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const c = @import("c.zig");
const ecs = @import("ecs");
const std = @import("std");
const vk = @import("vulkan.zig");
pub const Window = @import("Window.zig");
pub 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 init(allocator: Allocator, w: 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.create(allocator, 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 deinit(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: render is maybe a bad name? something like present() or submit() is better?
pub fn render(pool: *ecs.Pool) anyerror!void {
var renderer = pool.resources.renderer;
try renderer.device.waitFence(renderer.current_frame);
const image = try renderer.swapchain.nextImage(renderer.device, renderer.current_frame);
try renderer.device.resetCommand(renderer.current_frame);
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.bindDescriptorSets(renderer.graphics_pipeline, renderer.current_frame);
renderer.device.draw(@intCast(renderer.index_buffer.size / @sizeOf(u16)), renderer.current_frame);
renderer.render_pass.end(renderer.device, renderer.current_frame);
try renderer.device.endCommand(renderer.current_frame);
try renderer.device.submit(renderer.swapchain, image, renderer.current_frame);
renderer.current_frame = (renderer.current_frame + 1) % 2;
}
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