mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
Work on character rendering and frustrum culling etc
This commit is contained in:
parent
fc5294eb0f
commit
7dd1dada5f
16 changed files with 559 additions and 138 deletions
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@ -9,9 +9,10 @@ VkRenderTarget::~VkRenderTarget() {
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// Must call destroy() explicitly with device/allocator before destruction
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}
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bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkFormat format) {
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bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkFormat format, bool withDepth) {
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VkDevice device = ctx.getDevice();
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VmaAllocator allocator = ctx.getAllocator();
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hasDepth_ = withDepth;
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// Create color image (COLOR_ATTACHMENT + SAMPLED for reading in subsequent passes)
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colorImage_ = createImage(device, allocator, width, height, format,
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@ -22,6 +23,17 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
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return false;
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}
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// Create depth image if requested
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if (withDepth) {
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depthImage_ = createImage(device, allocator, width, height,
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VK_FORMAT_D32_SFLOAT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
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if (!depthImage_.image) {
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LOG_ERROR("VkRenderTarget: failed to create depth image (", width, "x", height, ")");
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destroy(device, allocator);
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return false;
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}
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}
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// Create sampler (linear filtering, clamp to edge)
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VkSamplerCreateInfo samplerInfo{};
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samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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@ -41,44 +53,77 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
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}
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// Create render pass
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// Color attachment: UNDEFINED -> COLOR_ATTACHMENT_OPTIMAL (during pass)
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// -> SHADER_READ_ONLY_OPTIMAL (final layout, ready for sampling)
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VkAttachmentDescription colorAttachment{};
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colorAttachment.format = format;
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colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
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colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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colorAttachment.finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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VkAttachmentDescription attachments[2]{};
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// Color attachment: UNDEFINED -> COLOR_ATTACHMENT_OPTIMAL -> SHADER_READ_ONLY_OPTIMAL
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attachments[0].format = format;
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attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[0].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[0].finalLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// Depth attachment (only used when withDepth)
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attachments[1].format = VK_FORMAT_D32_SFLOAT;
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attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachments[1].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference colorRef{};
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colorRef.attachment = 0;
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colorRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkAttachmentReference depthRef{};
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depthRef.attachment = 1;
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depthRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass{};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &colorRef;
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if (withDepth) subpass.pDepthStencilAttachment = &depthRef;
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// Dependency: external -> subpass 0 (wait for previous reads to finish)
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VkSubpassDependency dependency{};
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.dstSubpass = 0;
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dependency.srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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// Dependencies
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VkSubpassDependency dependencies[2]{};
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uint32_t depCount = 1;
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// Input dependency: wait for previous fragment shader reads before writing
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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if (withDepth) {
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dependencies[0].dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT;
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dependencies[0].dstAccessMask |= VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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// Output dependency (depth targets only): ensure writes complete before fragment reads
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT |
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VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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depCount = 2;
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}
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VkRenderPassCreateInfo rpInfo{};
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rpInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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rpInfo.attachmentCount = 1;
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rpInfo.pAttachments = &colorAttachment;
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rpInfo.attachmentCount = withDepth ? 2u : 1u;
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rpInfo.pAttachments = attachments;
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rpInfo.subpassCount = 1;
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rpInfo.pSubpasses = &subpass;
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rpInfo.dependencyCount = 1;
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rpInfo.pDependencies = &dependency;
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rpInfo.dependencyCount = depCount;
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rpInfo.pDependencies = dependencies;
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if (vkCreateRenderPass(device, &rpInfo, nullptr, &renderPass_) != VK_SUCCESS) {
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LOG_ERROR("VkRenderTarget: failed to create render pass");
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@ -87,11 +132,12 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
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}
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// Create framebuffer
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VkImageView fbAttachments[2] = { colorImage_.imageView, depthImage_.imageView };
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VkFramebufferCreateInfo fbInfo{};
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fbInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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fbInfo.renderPass = renderPass_;
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fbInfo.attachmentCount = 1;
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fbInfo.pAttachments = &colorImage_.imageView;
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fbInfo.attachmentCount = withDepth ? 2u : 1u;
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fbInfo.pAttachments = fbAttachments;
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fbInfo.width = width;
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fbInfo.height = height;
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fbInfo.layers = 1;
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@ -102,7 +148,7 @@ bool VkRenderTarget::create(VkContext& ctx, uint32_t width, uint32_t height, VkF
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return false;
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}
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LOG_INFO("VkRenderTarget created (", width, "x", height, ")");
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LOG_INFO("VkRenderTarget created (", width, "x", height, withDepth ? ", with depth)" : ")");
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return true;
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}
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@ -119,7 +165,9 @@ void VkRenderTarget::destroy(VkDevice device, VmaAllocator allocator) {
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vkDestroySampler(device, sampler_, nullptr);
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sampler_ = VK_NULL_HANDLE;
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}
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destroyImage(device, allocator, depthImage_);
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destroyImage(device, allocator, colorImage_);
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hasDepth_ = false;
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}
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void VkRenderTarget::beginPass(VkCommandBuffer cmd, const VkClearColorValue& clear) {
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@ -130,10 +178,11 @@ void VkRenderTarget::beginPass(VkCommandBuffer cmd, const VkClearColorValue& cle
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rpBegin.renderArea.offset = {0, 0};
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rpBegin.renderArea.extent = getExtent();
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VkClearValue clearValue{};
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clearValue.color = clear;
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rpBegin.clearValueCount = 1;
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rpBegin.pClearValues = &clearValue;
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VkClearValue clearValues[2]{};
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clearValues[0].color = clear;
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clearValues[1].depthStencil = {1.0f, 0};
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rpBegin.clearValueCount = hasDepth_ ? 2u : 1u;
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rpBegin.pClearValues = clearValues;
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vkCmdBeginRenderPass(cmd, &rpBegin, VK_SUBPASS_CONTENTS_INLINE);
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