Rransforms are all sent to the gpu with one buffer

This commit is contained in:
Lorenzo Torres 2025-08-09 18:51:11 +02:00
parent 9a5ffc70a5
commit d010954abb
4 changed files with 29 additions and 9 deletions

View file

@ -4,6 +4,7 @@ struct Transform {
mat4 translation;
mat4 scale;
mat4 rotation;
vec4 quaternion;
};
layout(location = 0) in vec3 vertPos;
@ -26,8 +27,13 @@ layout(location = 2) out vec3 Normal;
layout(location = 3) out vec3 FragPos;
layout(location = 4) out vec2 TexCoords;
layout(push_constant) uniform pc {
layout(offset = 4) int transform_index;
} pushConstants;
void main() {
mat4 transformation = transform.transforms[0].translation * transform.transforms[0].scale * transform.transforms[0].rotation;
int transform_index = pushConstants.transform_index;
mat4 transformation = transform.transforms[transform_index].translation * transform.transforms[transform_index].scale * transform.transforms[transform_index].rotation;
vec4 out_vec = proj.proj * view.view * transformation * vec4(vertPos, 1.0);
FragPos = vec3(transformation * vec4(vertPos, 1.0));

View file

@ -315,8 +315,7 @@ pub fn initShader(self: Self, comptime name: []const u8) !c.VkShaderModule {
}
pub fn pushConstant(self: Self, pipeline: vk.GraphicsPipeline, stage: u32, offset: u32, size: u32, data: [*c]u8, frame: usize) void {
_ = stage;
c.vkCmdPushConstants(self.command_buffers[frame], pipeline.layout, c.VK_SHADER_STAGE_FRAGMENT_BIT, offset, size, data);
c.vkCmdPushConstants(self.command_buffers[frame], pipeline.layout, stage, offset, size, data);
}
pub fn deinitShader(self: Self, shader: c.VkShaderModule) void {

View file

@ -366,18 +366,26 @@ pub fn init(allocator: Allocator, device: vk.Device, swapchain: vk.Swapchain, re
var set_layouts = [_]c.VkDescriptorSetLayout{descriptor_set_layout, texture_descriptor_set_layout};
const range: c.VkPushConstantRange = .{
const lights_range: c.VkPushConstantRange = .{
.stageFlags = c.VK_SHADER_STAGE_FRAGMENT_BIT,
.offset = 0,
.size = 4,
};
const transform_range: c.VkPushConstantRange = .{
.stageFlags = c.VK_SHADER_STAGE_VERTEX_BIT,
.offset = 4,
.size = 4,
};
const range: [2]c.VkPushConstantRange = .{lights_range, transform_range};
const layout_info: c.VkPipelineLayoutCreateInfo = .{
.sType = c.VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 2,
.pSetLayouts = set_layouts[0..].ptr,
.pushConstantRangeCount = 1,
.pPushConstantRanges = &range,
.pushConstantRangeCount = 2,
.pPushConstantRanges = range[0..].ptr,
};
var layout: c.VkPipelineLayout = undefined;

View file

@ -2,6 +2,7 @@ const math = @import("math");
const ecs = @import("ecs");
const std = @import("std");
const vk = @import("vulkan.zig");
const c = vk.c;
const Mesh = @import("Mesh.zig");
const Texture = vk.Texture;
const Camera = @import("Camera.zig");
@ -83,8 +84,8 @@ pub fn init(allocator: Allocator, instance_handle: vk.c.VkInstance, surface_hand
.swapchain = swapchain,
.graphics_pipeline = graphics_pipeline,
.current_frame = 0,
.transform = math.Transform.init(.{0.0, 0.0, 0.0}, .{1.0, 1.0, 1.0}, .{0.0, 0.0, 0.0}),
.transform2 = math.Transform.init(.{0.0, 3.0, 3.0}, .{0.5, 0.5, 0.5}, .{0.0, 0.0, 0.0}),
.transform = math.Transform.init(.{0.5, 0.0, 0.0}, .{0.5, 0.5, 0.5}, .{0.0, 0.0, 0.0}),
.transform2 = math.Transform.init(.{-1.0, 0.0, 0.0}, .{0.5, 0.5, 0.5}, .{0.0, 0.0, 0.0}),
.previous_time = try std.time.Instant.now(),
.mesh = mesh,
};
@ -120,6 +121,7 @@ pub fn render(pool: *ecs.Pool) anyerror!void {
const transform_memory = renderer.graphics_pipeline.transform_buffer.mapped_memory;
transform_memory[0] = renderer.transform;
transform_memory[1] = renderer.transform2;
try renderer.device.waitFence(renderer.current_frame);
const image = try renderer.swapchain.nextImage(renderer.device, renderer.current_frame);
@ -131,7 +133,12 @@ pub fn render(pool: *ecs.Pool) anyerror!void {
renderer.device.bindIndexBuffer(renderer.graphics_pipeline.index_buffer, renderer.current_frame);
renderer.device.bindDescriptorSets(renderer.graphics_pipeline, renderer.current_frame, 0);
var lights: u32 = 2;
renderer.device.pushConstant(renderer.graphics_pipeline, 0, 0, 4, @ptrCast(&lights), renderer.current_frame);
renderer.device.pushConstant(renderer.graphics_pipeline, c.VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4, @ptrCast(&lights), renderer.current_frame);
var transform: u32 = 0;
renderer.device.pushConstant(renderer.graphics_pipeline, c.VK_SHADER_STAGE_VERTEX_BIT, 4, 4, @ptrCast(&transform), renderer.current_frame);
renderer.device.draw(renderer.mesh.index_count, renderer.current_frame, renderer.mesh);
transform = 1;
renderer.device.pushConstant(renderer.graphics_pipeline, c.VK_SHADER_STAGE_VERTEX_BIT, 4, 4, @ptrCast(&transform), 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);