Use löve's uniform data object for vulkan shader

This commit is contained in:
niki
2022-06-13 16:50:12 +02:00
parent 12b9978173
commit c996860602
6 changed files with 101 additions and 71 deletions
+49 -7
View File
@@ -191,6 +191,13 @@ namespace love {
void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight) {
std::cout << "setViewPortSize ";
this->width = width;
this->height = height;
this->pixelWidth = pixelwidth;
this->pixelHeight = pixelheight;
resetProjection();
recreateSwapChain();
}
@@ -323,6 +330,11 @@ namespace love {
return new StreamBuffer(vmaAllocator, type, size);
}
Matrix4 Graphics::computeDeviceProjection(const Matrix4& projection, bool rendertotexture) const {
uint32 flags = DEVICE_PROJECTION_DEFAULT;
return calculateDeviceProjection(projection, 0);
}
// END IMPLEMENTATION OVERRIDDEN FUNCTIONS
void Graphics::updatedBatchedDrawBuffers() {
@@ -378,12 +390,42 @@ namespace love {
void Graphics::prepareDraw(uint32_t currentImage) {
auto& buffer = uniformBuffers.at(currentImage);
Shader::UniformBufferObject ubo{};
ubo.windowWidth = static_cast<float>(swapChainExtent.width);
ubo.windowHeight = static_cast<float>(swapChainExtent.height);
love::graphics::Shader::BuiltinUniformData data;
data.transformMatrix = getTransform();
data.projectionMatrix = getDeviceProjection();
// The normal matrix is the transpose of the inverse of the rotation portion
// (top-left 3x3) of the transform matrix.
{
Matrix3 normalmatrix = Matrix3(data.transformMatrix).transposedInverse();
const float* e = normalmatrix.getElements();
for (int i = 0; i < 3; i++)
{
data.normalMatrix[i].x = e[i * 3 + 0];
data.normalMatrix[i].y = e[i * 3 + 1];
data.normalMatrix[i].z = e[i * 3 + 2];
data.normalMatrix[i].w = 0.0f;
}
}
// Store DPI scale in an unused component of another vector.
data.normalMatrix[0].w = (float)getCurrentDPIScale();
// Same with point size.
data.normalMatrix[1].w = getPointSize();
data.screenSizeParams.x = swapChainExtent.width;
data.screenSizeParams.y = swapChainExtent.height;
data.screenSizeParams.z = 1.0f;
data.screenSizeParams.w = 0.0f;
data.constantColor = getColor();
gammaCorrectColor(data.constantColor);
auto mappedInfo = buffer->map(0);
memcpy(mappedInfo.data, &ubo, sizeof(ubo));
memcpy(mappedInfo.data, &data, sizeof(data));
buffer->unmap(0);
}
@@ -896,7 +938,7 @@ namespace love {
}
void Graphics::createUniformBuffers() {
VkDeviceSize bufferSize = sizeof(Shader::UniformBufferObject);
VkDeviceSize bufferSize = sizeof(graphics::Shader::BuiltinUniformData);
for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) {
uniformBuffers.push_back(std::make_unique<StreamBuffer>(vmaAllocator, BUFFERUSAGE_UNIFORM, bufferSize));
@@ -953,7 +995,7 @@ namespace love {
VkDescriptorBufferInfo bufferInfo{};
bufferInfo.buffer = (VkBuffer)uniformBuffers.at(i)->getHandle();
bufferInfo.offset = 0;
bufferInfo.range = sizeof(Shader::UniformBufferObject);
bufferInfo.range = sizeof(graphics::Shader::BuiltinUniformData);
VkDescriptorImageInfo imageInfo{};
imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
@@ -1004,7 +1046,7 @@ namespace love {
VkVertexInputBindingDescription texCoordsBindingDescription;
texCoordsBindingDescription.binding = 1;
texCoordsBindingDescription.stride = 3 * sizeof(float); // 2 floats for texture coordinates, 1 float for color
texCoordsBindingDescription.stride = sizeof(STf_RGBAub);
texCoordsBindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
VkVertexInputAttributeDescription texCoordsInputAttributeDescription;