkCreateFence(device, &fenceCreateInfo, 0, &fences[i]) != VK_SUCCESS)
{
fences.pop_back();
vulkanAvailable = false;
return;
}
}
}
// Update the matrices in our uniform buffer every frame
void updateUniformBuffer(float elapsed)
{
// Construct the model matrix
Matrix model = {
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
};
matrixRotateX(model, sf::degrees(elapsed * 59.0f));
matrixRotateY(model, sf::degrees(elapsed * 83.0f));
matrixRotateZ(model, sf::degrees(elapsed * 109.0f));
// Translate the model based on the mouse position
sf::Vector2f mousePosition = sf::Vector2f(sf::Mouse::getPosition(window));
sf::Vector2f windowSize = sf::Vector2f(window.getSize());
float x = clamp( mousePosition.x * 2.f / windowSize.x - 1.f, -1.0f, 1.0f) * 2.0f;
float y = clamp(-mousePosition.y * 2.f / windowSize.y + 1.f, -1.0f, 1.0f) * 1.5f;
model[3][0] -= x;
model[3][2] += y;
// Construct the view matrix
const Vec3 eye = {0.0f, 4.0f, 0.0f};
const Vec3 center = {0.0f, 0.0f, 0.0f};
const Vec3 up = {0.0f, 0.0f, 1.0f};
Matrix view;
matrixLookAt(view, eye, center, up);
// Construct the projection matrix
const sf::Angle fov = sf::degrees(45);
const float aspect = static_cast<float>(swapchainExtent.width) / static_cast<float>(swapchainExtent.height);
const float nearPlane = 0.1f;
const float farPlane = 10.0f;
Matrix projection;
matrixPerspective(projection, fov, aspect, nearPlane, farPlane);
char* ptr;
// Map the current frame's uniform buffer into our address space
if (vkMapMemory(device, uniformBuffersMemory[currentFrame], 0, sizeof(Matrix) * 3, 0, reinterpret_cast<void**>(&ptr)) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Copy the matrix data into the current frame's uniform buffer
std::memcpy(ptr + sizeof(Matrix) * 0, model, sizeof(Matrix));
std::memcpy(ptr + sizeof(Matrix) * 1, view, sizeof(Matrix));
std::memcpy(ptr + sizeof(Matrix) * 2, projection, sizeof(Matrix));
// Unmap the buffer
vkUnmapMemory(device, uniformBuffersMemory[currentFrame]);
}
void draw()
{
uint32_t imageIndex = 0;
// If the objects we need to submit this frame are still pending, wait here
vkWaitForFences(device, 1, &fences[currentFrame], VK_TRUE, std::numeric_limits<uint64_t>::max());
{
// Get the next image in the swapchain
VkResult result = vkAcquireNextImageKHR(device, swapchain, std::numeric_limits<uint64_t>::max(), imageAvailableSemaphores[currentFrame], VK_NULL_HANDLE, &imageIndex);
// Check if we need to re-create the swapchain (e.g. if the window was resized)
if (result == VK_ERROR_OUT_OF_DATE_KHR)
{
recreateSwapchain();
swapchainOutOfDate = false;
return;
}
if ((result != VK_SUCCESS) && (result != VK_TIMEOUT) && (result != VK_NOT_READY) && (result != VK_SUBOPTIMAL_KHR))
{
vulkanAvailable = false;
return;
}
}
// Wait for the swapchain image to be available in the color attachment stage before submitting the queue
VkPipelineStageFlags waitStages = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
// Signal the render finished semaphore once the queue has been processed
VkSubmitInfo submitInfo = VkSubmitInfo();
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &imageAvailableSemaphores[currentFrame];
submitInfo.pWaitDstStageMask = &waitStages;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &commandBuffers[imageIndex];
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentFrame];
vkResetFences(device, 1, &fences[currentFrame]);
if (vkQueueSubmit(queue, 1, &submitInfo, fences[currentFrame]) != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
// Wait for rendering to complete before presenting
VkPresentInfoKHR presentInfo = VkPresentInfoKHR();
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentFrame];
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = &swapchain;
presentInfo.pImageIndices = &imageIndex;
{
// Queue presentation
VkResult result = vkQueuePresentKHR(queue, &presentInfo);
// Check if we need to re-create the swapchain (e.g. if the window was resized)
if ((result == VK_ERROR_OUT_OF_DATE_KHR) || (result == VK_SUBOPTIMAL_KHR) || swapchainOutOfDate)
{
recreateSwapchain();
swapchainOutOfDate = false;
}
else if (result != VK_SUCCESS)
{
vulkanAvailable = false;
return;
}
}
// Make sure to use the next frame's objects next frame
currentFrame = (currentFrame + 1) % maxFramesInFlight;
}
void run()
{
sf::Clock clock;
// Start game loop
while (window.isOpen())
{
// Process events
for (sf::Event event; window.pollEvent(event);)
{
// Close window: exit
if (event.type == sf::Event::Closed)
window.close();
// Escape key: exit
if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))
window.close();
// Re-create the swapchain when the window is resized
if (event.type == sf::Event::Resized)
swapchainOutOfDate = true;
}
// Check that window was not closed before drawing to it
if (vulkanAvailable && window.isOpen())
{
// Update the uniform buffer (matrices)
updateUniformBuffer(clock.getElapsedTime().asSeconds());
// Render the frame
draw();
}
}
}
private:
sf::WindowBase window;
bool vulkanAvailable;
const unsigned int maxFramesInFlight;
unsigned int currentFrame;
bool swapchainOutOfDate;
VkInstance instance;
VkDebugReportCallbackEXT debugReportCallback;
VkSurfaceKHR surface;
VkPhysicalDevice gpu;
int queueFamilyIndex;
VkDevice device;
VkQueue queue;
VkSurfaceFormatKHR swapchainFormat;
VkExtent2D swapchainExtent;
VkSwapchainKHR swapchain;
std::vector<VkImage> swapchainImages;
std::vector<VkImageView> swapchainImageViews;
VkFormat depthFormat;
VkImage depthImage;
VkDeviceMemory depthImageMemory;
VkImageView depthImageView;
VkShaderModule vertexShaderModule;
VkShaderModule fragmentShaderModule;
VkPipelineShaderStageCreateInfo shaderStages[2];
VkDescriptorSetLayout descriptorSetLayout;
VkPipelineLayout pipelineLayout;
VkRenderPass renderPass;
VkPipeline graphicsPipeline;
std::vector<VkFramebuffer> swapchainFramebuffers;
VkCommandPool commandPool;
VkBuffer vertexBuffer;
VkDeviceMemory vertexBufferMemory;
VkBuffer indexBuffer;
VkDeviceMemory indexBufferMemory;
std::vector<VkBuffer> uniformBuffers;
std::vector<VkDeviceMemory> uniformBuffersMemory;
VkImage textureImage;
VkDeviceMemory textureImageMemory;
VkImageView textureImageView;
VkSampler textureSampler;
VkDescriptorPool descriptorPool;
std::vector<VkDescriptorSet> descriptorSets;
std::vector<VkCommandBuffer> commandBuffers;
std::vector<VkSemaphore> imageAvailableSemaphores;
std::vector<VkSemaphore> renderFinishedSemaphores;
std::vector<VkFence> fences;
};
////////////////////////////////////////////////////////////
/// Entry point of application
///
/// \return Application exit code
///
////////////////////////////////////////////////////////////
int main()
{
VulkanExample example;
example.run();
return EXIT_SUCCESS;
}