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-rw-r--r--src/rendering/renderer_vulkan.zig94
1 files changed, 94 insertions, 0 deletions
diff --git a/src/rendering/renderer_vulkan.zig b/src/rendering/renderer_vulkan.zig
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+++ b/src/rendering/renderer_vulkan.zig
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+const c = @import("../c.zig");
+const std = @import("std");
+const vk = @import("vulkan.zig");
+const window = @import("window.zig");
+const mesh = @import("mesh.zig");
+const Allocator = std.mem.Allocator;
+
+const Renderer = @This();
+
+instance: vk.Instance,
+surface: vk.Surface,
+physical_device: vk.PhysicalDevice,
+device: vk.Device(2),
+render_pass: vk.RenderPass(2),
+swapchain: vk.Swapchain(2),
+graphics_pipeline: vk.GraphicsPipeline(2),
+current_frame: u32,
+vertex_buffer: vk.Buffer,
+index_buffer: vk.Buffer,
+
+pub fn create(allocator: Allocator, w: window.Window) !Renderer {
+ const instance = try vk.Instance.create(allocator);
+
+ const surface = try vk.Surface.create(instance, w);
+
+ var physical_device = try vk.PhysicalDevice.pick(allocator, instance);
+ const device = try physical_device.create_device(surface, allocator, 2);
+
+ const vertex_shader = try device.createShader("shader_vert");
+ defer device.destroyShader(vertex_shader);
+ const fragment_shader = try device.createShader("shader_frag");
+ defer device.destroyShader(fragment_shader);
+
+ const render_pass = try vk.RenderPass(2).create(allocator, device, surface, physical_device);
+
+ const swapchain = try vk.Swapchain(2).create(allocator, surface, device, physical_device, w, render_pass);
+
+ const graphics_pipeline = try vk.GraphicsPipeline(2).create(device, 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
+ // renderer.begin()
+ // renderer.render(triangle);
+ // renderer.render(some_other_thing);
+ // ...
+ // renderer.submit()
+ const triangle = try mesh.Mesh.create(device);
+
+ return Renderer{
+ .instance = instance,
+ .surface = surface,
+ .physical_device = physical_device,
+ .device = device,
+ .render_pass = render_pass,
+ .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,
+ };
+}
+
+pub fn destroy(self: Renderer) void {
+ self.device.waitIdle();
+ self.index_buffer.destroy(self.device.handle);
+ self.vertex_buffer.destroy(self.device.handle);
+ self.graphics_pipeline.destroy(self.device);
+ self.swapchain.destroy(self.device);
+ self.render_pass.destroy(self.device);
+ self.device.destroy();
+ self.surface.destroy(self.instance);
+ self.instance.destroy();
+}
+
+// TODO: tick is maybe a bad name? something like present() or submit() is better?
+pub fn tick(self: *Renderer) !void {
+ try self.device.waitFence(self.current_frame);
+ const image = try self.swapchain.nextImage(self.device, self.current_frame);
+ try self.device.resetCommand(self.current_frame);
+ try self.device.beginCommand(self.current_frame);
+ self.render_pass.begin(self.swapchain, self.device, image, self.current_frame);
+ self.graphics_pipeline.bind(self.device, self.current_frame);
+ self.device.bindVertexBuffer(self.vertex_buffer, self.current_frame);
+ self.device.bindIndexBuffer(self.index_buffer, self.current_frame);
+ self.device.bindDescriptorSets(self.graphics_pipeline, self.current_frame);
+ self.device.draw(@intCast(self.index_buffer.size / @sizeOf(u16)), self.current_frame);
+ self.render_pass.end(self.device, self.current_frame);
+ try self.device.endCommand(self.current_frame);
+
+ try self.device.submit(self.swapchain, image, self.current_frame);
+
+ self.current_frame = (self.current_frame + 1) % 2;
+}