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main-model-instance.cpp
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#include <iostream>
#include <cstring>
#include <chrono>
#include <glm/mat4x4.hpp>
#include <glm/gtx/transform.hpp>
#include "VK_UniformBuffer.h"
#include "VK_Context.h"
#include "VK_Image.h"
#include "VK_Texture.h"
#include "VK_DynamicState.h"
#include "VK_Pipeline.h"
using namespace std;
VK_Context *context = nullptr;
VK_Pipeline *pipeline = nullptr;
uint32_t updateUniformBufferData(char *&data, uint32_t size)
{
static auto startTime = std::chrono::high_resolution_clock::now();
auto currentTime = std::chrono::high_resolution_clock::now();
float time = std::chrono::duration<float, std::chrono::seconds::period>
(currentTime - startTime).count();
glm::mat4 model = glm::rotate(glm::mat4(1.0f), glm::radians(90.0f), glm::vec3(1.0f, 0.0f, 0.0f));
model *= glm::rotate(glm::mat4(1.0f), time * glm::radians(30.0f), glm::vec3(0.0f, 1.0f, 0.0f));
auto view = glm::lookAt(glm::vec3(0.0f, 4.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f,
0.0f, 1.0f));
auto proj = glm::perspective(glm::radians(45.0f),
context->getSwapChainExtent().width / (float)context->getSwapChainExtent().height, 0.1f, 10.0f);
proj[1][1] *= -1;
model = proj * view * model;
memcpy(data, &model[0][0], size);
time = sin(time);
memcpy(data + sizeof(float) * 16, (void *)&time, sizeof(float));
return 17 * sizeof(float);
}
void onFrameSizeChanged(int width, int height)
{
pipeline->getDynamicState()->applyDynamicViewport({0, 0, (float)width, (float)height, 0, 1});
}
#define INSTANCE_COUNT 7
int main()
{
VK_ContextConfig config;
config.debug = true;
config.name = "Model IndirectDraw";
context = createVkContext(config);
context->createWindow(480, 480, true);
context->setOnFrameSizeChanged(onFrameSizeChanged);
VkPhysicalDeviceFeatures deviceFeatures{};
deviceFeatures.multiDrawIndirect = VK_TRUE;
deviceFeatures.fillModeNonSolid = VK_TRUE;
deviceFeatures.drawIndirectFirstInstance = VK_TRUE;
context->setLogicalDeviceFeatures(deviceFeatures);
VK_Context::VK_Config vkConfig;
context->initVulkanDevice(vkConfig);
auto shaderSet = context->createShaderSet();
shaderSet->addShader("../shader/model-instance/vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderSet->addShader("../shader/model-instance/frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderSet->appendVertexAttributeDescription(0, sizeof (float) * 3, VK_FORMAT_R32G32B32_SFLOAT, 0, 0);
shaderSet->appendVertexAttributeDescription(1, sizeof (float) * 2, VK_FORMAT_R32G32_SFLOAT,
sizeof(float) * 3, 0);
shaderSet->appendVertexAttributeDescription(2, sizeof (float) * 3, VK_FORMAT_R32G32B32_SFLOAT,
sizeof(float) * 5, 0);
shaderSet->appendVertexAttributeDescription(3, sizeof(glm::vec3), VK_FORMAT_R32G32B32_SFLOAT,
0, 1);
shaderSet->appendVertexInputBindingDescription(8 * sizeof(float), 0, VK_VERTEX_INPUT_RATE_VERTEX);
shaderSet->appendVertexInputBindingDescription(sizeof(glm::vec3), 1, VK_VERTEX_INPUT_RATE_INSTANCE);
VkDescriptorSetLayoutBinding uniformBinding = VK_ShaderSet::createDescriptorSetLayoutBinding(0,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT);
shaderSet->addDescriptorSetLayoutBinding(uniformBinding);
if (!shaderSet->isValid()) {
std::cerr << "invalid shaderSet" << std::endl;
shaderSet->release();
context->release();
return -1;
}
auto ubo = shaderSet->addUniformBuffer(0, sizeof(float) * 17);
ubo->setWriteDataCallback(updateUniformBufferData);
context->initVulkanContext();
pipeline = context->createPipeline(shaderSet);
auto rasterCreateInfo = pipeline->getRasterizationStateCreateInfo();
rasterCreateInfo.polygonMode = VK_POLYGON_MODE_LINE;
pipeline->setRasterizationStateCreateInfo(rasterCreateInfo);
pipeline->create();
std::vector<glm::vec3> instance(INSTANCE_COUNT);
for (uint32_t i = 0; i < INSTANCE_COUNT; i++) {
if (i > 0)
instance[i].x = (i % 2 == 1) ? 0.5f * (i + 1) / 2 : -0.5f * (i + 1) / 2;
}
auto buffer = context->createVertexBuffer("../model/pug.obj", true, true);
pipeline->addRenderBuffer(buffer);
uint32_t count = buffer->getDataCount();
buffer = context->createInstanceBuffer(INSTANCE_COUNT, sizeof(glm::vec3),
(char *)instance.data(), 1);
pipeline->addRenderBuffer(buffer);
buffer = context->createIndirectBuffer(INSTANCE_COUNT, sizeof(glm::vec3), count);
pipeline->addRenderBuffer(buffer);
context->createCommandBuffers();
context->run();
context->release();
return 0;
}