Implemented mesh batching at startup

This commit is contained in:
Lorenzo Torres 2025-08-07 19:48:40 +02:00
parent 1ed403dc9e
commit 214317e0bf
5 changed files with 181 additions and 114 deletions

View file

@ -17,8 +17,7 @@ render_pass: vk.RenderPass,
swapchain: vk.Swapchain,
graphics_pipeline: vk.GraphicsPipeline,
current_frame: u32,
vertex_buffer: vk.Buffer,
index_buffer: vk.Buffer,
mesh: Mesh,
transform: math.Transform,
previous_time: std.time.Instant,
@ -37,7 +36,9 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
const swapchain = try vk.Swapchain.init(allocator, surface, device, physical_device, render_pass);
var graphics_pipeline = try vk.GraphicsPipeline.init(allocator, device, swapchain, render_pass, vertex_shader, fragment_shader);
var pipeline_builder = vk.GraphicsPipeline.Builder.init(allocator, device);
const mesh = try pipeline_builder.addMesh("assets/models/cube.glb");
var graphics_pipeline = try pipeline_builder.build(swapchain, render_pass, vertex_shader, fragment_shader);
// TODO: I think the renderer shouldn't have to interact with buffers. I think the API should change to
// something along the lines of
@ -46,8 +47,6 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
// renderer.render(some_other_thing);
// ...
// renderer.submit()
const triangle = try Mesh.init(allocator, device);
const texture = try Texture.init("assets/textures/container.png", device);
const diffuse = try Texture.init("assets/textures/container_specular.png", device);
@ -66,18 +65,14 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
.swapchain = swapchain,
.graphics_pipeline = graphics_pipeline,
.current_frame = 0,
// TODO: Why are we storing the buffer and not the Mesh?
.vertex_buffer = triangle.vertex_buffer,
.index_buffer = triangle.index_buffer,
.transform = math.Transform.init(.{0.0, 0.0, 0.0}, .{1.0, 1.0, 1.0}, .{0.0, 0.0, 0.0}),
.previous_time = try std.time.Instant.now(),
.mesh = mesh,
};
}
pub fn deinit(self: Renderer) void {
self.device.waitIdle();
self.index_buffer.deinit(self.device.handle);
self.vertex_buffer.deinit(self.device.handle);
self.graphics_pipeline.deinit(self.device);
self.swapchain.deinit(self.device);
self.render_pass.deinit(self.device);
@ -113,10 +108,10 @@ pub fn render(pool: *ecs.Pool) anyerror!void {
try renderer.device.beginCommand(renderer.current_frame);
renderer.render_pass.begin(renderer.swapchain, renderer.device, image, renderer.current_frame);
renderer.graphics_pipeline.bind(renderer.device, renderer.current_frame);
renderer.device.bindVertexBuffer(renderer.vertex_buffer, renderer.current_frame);
renderer.device.bindIndexBuffer(renderer.index_buffer, renderer.current_frame);
renderer.device.bindVertexBuffer(renderer.graphics_pipeline.vertex_buffer, renderer.current_frame);
renderer.device.bindIndexBuffer(renderer.graphics_pipeline.index_buffer, renderer.current_frame);
renderer.device.bindDescriptorSets(renderer.graphics_pipeline, renderer.current_frame, 0);
renderer.device.draw(@intCast(renderer.index_buffer.size / @sizeOf(u16)), renderer.current_frame);
renderer.device.draw(renderer.mesh.index_count, renderer.current_frame, renderer.mesh);
renderer.render_pass.end(renderer.device, renderer.current_frame);
try renderer.device.endCommand(renderer.current_frame);